Table feel
The game has a moderate level of direct confrontation and strategic depth in confrontation. Players need to pay attention to each other's actions frequently. However, there is less emphasis on cooperation.
Players
3-7
Time
?-?
Age
10+
Weight
1.05
Rating
5.79
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
More strategic control
The game has a moderate level of direct confrontation and strategic depth in confrontation. Players need to pay attention to each other's actions frequently. However, there is less emphasis on cooperation.
Mad Scientist University has a high variability gameboard, with different experiences each time it is played. The presence of expansions adds new content and gameplay elements, enhancing replay value. The game offers deep strategic possibilities and room for improvement over time. Player interaction is moderate. The game scales well with different numbers of players without compromising its appeal or balance. It is moderately easy to learn, providing a good balance between depth and accessibility. Overall, Mad Scientist University has a strong replayability score of 7.85.
Mad Scientist University has a moderate level of luck influence. Random elements have a notable but not exclusive impact on the game outcome. Players have substantial ability to mitigate randomness through strategic decisions and planning. The game outcome is primarily determined by player strategy and decisions, with luck playing a minor role.
A party game originally from Raiding Party Games, and republished by Atlas Games in 2007, Mad Scientist University is a storytelling game where each player in turn takes on the role of an evil genius Teacher's Assistant (TA) at the Mad Scientist University. Each TA holds a class challenging the students (everyone else) to come up with a way to meet a goal given certain elements listed on distributed cards (Create Perpetual Motion with Lawn Gnomes, for example). Each student brainstorms and then gives a short presentation detailing their plan, and the TA awards the card with the goal to the 'best' plan by whatever criteria the TA wishes (evil geniuses get to be snarky, after all). The winner is the student with the most won goal cards after everyone has led a course. Expanded by: Mad Scientist University Course Packet: Home Economics Mad Scientist University Course Packet: Independent Study Mad Scientist University Course Packet: Medicine Mad Scientist University Course Packet: Physical Education Mad Scientist University Course Packet: Physics Mad Scientist University Course Packet: PSI PHI Mad Scientist University Course Packet: Spring Break Mad Scientist University Course Packet: Theater Mad Scientist University Course Packet: Winter Break Mad Scientist University Course Packet: Zoology
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