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Match Madness box art

Match Madness

Players

1-4

Time

10-20

Age

7+

Weight

1.09

Rating

6.19

Fit

Teach 2.4

Teaching signal

Replay 3.9

High replayability

Interaction 3.7

Highly interactive

Scaling 4.4

Scales well

Strategy 4.7

Deep strategy

Control 2.5

Luck-sensitive

Table feel

Moderate level of direct confrontation and strategic depth, with high frequency of interaction. Limited emphasis on cooperation.

Replay value

Match Madness offers a high degree of variability with its gameboard, multiple paths to victory, and variable setups. The expansions available add new content and gameplay elements, enhancing the replay value. The game provides deep strategic possibilities and room for improvement over time. Player interaction is moderate, and the game scales well with different numbers of players. While it may take some time to learn, the depth it offers makes it worth the investment. Overall, Match Madness has a strong replayability score of 7.88 out of 10.

Luck profile

Match Madness has a moderate influence of luck. The game outcome is not solely determined by random elements, but they still have a notable impact. Players have a substantial ability to mitigate randomness through strategic decisions and planning. The game relies on a balanced mix of luck and strategy, making it suitable for players who enjoy both elements.

Overview

Be the fastest to recreate with your blocks the pattern shown on a card to win the card. The player with the most cards at the end of the game is the winner. Each player receives a set of 5 blocks numbered 1 to 5. After shuffling the deck of pattern cards, players determine how many rounds they wish to play and take the same number of pattern cards from the top of the deck. These cards are then placed, face down, in the center of the table. Game play: The top card from the deck is flipped revealing a pattern. All players scramble to match, with their blocks, the pattern shown on the card. The first player to successfully match the pattern grabs the card and shows to the other players that the configuration of their blocks matches the pattern on the card. If the player is correct, they keep the card. A new card is flipped over and another round begins. The game ends when all the cards have been collected by the players. The player with the most cards wins. In the case of a tie, the player with the most level 5 cards wins (if players have the same number of level 5 cards, then level 4 cards are counted and so forth).

Editions

Edition Year Language Publisher / Region
No editions imported yet.

Files

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Credits

Designers

1
Jeppe Norsker

Artists

1
Karl Malepart

Publishers

1
FoxMind

Linked items

No linked items imported yet.