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Mayday!mayday! box art

Mayday!mayday!

Players

5-8

Time

?-?

Age

10+

Weight

1.94

Rating

6.37

Fit

Teach 2.4

Teaching signal

Replay 4.0

High replayability

Interaction 3.7

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 3.0

Luck-sensitive

Table feel

mayday!mayday! has a high level of direct confrontation and strategic depth in confrontation. Players need to frequently pay attention to and react to others' strategies and turns. However, there is a lower emphasis on cooperation in the game.

Replay value

mayday!mayday! has a high replayability score due to its high variability gameboard, impactful expansions, deep strategic possibilities, and adaptability to different player counts. While it may take some time to learn, the game offers fresh experiences each time it is played.

Luck profile

mayday!mayday! has a moderate level of randomness impact, where random elements have a notable but not exclusive impact on the game outcome. Players have a good amount of strategic mitigation options available to influence the effects of randomness. The overall luck dependence is balanced, with a mix of luck and strategy playing a role in the game outcome. The final luck score for mayday!mayday! is 6, indicating a game that strikes a balance between luck and strategy.

Overview

In Mayday!Mayday! all players are flight crewmembers aboard flight LK-886, on which the pilot has suddenly died. A heart attack? Poison? Murder? The copilot must now take the lead, but other crewmembers distrust him. The crew believes there are infiltrators amongst them. But who? A skirmish occurs. Will all infiltrators get exposed? Each crewmember either belongs to the honest crew, or is among the few infiltrators who know one another. At the start you receive 3 identity cards, 2 or 1 honest and 1 or 2 infiltrator. The card you have double, determines your identity. You place these secret cards, mixed, face down in front of you. Then each player looks at 1 card per neighbor. By placing a knowledge tile at a card, you show (or perhaps lie about) what you see. You'll never see more than 1 of another player's 3 cards. So you must combine your own knowledge with the claims of others! But who can you trust?? In order to keep from being unmasked, the infiltrators will naturally act as if they're trying to deduce who might betray the crew. During skirmishes, some crewmembers will receive first the "Benefit of the Doubt", then they can graduate to a status of "Reliable", and then one of these two reliable crewmembers will become the new Captain. This Captain must start to form a final crew that excludes the infiltrators from access to the cockpit. With each skirmish, a player sees one identity card held by another player and shares this knowledge (but possibly lies). So each player knows cards self and must value the claims of others. With all players knowing different things, the deductive logic gets deeper and deeper as you theorize about who is who, while also holding possible lies in mind! Will you make it back to the ground safely?

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Credits

Designers

1
Corné van Moorsel

Artists

1
Stephanie Brandl

Publishers

1
Cwali

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