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Mississippi box art
Rich game profile

Mississippi

An abstract race game set on the Mississippi river. Each person has a boat (actually a hexagonal piece with the numbers 1-6 written on each of the 6 sides of the piece). The board is a long track of hexes that wind back and forth in an 'S' pattern. Each person places his 'boat' o...

Players

2-6

Time

30-60

Age

10+

Weight

2.11

Rating

5.92

Should this hit the table?

Quick read before the metadata.

Mississippi has a moderate level of direct confrontation and strategic depth in confrontation. Players need to frequently pay attention to and react to each other's strategies. However, there is a lower emphasis on cooperation in the game.

Teach 2.4

Teaching signal

Replay 4.0

High replayability

Interaction 3.7

Highly interactive

Scaling 4.1

Scales well

Strategy 4.7

Deep strategy

Control 2.8

Luck-sensitive

Table feel

Mississippi has a moderate level of direct confrontation and strategic depth in confrontation. Players need to frequently pay attention to and react to each other's strategies. However, there is a lower emphasis on cooperation in the game.

Replay value

Mississippi has a high replayability score due to its high variability gameboard, good expansions available, deep strategic possibilities, and decent scalability. The player interaction score is average, and the easiness to learn score is moderate. Overall, it offers a fresh and engaging experience with room for improvement and different playthroughs.

Luck profile

Mississippi 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.

Overview

What ABG knows about this game

An abstract race game set on the Mississippi river. Each person has a boat (actually a hexagonal piece with the numbers 1-6 written on each of the 6 sides of the piece). The board is a long track of hexes that wind back and forth in an 'S' pattern. Each person places his 'boat' on the start space with one of the numbers facing forwards. Each person also starts with a number of 'Logs'. These are used to move your boat forward 1 space for each log spent. (You can also decide to move backwards - gaining 1 log for each space moved back). Now comes the complication - bumping. If your boat stops in a space that is adjacent to 1 or more others, bumping occurs. To determine where your boat ends up you look at the hex sides facing each other (on your boat and on the adjacent one(s)). You subtract the adjacent boat's hex side number from yours - and if it is positive your boat moves forward that number of spaces, and if negative - the other boat moves forward that number of spaces. Now you check to see if your boat is adjacent to another boat and if so repeat the bumping procedure. If your boat is next to more than 1 boat, and has at least 1 positive difference, your boat moves forward. If you have more than 1 positive, add them together and move forward that distance. If you have a negative difference the other boats move in clockwise order. For subsequent turns - you can freely change the facing (& thus the hex side number facing forward) by 60 degrees. Moving it further than 1 hexside costs you 1 "log" per extra 60 degree facing change. You then decide whether to move forward or back and resolve any bumping. The first boat to the finish wins.

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Credits

People and publishers

Designers

1
Roland Siegers

Artists

1
Dietmar Keidel

Publishers

1
Mattel, Inc.

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