ABG All Board Games
Moot box art

Moot

Players

2-12

Time

?-?

Age

?+

Weight

2

Rating

7.44

Fit

Teach 2.4

Teaching signal

Replay 4.1

High replayability

Interaction 3.6

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 3.5

More strategic control

Table feel

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

Replay value

Moot has a high variability gameboard, offering different experiences each time it is played. The presence of expansions adds new content and gameplay elements, enhancing replay value. The game provides deep strategic possibilities and allows players to improve their strategy over time. The player interaction score is good, and the game scales well with different numbers of players. While it may not be the easiest game to learn, it offers a good balance between easiness and depth. Overall, Moot has a strong replayability score of 8.1.

Luck profile

The final luck score for Moot is 7, indicating a moderate level of luck in the game. 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

Moot bills itself as the 'toughest word game ever'. Self-published, it has come in various boxes over the years, from cigar boxes to blue and silver cardboard. Each team (or individual player when playing with a smaller group) rolls a 12-sided die. For 1-3, a Red question is asked, for 4-6 a Green one, for 7-9 a Yellow one, and for 10-12 a Blue one. Each question is worth the number rolled on the die. The questions are devilishly hard and sometimes feature trick questions. Examples: Which part, the bowl or the grinder, is the mortar? In medieval times, the first hay cut in the season was called the Math. What was the second cut called? (Answer: Aftermath) Most deal with word origins and obscure knowledge. Each card also features a small tidbit of information about the answer. The first player or team to get to 31 points is the winner. Replay value of the game is somewhat limited since only a single question set was ever produced, but the game is well worth picking up. A nice cerebral change from the usual Trivial Pursuit-type games.

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Editions

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Credits

Designers

1
Jon Steeves

Publishers

1
Blair Arts Ltd.

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