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Necronomicards box art
Rich game profile

Necronomicards

Match magic symbols to summon elder gods, demons, and mythological monsters, then use them to attack your opponents. You start with two decks of cards: SPELLS and SUMMONS. Spell cards each have 4-6 different magic symbols on them. Each player starts with 2 Spell cards and then dr...

Players

2-4

Time

30-45

Age

10+

Weight

2

Rating

6.59

Should this hit the table?

Quick read before the metadata.

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

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

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

Replay value

Necronomicards has a high replayability score due to its high variability gameboard, impactful expansions, deep strategic possibilities, and good scalability. The game offers different experiences each time it is played, with multiple paths to victory and variable setups. The presence of expansions adds new content and gameplay elements, enhancing the replay value. There is ample room for players to improve their strategy over time, discovering new tactics and strategies. The game adapts well to different player counts without compromising its appeal or balance. While it may take some time to learn, the game offers a good balance between easiness and depth.

Luck profile

Necronomicards has a moderate level of luck involved in the game. Random elements such as card draws and dice rolls have a notable but not exclusive impact on the game outcome. Players have some ability to mitigate the effects of luck 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 in a board game.

Overview

What ABG knows about this game

Match magic symbols to summon elder gods, demons, and mythological monsters, then use them to attack your opponents. You start with two decks of cards: SPELLS and SUMMONS. Spell cards each have 4-6 different magic symbols on them. Each player starts with 2 Spell cards and then draws 1 new card every turn. You can never have more than 6 Spell cards in your hand at once though. The goal is to pair up matching symbols across your Spell cards to create hands, sort of like a weird, alternate universe version of poker. Once you've matched up a complete Spell hand, you trade it in to draw Summon cards. How many Summon cards you can draw in a turn depends on the complexity of the hand you trade in for it.Summon cards depict a deity, demon, or monster from a variety of mythological, religious, literary, or just plain made-up sources. Each Summon card has an ability that you can play against your competitors to make them lose turns, discard spell cards, or other nefarious setbacks. Each and every Summon card you play puts you one step closer to victory, until... For a 30-45 minute game, the first person to play 7 Summon cards wins! Want a longer game? Really challenge yourself and play to 13 Summon cards. That's the basics. Pretty simple, huh? Oh, one little twist I forgot to mention... Included in the Summon deck are the 4 Horsemen of the Apocalypse. They're extremely powerful cards by themselves, but if by some unholy fluke you manage to draw and play all four of them in a game, you win instantly, no matter how many other Summon cards you've played. And... shuffled into the Spell card deck are also Curse cards, which can totally throw off even the best player's strategy. They can make YOU lose turns, give other players cards, or other setbacks, so watch out! The tables can turn at any time and nobody is ever safe for long.

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Credits

People and publishers

Designers

1
Andy Hunt

Artists

1
Andy Hunt

Publishers

1
(Self-Published)

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