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Neko-in box art

Neko-in

Players

3-6

Time

10-30

Age

7+

Weight

1

Rating

5.60

Fit

Teach 2.4

Teaching signal

Replay 3.9

High replayability

Interaction 3.6

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 2.7

Luck-sensitive

Table feel

neko-in has a high level of direct confrontation and strategic depth in confrontation. Players need to be aware of and react to others' strategies frequently. However, the game does not emphasize cooperation as much.

Replay value

neko-in offers a high level of variability with its gameboard, allowing for different experiences each time it is played. The presence of expansions adds to the replay value, providing new content and gameplay elements. The game also offers deep strategic possibilities and room for improvement over time. The player interaction score is average, and the game scales well with different numbers of players. While it may take some time to learn, the easiness to learn score is moderate. Overall, neko-in has a strong replayability score of 7.8, making it a game that can be enjoyed multiple times.

Luck profile

Neko-In has a moderate influence of luck. Random elements like dice rolls or card draws have a notable impact on the game outcome, but players also have substantial ability to mitigate randomness through strategic decisions and planning. The game is a balanced mix of luck and strategy, with neither element dominating the outcome.

Overview

Neko-In is a game for 3-6 players lasting about 15-20 minutes, in which we will try to find lovely and gummy colored kittens (“neko” in Japanese) hidden in the remote corners of a typical house of Japan. The first player who will dug out the little animals from their possible hideouts will be the winner. You need a bit of strategy and a speedy hand. First players receive a room each. On the room boards there are 5 empty spaces for the "Hideouts". Players receive randomly 5 hideout counters each and place them “covered” in front of them. Finally all kittens are placed in the garden which is in the center of the table. The goal of the game is to get rid of all the hideout counters before your opponents. Each counter should be placed on its appropriate slot, according to the shape and color of the room. How to do it? Each turn a player move his own cat (the one corresponding to the color of his room’s frame) and according to the his counters he chooses the room where hiding the cat. If he chooses his own room then he can place the cat on any slot of his choice. But if he chooses to move his cat to a room controlled by an opponent, it’s up to the owner to choose where to place it. When your cat is placed on a slot that corresponds to one of your hideout counters (according to the shape and color of the room), discover it and place it on the corresponding position; but remember, each room cannot host more than one cat because they are not willing to share a territory. If you place your cat on a board occupied by another cat, the brawl starts. After this phase starts the “Housekeeper moment“. The current player rolls a die. All players compete to grab the matching colored kitten, wherever it is. The fastest hand moves the caught kitten to the garden and pass one of his remained counters, of his choice, to the player with less counters. If there are 2 or more opponents with the same number of counters left, he can choose the target. However he can never pass his last counter, which must necessarily be placed on the appropriate slot. The first player that remains with no hideout counters is the winner.

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Credits

Designers

1
Marco Mingozzi

Artists

1
Guido Favaro

Publishers

1
Red Glove

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