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The Ninth World: A Skillbuilding Game For Numenera box art

The Ninth World: A Skillbuilding Game For Numenera

Players

1-5

Time

30-60

Age

13+

Weight

2.67

Rating

6.28

Fit

Teach 2.4

Teaching signal

Replay 3.9

High replayability

Interaction 3.8

Highly interactive

Scaling 4.1

Scales well

Strategy 4.7

Deep strategy

Control 3.5

More strategic control

Table feel

The Ninth World: A Skillbuilding Game for Numenera has a high level of direct confrontation and strategic depth in confrontation. Players must frequently be aware of and react to others' strategies and turns. While there is some level of cooperation required, it is not the main focus of the game. Overall, the game has a strong interaction score.

Replay value

The Ninth World: A Skillbuilding Game for Numenera has a high replayability score, offering a great degree of variability, strategic depth, and adaptability to different player counts. The game's expansions add new content and gameplay elements, enhancing the overall experience. While it may take some time to learn, the depth it offers makes it worth the investment.

Luck profile

The Ninth World: A Skillbuilding Game for Numenera has a moderate level of luck involved in the gameplay. Random elements such as dice rolls and card draws have a notable but not exclusive impact on the game outcome. However, players have substantial ability to mitigate the effects of luck through strategic decisions and planning. The game's outcome is primarily determined by player strategy and decisions, with luck playing a minor role. Overall, the game strikes a balanced mix of luck and strategy, providing an engaging and skill-building experience.

Overview

From Lone Shark Games and Monte Cook Games comes The Ninth World: A Skillbuilding Game for Numenera, an epic card game set in the far-future world of Numenera. The Ninth World is a card game for 1 to 5 players. It can be played competitively, cooperatively, or in solo mode. Each player plays a Nano, Jack, or Glaive. Each character is described with an adjective ("I am a learned..."), noun ("...nano..."), and verb phrase ("...who rides the lightning"). Characters will explore one of the nine kingdoms of The Steadfast—or they may venture into the even stranger lands of the Beyond. Each kingdom is illustrated with a set of five region cards. Over the course of a quick five-round game, the characters will simultaneously explore the starting region on round 1, then continue out to the region on the far reaches of the kingdom. In a standard game of nine rounds, they'll then head back home on the other side of the card. Each round, characters will choose how much time to spend performing actions with their five skills — scouting the wilderness, tinkering with cyphers and oddities, charming allies, combating creatures, and focusing on skill advancement — and then bid against the other heroes for the choicest cards. Each phase, a character can adventure in the town, where rewards are predictable and creatures not so dangerous. Or they can head out to the wilderness, where strange cyphers have unpredictable powers and the creatures look to bash you into oblivion. Gameplay is simultaneous and every action is rewarded with victory points. Whoever has the most points at the end is the most legendary adventurer. In co-op mode, characters can work together to defeat the creatures and garner the relics, but there's a catch: the wilderness is trying to kill the town. Cards flip off the wilderness deck, and the characters have to take them out before the creatures destroy the town locations and the relics and quests make it impossible for them to win. Or a character can go it alone in solo mode, which is like that except no one is there to help.

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