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Nomadi box art

Nomadi

Players

2-5

Time

?-?

Age

10+

Weight

1.5

Rating

5.50

Fit

Teach 2.4

Teaching signal

Replay 3.9

High replayability

Interaction 3.6

Highly interactive

Scaling 3.8

Scales well

Strategy 4.5

Deep strategy

Control 2.5

Luck-sensitive

Table feel

Nomadi has a high level of direct confrontation and strategic depth in confrontation. Players need to constantly pay attention to each other's actions and react accordingly. However, the game does not emphasize cooperation as much.

Replay value

Nomadi offers a high level of variability with its gameboard, allowing for different experiences each time it is played. The presence of expansions adds new content and gameplay elements, enhancing replay value. The game also provides deep strategic possibilities and room for players to improve their tactics 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 depth it offers makes it worth the effort. Overall, Nomadi has a strong replayability score of 7.82.

Luck profile

Nomadi has a moderate influence of luck. The game outcome is not predominantly determined by random elements, but they still have a notable impact. Players have substantial ability to mitigate randomness through strategic decisions and planning. The game relies on a balanced mix of luck and strategy, with neither element dominating the outcome.

Overview

A game of moving camels across the desert. Each player has a number of camels and tries to get them across the desert first. However no-one survives in the desert alone - each camel must always be adjacent to at least one other camel. The game board depicts a desert with a starting area in one corner and a finish area in the opposite corner. There are two oasis spaces in the middle of the desert and a gorge which approximately splits the desert in two. After the initial placement of the pieces in the starting area, each player rolls all six of the dice, and moves whichever camels they want - restricted by the rule that a camel may never be by itself, but must have at least another camel in one of the 4 adjacent spaces (diagonal spaces do not count). The die roll determines how a camel may move: A 1 allows one space of diagonal or horizontal movement; a 2,3,or 4 allows the camel to move in a straight line (but not diagonally) that many spaces - it may also jump over any intervening camels; a 5 or 6 allows the camel to move that number of spaces and allows one right angle turn in the move - it may also jump over any intervening pieces. Being the first person to move a camel onto an oasis earns the player bonus points, and also being the first person to move a camel past the gorge likewise earns a player bonus points. These bonus points are added to the points earned by your camel's finishing position (ie 8 points to the first camel to get to the finish line, 6 for the second camel and 4 for the third). The person with the most points at the end of the game wins.

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Editions

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Credits

Designers

1
Reinhold Wittig

Artists

2
Peter Goodfellow Reinhold Wittig

Publishers

2
Blatz Edition Perlhuhn (Göttinger Spiele)

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