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None Shall Pass! box art

None Shall Pass!

Players

2-4

Time

40-60

Age

12+

Weight

1.67

Rating

5.92

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 2.8

Luck-sensitive

Table feel

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

Replay value

None Shall Pass! 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 room for players to improve their strategy over time. The player interaction score is average. The game scales well with different numbers of players without compromising its appeal or balance. It has a moderate easiness to learn, allowing players to grasp the rules and depth of the game within a reasonable time. Overall, None Shall Pass! has a strong replayability score of 7.7, making it a game that can be enjoyed repeatedly.

Luck profile

The final luck score for None Shall Pass! is 5.67, indicating a balanced mix of luck and strategy. Random elements have a notable but not exclusive impact on the game outcome, and players have some ability to mitigate randomness through strategic decisions and planning. The game outcome is primarily determined by player strategy and decisions, with luck playing a moderate role.

Overview

The Four Heroes rose up against the Blight and sealed its immortal remnants with their legendary power. Now, as a Guard of the Seal, it's up to you to keep the Blight's minions from setting it free. In None Shall Pass!, choose from eight guards with unique and powerful abilities, then stand together with your fellow guards to stop monsters, level up, and prepare for the final fight. But work quickly, or the monsters will breach your defenses, and all will be lost. Each player chooses a Guard. One monster from each level is selected at random, and the first monster is revealed. Every round, all players roll their dice, then each player in turn selects one of their dice and follows the corresponding action on their Guard cards. Next, if the monster’s Health has reached zero, it is defeated and replaced with the next monster. Otherwise, the monster attacks the players whose actions had the highest Peril. The players have a limited number of rounds before the monster breaches their defenses, and they win by defeating the final monster before then.

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Credits

Designers

1
Aaron Packer

Publishers

1
(Self-Published)

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