Table feel
Moderate level of interaction with a mix of direct confrontation and strategic depth.
Players
2-5
Time
?-?
Age
13+
Weight
1.56
Rating
5.73
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
Luck-sensitive
Moderate level of interaction with a mix of direct confrontation and strategic depth.
Oh Gnome You Don't! has a high replayability score due to its high variability gameboard, impactful expansions, deep strategic possibilities, and good scalability. While it may take some time to learn, the game offers fresh experiences each playthrough and encourages players to improve their strategies over time.
The final luck score for Oh Gnome You Don't! is 4.67, indicating a moderate influence of luck in the game. Random elements like dice rolls or card draws have a notable but not exclusive impact on the game outcome. While players have some ability to mitigate the effects of randomness through strategic decisions, luck still plays a significant role. The game has a balanced mix of luck and strategy, with neither element dominating the outcome.
In Oh Gnome You Don't! players are the gnomes promised in the title, trying to get their hands on as many gems as possible, whether through sales at various businesses or brawls with their fellow gnomes. Each player starts with a hand of two cards from a deck of 104 and (optionally) ten Brawl cards, with the gnomes placed at the start of the track. On a turn, a player rolls the die, then moves along the track or into a business (exact roll not needed). If on the trail, a player plays one card, then draws one card. Green cards give you items to sell later at businesses; purple cards provide an immediate action, such as additional movement, gem theft, missed turns, and so on; red cards allow you to attack another player or defend against attacks. If in a business, the player sells as many green cards as desired, collecting gems for the goods sold. If being used, Brawl cards can be played when two gnomes land in the same space. If they agree to brawl, each player chooses one card from his personal deck, then simultaneously reveal them. The player with the higher card wins the difference between the cards in gems from the loser. Players score extra gems or are penalized gems based on their order of finish, with any remaining green cards on the table selling for only half their value. The player with the most points wins.
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