Table feel
Moderate level of interaction with a mix of direct and strategic confrontation. Players need to pay attention to each other's actions frequently, but cooperation is not a major focus.
Players
2-5
Time
?-?
Age
9+
Weight
1.38
Rating
6.08
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
More strategic control
Moderate level of interaction with a mix of direct and strategic confrontation. Players need to pay attention to each other's actions frequently, but cooperation is not a major focus.
Olympia 2000 (v. chr.) has a high replayability score due to its high variability gameboard, expansions available, strategic depth, scalability, and moderate easiness to learn.
Olympia 2000 (v. chr.) has a moderate influence of luck. Random elements have minimal impact on the game outcome, and players have substantial ability to mitigate randomness through strategic decisions and planning. The game outcome is primarily determined by player strategy and decisions, with luck playing a minor role.
In this relative of Hols der Geier/Raj, players use simultaneously played cards to compete in ancient Olympic events, such as long-jump, discus, or archery. The cards have a picture of the athlete as well as a rating for his skills in each of the different events. Often times, an athlete will be very good at one event and be very poor in others, while some athletes are simply too inept for words, and still others are god-like. The key to the game is using your cards wisely, because although the best athlete gets the prize for the current event, the worst athlete gets to pick the up-coming event.
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