Table feel
Moderate level of interaction with a good balance between direct confrontation and strategic depth.
Players
1-4
Time
60-150
Age
14+
Weight
3.64
Rating
7.29
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
Luck-sensitive
Moderate level of interaction with a good balance between direct confrontation and strategic depth.
Pilgrim offers a high level of variability with its gameboard and expansions, allowing for different experiences each time. The strategic depth and scalability contribute to its replay value. While it may not be the easiest game to learn, it strikes a good balance between depth and accessibility. Overall, Pilgrim has a strong replayability score of 8.15.
The final luck score for Pilgrim is 5.67, indicating a moderate influence of luck in the game. Random elements have a notable but not exclusive impact on the game outcome. Players have some ability to mitigate randomness through strategic decisions and planning. The game outcome is a balanced mix of luck and strategy.
In Pilgrim, players are abbots and abbesses of their own provincial 14th century abbey, each seeking to: Build the best pilgrim routes to distant sites via strategic shrines Ordain serfs to become acolytes Give alms to the poor Build essential annexes Be the most devout and pious A unique twist on a mancala-movement mechanism distributes a player's acolytes across eight duties and the capital city to determine each turn's action. 18xx-style tile development on the map board builds trade routes for revenue and pilgrim trails for endgame points. Common serfs need to be ordained to ensure that the abbey is adequately serviced and your acolyte numbers will need to be carefully balanced across ever changing duties and vocational tasks. Pilgrim is a game played over 26 rounds with perfect information, zero randomness (once the game starts), and one hundred and sixty sextillion possible starting set-ups. Player interaction is intense and constant. The meek might inherit the earth, but you will need to be made of stronger stuff to become the next cardinal and win the game. —description from the designer
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