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Pocket Odyssey box art

Pocket Odyssey

Players

2-4

Time

?-?

Age

12+

Weight

2

Rating

7.36

Fit

Teach 2.3

Teaching signal

Replay 3.9

High replayability

Interaction 3.7

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 3.0

Luck-sensitive

Table feel

Pocket Odyssey has a high level of direct confrontation and strategic depth. Players must frequently react to each other's actions, but there is less emphasis on cooperation.

Replay value

Pocket Odyssey 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 also provides deep strategic possibilities and room for improvement in player strategy. 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 game offers a good balance between easiness and depth. Overall, Pocket Odyssey has a strong replayability score of 7.85.

Luck profile

Pocket Odyssey has a moderate influence of luck. Random elements have a notable but not exclusive impact on the game outcome. While some strategic decisions can influence the outcome, luck still plays a significant role. The game is a balanced mix of luck and strategy, with the outcome being determined by both player decisions and random elements.

Overview

Pocket Odyssey is a micro dungeon crawling game inspired by traditional table top RPG games. It takes place in the Dungeonfell, also known as the buried plane, with all but one player acting as a group of adventurers on a quest. The quest is created by the last player, known as the storyteller, who must create a set of challenges based off of quest cards randomly drawn at the start of the game. The game concept can be described as putting the spirit of a traditional pen and paper RPG into a micro table top game. Players pick a character background card (ex: Ogre Slayer, Swindler King, etc.) and add special power cards to them (ex: Fireball, Backstab, etc.) they then draw a Flaw card which gives them a unique attribute (ex: chronic liar, Impatient, etc.) and a personal goal card (in secret) which they must complete in addition to the main quest to win the game (ex: Outsmart an enemy, Betray a party member, etc.). During combat the game is played on modular map cards with heroes and monsters acting in sequence; the storyteller controls all the monsters. Heroes obtain loot cards at the end of combat in addition to leveling their characters stats. To win the game, each player must complete the main quest developed by the storyteller (through the use of the quest cards) as well as their own personal quest cards (which are kept hidden until completed).

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Editions

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Credits

Designers

1
Anthony Sato

Artists

2
Anthony Sato Xavier Saulter

Publishers

1
(Self-Published)

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