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Prohis box art

Prohis

Players

3-6

Time

?-?

Age

10+

Weight

1.82

Rating

6.19

Fit

Teach 2.3

Teaching signal

Replay 4.0

High replayability

Interaction 3.8

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 3.5

More strategic control

Table feel

Moderate level of interaction

Replay value

Prohis has a high replayability score due to its high variability gameboard, expansions available, strategic depth, scalability, and moderate easiness to learn. The game offers different experiences each time it is played, with multiple paths to victory and variable setups. The presence of expansions adds new content and gameplay elements, enhancing replay value. The game provides deep strategic possibilities and allows players to improve their strategies over time. It adapts well to different player counts without compromising its appeal or balance. While it may take some time to learn, the overall replayability score is still strong.

Luck profile

Prohis has a moderate level of luck influence. Random elements have a notable but not exclusive impact on the game outcome. 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.

Overview

In the United States, during the 1920s, the Volstead Act forbids the manufacturing and sale of alcohol. Nevertheless, prohibition is going to represent a gold mine for smugglers who dare to challenge the authorities. From the hooligan to the respected politician, many people have tried their luck on this lucrative market, yet it remains a dangerous activity since the agents of the prohibition — the Prohis — roam around... - In Prohis, each player embodies a smuggler who tries to make a fortune by transporting illegal goods — a highly precarious activity since the other players have the opportunity to check your cargo or even seize it if they find suspicious items. - - Each player starts with an Inspector, a Captain, and a hand of four cards, with the deck being comprised of legal goods, illegal goods, and Lieutenants. Four cards are placed face-up on the table. On a turn, a player either draws 1-2 cards from those on display or from the deck, or attempts to smuggle a convoy of 2-4 cards by placing them on the table face down. - - When smuggling, each other player gets the chance to throw a cargo controller at the smuggled goods, with the highest valued controller taking charge of the inspection. The cargo mover can try to bribe the controller to make this trouble go away, but if that doesn't work an Inspector, the highest rating, can look at three cargo cards, a Captain two, and a Lieutenant one. If the controller reveals an illegal good, the owner of that card gets to seize all of the cargo, placing it and her controller in her warehouse; if all the goods are legal, the shipper claims the cargo in the warehouse and the controller in hand. If a controller awaits among the cargo, then this informant has been revealed and the inspection fails. - - When the deck runs out or players all pass on drawing cards, the game ends, with players scoring $4k for each illegal good in the warehouse, $1k for each legal good, and $1-5k for controllers in hand and in the warehouse. Illegal goods in hand cost money, and whoever has the most money wins.

Editions

Edition Year Language Publisher / Region
No editions imported yet.

Files

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Credits

Designers

1
Marc Brunnenkant

Artists

1
Tony Rochon

Publishers

1
Blackrock Games

Linked items

No linked items imported yet.