Table feel
Raon has a high level of direct confrontation and strategic depth in confrontation. Players need to frequently pay attention to and react to each other's strategies and turns. However, there is less emphasis on cooperation in the game.
Players
2-4
Time
?-?
Age
8+
Weight
1.2
Rating
6.41
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
More strategic control
Raon has a high level of direct confrontation and strategic depth in confrontation. Players need to frequently pay attention to and react to each other's strategies and turns. However, there is less emphasis on cooperation in the game.
Raon 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 provides deep strategic possibilities and room for improvement over time. Player interaction is moderate. It scales well with different numbers of players without compromising its appeal or balance. Raon is moderately easy to learn, striking a balance between accessibility and depth. Overall, Raon has a strong replayability score of 7.95 out of 10.
Raon has a moderate level of randomness impact, with random elements having a notable but not exclusive impact on the game outcome. However, 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.
Raon means fun by traditional Korean. This game can be viewed as a Rummikub like game using Hangul (Korean alphabet) tiles instead of numbers. Two rules, basic and speed, are provided in the manual. The following describes the basic rule. Each player initially gets 15(13 for 4 players) consonant tiles and 5 vowel tiles and then tries by turn to form a Korean word using his/her tiles. After the mandatory first time registration of 3 or more syllable word, each player's word can contain any number of syllables. Also each player can re-use any tiles from the previous player's word and return not used tiles to the draw pile; therefore there is at most only one formed word all the time. If a player cannot form a word, he/she can exchange any number of tiles with draw tiles and end his/her turn. The first player to use all his/her hand tiles
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