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Rapid Recall box art

Rapid Recall

Players

?-?

Time

?-?

Age

16+

Weight

1.4

Rating

6.22

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 2.8

Luck-sensitive

Table feel

Moderate level of interaction with a good balance between direct and strategic confrontation. Players need to pay attention to others' actions frequently, but there is less emphasis on cooperation.

Replay value

The game offers a high level of variability with different experiences each time it is played. The presence of expansions adds new content and gameplay elements. There is deep strategic depth and room for players to improve their strategy over time. The game scales well with different numbers of players without compromising its appeal or balance. It is moderately easy to learn, providing a good balance between depth and accessibility. Overall, Rapid Recall has a strong replayability score of 7.93.

Luck profile

The final luck score for Rapid Recall 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 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

A player on one team gives clues to the rest of their team (possibly only 1 player) from a card that contains 10 words or phrases. If the player knows what the clue is, they throw a chip in a bin on the game board. Once the time is up, the 10 words have been clued, or the player elects to stop, they begin recalling the words that were clued from memory. Upon getting the word correct (with one guess at each one only), a chip is taken out of the bin and put down on the guesser's side of the board. If the clue is missed or if it is forgotten, the chip stays in the bin. Once the guessing is completed or the time runs out, the other team gets a chance to steal the chips that remain in the bin. If the remaining chips are not stolen, they go back to the guessing team. The object is to fill up your side of the board with correctly guessed or stolen chips.

Editions

Edition Year Language Publisher / Region
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Files

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Credits

Designers

1
Bruce Sterten

Publishers

1
Western Publishing Company

Linked items

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