Table feel
Moderate level of interaction with a mix of direct confrontation and strategic depth.
Players
2-4
Time
?-?
Age
8+
Weight
1
Rating
5.67
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
Luck-sensitive
Moderate level of interaction with a mix of direct confrontation and strategic depth.
Round the World has a high replayability score due to its high variability gameboard, availability of expansions, deep strategic possibilities, and adaptability to different player counts. It offers fresh experiences each time it is played and allows players to improve their strategies over time. The game's player interaction score is average, and it is moderately easy to learn, providing a balanced depth of gameplay. Overall, Round the World offers a highly replayable experience.
The final luck score for Round the World is 5, indicating a balanced mix of luck and strategy. The game outcome is influenced by random elements such as dice rolls or card draws, but players have substantial ability to mitigate the effects of randomness through strategic decisions and planning. While luck plays a significant role, player strategy and decisions also play a crucial part in determining the game's outcome.
Round the World is a real-time card game played simultaneously. The players are travel agents creating "trips" around the world for their customers. Each "flight card" shows two continents (each continent has its own color): a "departure" and a "destination" connected by an airplane/arrow. You try to get rid of your own 30-card deck within a period of exactly five minutes by creating "trips" card by card with matching colors from card to card until the trip is complete and can be "booked" (saved for scoring). All players play at the same time, everybody to their own speed and rhythm. Holding your deck in one hand, you draw the top card as your sole "hand card" and add it to the ones you already placed in front of you to create "trips" — or you put it under the deck again. When you add a card, you may pick up the card from the other end of the trip and continue using this as your "hand card". You may also add cards to your opponents' trips and take cards (you desperately need) from them. All cards not "booked" (i.e., still in the deck or in incomplete trips) score against you, so if you empty your deck too soon, your opponents are able to lengthen your trips without completing them... A game consists of two rounds of five minutes, plus two simple scoring phases. The focus of the game is on your perfect timing within the five minutes, keep an eye on cards with landmarks (better for scoring!), and on your opponents "offers". There are variants included shifting the focus and making the game more challenging.
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