Table feel
The a.r.t. project has a moderate level of direct confrontation and strategic confrontation. Players need to be aware of and react to others' strategies frequently. However, there is less emphasis on cooperation in the game.
Players
1-6
Time
?-?
Age
12+
Weight
2.13
Rating
7.25
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
More strategic control
The a.r.t. project has a moderate level of direct confrontation and strategic confrontation. Players need to be aware of and react to others' strategies frequently. However, there is less emphasis on cooperation in the game.
The a.r.t. project has a high replayability score, offering a great degree of variability, strategic depth, and adaptability to different player counts. The presence of expansions adds even more content and gameplay elements, enhancing the overall replay value. While it may take some time to learn, the game's depth and potential for improvement make it worth the investment.
The A.R.T. Project has a moderate level of luck involved in the game. Random elements have 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.
You are part of the Art Rescue Team, with the aim of fighting against "The White Hand", an organization responsible for many thefts of priceless works across the planet. Your team of specialists, the best in their field, will travel from Japan to Rio de Janeiro via Scandinavia in order to recover stolen works of art. Will you manage to gather, together, enough clues in the allotted time to stop this cultural looting? In the co-operative game The A.R.T. Project, you play together against the game. Each player draws two mission cards at the beginning of each round, then all players decide the order of the round. Your jerrycan reserves, weapons, allies, and clues are all held in common, and their management is essential. When you play a mission, you spend common resources and find clues that will be useful to everyone. Try to save seven works before the end of the mission deck... —description from the publisher
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