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Serengeti: A Race For Life box art

Serengeti: A Race For Life

Players

2

Time

30-45

Age

10+

Weight

2

Rating

5.98

Fit

Teach 2.4

Teaching signal

Replay 4.0

High replayability

Interaction 3.7

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 2.3

Luck-sensitive

Table feel

Moderate interaction with a mix of direct and strategic confrontation, requiring frequent attention to other players' actions. Limited emphasis on cooperation.

Replay value

The game offers a high degree 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 strategies over time. The game scales well with different numbers of players without compromising its appeal or balance. It has a moderate level of easiness to learn, providing a balance between accessibility and depth. Overall, Serengeti: A Race for Life has a strong replayability score of 7.9.

Luck profile

Serengeti: A Race for Life has a moderate influence of luck. Random elements such as dice rolls or card draws 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.

Overview

Serengeti: A Race For Life is a game for two players set in the African savannah. In an attempt to preserve the ecosystem and ensure there is a future for its wildlife, your mission will be to study the animals that inhabit the Serengeti. In addition, you will be rewarded if lions can thrive in the savannah, as long as you can keep scorpions out of your headquarters! The game takes place over a variable number of turns called seasons. During each season, players play cards from their hand in order to track animals, or to use their skills. Players start the game with just a few trails, a card that will allow them to track animals from the supply, adding them to their individual deck to adjust it to suit a particular strategy. Animals provide them with unique ways to deal with the various threats in the game as well as helping them to efficiently manage their resources. Animals do more than just produce game effects to rely on during the game however, and are a main source of points. At the end of the game, victory points will be awarded depending on the players’ deck content as well as majority in the savannah. The competition track may also tilt the outcome in favour of the player who best achieved to stay one or more step ahead of their opponent!

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Editions

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Credits

Designers

1
Rogue Marechal

Artists

1
Katia Filipovic

Publishers

1
HAL-13

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