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Super Hazard Quest box art

Super Hazard Quest

Players

2-8

Time

15-60

Age

10+

Weight

1.4

Rating

6.68

Fit

Teach 2.4

Teaching signal

Replay 4.0

High replayability

Interaction 3.7

Highly interactive

Scaling 4.2

Scales well

Strategy 4.5

Deep strategy

Control 3.0

Luck-sensitive

Table feel

Super Hazard Quest 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 actions. While there is some level of cooperation required, it is not the main focus of the game. Overall, the game has a good level of player interaction.

Replay value

Super Hazard Quest has a high replayability score due to its high variability gameboard, impactful expansions, deep strategic possibilities, and good scalability. The game offers fresh experiences each time it is played and provides room for players to improve their strategies over time. The presence of expansions adds new content and gameplay elements, enhancing the replay value. The game adapts well to different player counts without compromising its appeal or balance. While it may take some time to learn, the depth it offers makes it worth the effort.

Luck profile

Super Hazard Quest has a moderate influence of luck. Random elements like 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

From the publisher: Super Hazard Quest is a table-top game inspired by retro video games. But Super Hazard Quest not only references classic side-scrollers, it plays like them too. Like many of its inspirations, the goal of Super Hazard Quest is to defeat the game’s “FINAL BOSS”. But only one hero can take the glory. Giant “DUNGEON” cards make up the game’s “board”. Each card features a unique room in the adventure, complete with obstacles (or HAZARDS) that stand in a hero’s way. “ITEM” cards, along with each hero’s innate ability, help players navigate from room to room. Whenever an unexplored part of the Dungeon is reached, a new Dungeon card is drawn from the deck and connected. Thus, the level builds as the heroes explore. Hidden among the Dungeon cards are Boss Rooms, including the game’s Final Boss. But ordinary Items won’t be enough. A magic CRYSTAL, well protected by Mini-Bosses, are the only weakness of the game’s ultimate villain. Heroes must first find a Mini-Boss, earn a Crystal and be the first to reach the Final Boss in order to win. It’s all the fun of multi-player retro gaming without ever having to blow into a cartridge! 54 Item Cards 26 Dungeon Cards 1 Instructional Cards 8 Character Tokens 16 Crystal Shards 1 Instructional Manual Players: 2 - 8 Ages: 10+ Runtime: 15m - 1h

Editions

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Credits

Designers

2
Ben Famiglietti Mike Mendizabal

Artists

2
Ben Famiglietti Mike Mendizabal

Publishers

2
(Self-Published) Puppet Arcade

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