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Victorian Masterminds box art
Rich game profile

Victorian Masterminds

Sherlock Holmes is dead! And with London's greatest detective out of the way, those with villainous minds decide to wreak as much terror as possible on the populace — and you are one of those dastardly no-goodniks! While Europe sits unprotected in Victorian Masterminds, you and o...

Players

2-4

Time

45-60

Age

14+

Weight

2.15

Rating

6.88

Should this hit the table?

Quick read before the metadata.

Victorian Masterminds has a high level of direct confrontation and strategic depth in confrontation. Players need to be aware of and react to each other's strategies frequently. While there is some level of cooperation required, it is not the main focus of the game.

Teach 2.3

Teaching signal

Replay 4.0

High replayability

Interaction 3.7

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 3.5

More strategic control

Table feel

Victorian Masterminds has a high level of direct confrontation and strategic depth in confrontation. Players need to be aware of and react to each other's strategies frequently. While there is some level of cooperation required, it is not the main focus of the game.

Replay value

Victorian Masterminds offers a high level of variability with its gameboard, multiple paths to victory, and variable setups. The presence of expansions adds to the replay value. The game provides deep strategic possibilities and room for improvement over time. Player interaction is moderate, and the game scales well with different player counts. While it may not be the easiest game to learn, it offers a good balance between depth and accessibility. Overall, Victorian Masterminds has a strong replayability score of 8.05.

Luck profile

Victorian Masterminds has a moderate level of luck involved in the game. Random elements such as card draws and dice rolls have a notable but not exclusive impact on the game outcome. However, players have substantial ability to mitigate the effects of luck through strategic decisions and planning. The game outcome is primarily determined by player strategy and decisions, with luck playing a minor role. Overall, Victorian Masterminds strikes a good balance between luck and strategy.

Overview

What ABG knows about this game

Sherlock Holmes is dead! And with London's greatest detective out of the way, those with villainous minds decide to wreak as much terror as possible on the populace — and you are one of those dastardly no-goodniks! While Europe sits unprotected in Victorian Masterminds, you and other players send your henchmen to different cities to use their varied abilities, collect material for your steampunk-inspired contraptions, destroy buildings, and complete missions. At the same time, the Secret Service follows your path of destruction. Every contraption is unique and allows you to take different actions, leading to highly strategic, asymmetric gameplay. In more detail, during the game, players take turns placing one of their five agent tokens — Henchman, Machine, Saboteur, Pilot, Number 2 — face down on one of the five action spaces. As soon as three tokens are on a space, those tokens are flipped and activated, first in first out, with each agent carrying out its individual action in addition to whatever takes place in that space. When an evil mastermind completes their contraption or the Secret Service brings this villainy to a halt, the game ends, and whoever has generated the most victory points wins.

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