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Waving Hands box art

Waving Hands

Players

2-10

Time

?-?

Age

8+

Weight

2.78

Rating

7.43

Fit

Teach 2.3

Teaching signal

Replay 4.0

High replayability

Interaction 3.3

Low interaction

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 2.8

Luck-sensitive

Table feel

Moderate level of interaction with a mix of direct and strategic confrontation, high frequency of interaction, and low emphasis on cooperation.

Replay value

The game offers a high degree of variability with a diverse gameboard and multiple paths to victory. The presence of expansions adds new content and gameplay elements, enhancing 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 numbers of players. While it may take some time to learn, the depth it offers makes it worth the investment. Overall, Waving Hands has a strong replayability score of 7.9.

Luck profile

The final luck score for Waving Hands is 5.67. The game has a moderate level of randomness impact, with random elements playing a notable but not exclusive role in determining the outcome. However, players have substantial ability to mitigate the effects of luck through strategic decisions and planning. The overall luck dependence is balanced, with a mix of luck and strategy influencing the game outcome. While luck still plays a significant role, player strategy and decisions also have a considerable influence. Overall, Waving Hands is a game that requires a combination of luck and strategic thinking.

Overview

This unique and cunning pencil and paper game features a magical duel between 2 wizards. Variants for more are easily devised (last wizard standing, teams, etc.). The two opponents perform 6 magical gestures with their hands to cast spells - each spell created by performing a specific sequence of gestures. As gestures for the 2 hands are written secretly, then revealed simultaneously, there is ample ground for feinting - starting a sequence leading to a certain attack, then switching to a different sequence, hoping your opponent doesn't call your bluff. The 40 different spells allow you to attack, defend, summon monsters, enchant your opponent (limit her play in different ways), and more. To win, you need to make creative use of the many options, and keep an open eye towards your opponent's schemes. This is a game of almost pure skill. The inventor wishes to state that he has never been involved in a magical duel but would be interested to discover how realistic the game is for those who have been involved in such a bout.

Editions

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Credits

Designers

1
Richard A. Bartle

Publishers

2
(Web published) RavenBlack Games

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