Table feel
Moderate level of direct and strategic confrontation with high interaction frequency, but low emphasis on cooperation.
A Game of Staging Ridiculous Interventions about Nonsensical Problems. Caring friends and family have all gathered “because they LOVE you”. That’s how it always starts. That’s when you suddenly realize there’s a problem - and it’s YOU. You’re shocked and clueless, which is why yo...
Players
4-8
Time
40-60
Age
14+
Weight
1
Rating
6.68
Should this hit the table?
Moderate level of direct and strategic confrontation with high interaction frequency, but low emphasis on cooperation.
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
Luck-sensitive
Moderate level of direct and strategic confrontation with high interaction frequency, but low emphasis on cooperation.
The game We Need to Talk has a high replayability score of 8.15, indicating a great degree of variability, strategic depth, and scalability. The game offers different experiences each time it is played, with multiple paths to victory and variable setups. The presence of expansions adds new content and gameplay elements, enhancing the replay value. Players have ample room to improve their strategy over time, discovering new tactics and strategies. The game adapts well to different player counts without compromising its appeal or balance. While it may not be the easiest game to learn, it offers a rewarding depth of gameplay. Overall, We Need to Talk provides a fresh and engaging experience that can be enjoyed repeatedly.
The final luck score for We Need to Talk is 6, indicating a balanced mix of luck and strategy. Random elements have a notable but not exclusive impact on the game outcome. 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
A Game of Staging Ridiculous Interventions about Nonsensical Problems. Caring friends and family have all gathered “because they LOVE you”. That’s how it always starts. That’s when you suddenly realize there’s a problem - and it’s YOU. You’re shocked and clueless, which is why your loved ones have taken it upon themselves to carefully broach the subject. Naturally, no one wants to just come right out and say it. So they keep hinting at it, hoping you’ll catch on eventually. But will you? Or will this Intervention fail? In this game, players take turns being the focus of an intervention by drawing a Problem card with a nonsensical problem like, "Uncontrollable Interpretive Dancing" or "Neurotic Inability to Turn Right". They can't see the card, but all the Concerned Friends and Family can. Friends will give obscure clues that hint at the problem, without giving it away. The sooner the Intervened can guess the problem, the more points they'll score. The longer the Concerned Friends keep them guessing, the more points the Friends can earn. Each of the three rounds have a unique format for giving clues, Broaching the Subject, The Emotional Appeal and Offering a Solution. But if the Intervened cannot guess their problem by the end of the third round, no one will score any points, having failed to help their friend. —description from the publisher
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