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Web Of Gold box art

Web Of Gold

Players

2-6

Time

?-?

Age

8+

Weight

1.7

Rating

5.68

Fit

Teach 2.4

Teaching signal

Replay 3.9

High replayability

Interaction 3.7

Highly interactive

Scaling 4.1

Scales well

Strategy 4.5

Deep strategy

Control 3.0

Luck-sensitive

Table feel

The game has a moderate level of direct confrontation and strategic depth. Players need to frequently interact and react to each other's strategies. Cooperation is not a major focus in the game.

Replay value

Web of Gold has a high variability gameboard, offering different experiences each time it is played. The presence of expansions adds new content and gameplay elements, enhancing replay value. The game provides deep strategic possibilities and allows players to improve their strategies over time. The player interaction score is moderate. The game scales well with different numbers of players without compromising its appeal or balance. It is moderately easy to learn, striking a balance between depth and accessibility. Overall, Web of Gold has a strong replayability score of 7.82 out of 10.

Luck profile

The final luck score for Web of Gold is 6, indicating a balanced mix of luck and strategy. Random elements have a notable but not exclusive impact on the game outcome, and 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

The players are adventurers seeking gold in an abandoned mine. Each ventures into the mine equipped with a lantern (with a limited amount of oil). The outer ring of hexes can be searched for additional equipment (torches, oil to refuel the lamp, mushrooms...) whilst the inner hexes are where the gold is to be found. First player to bring back six gold nuggets wins. Or,if all adventurers are killed, the player whose spider has scored the most kills wins... Finding gold isn't as easy as it seems; the richest hexes (smack in the mine's center, of course) only yield gold on a 4+ (on a d6); using the lantern gives a +1. Where it gets really fun is with the mine's other denizens: each player controls, in addition to his adventurer, a spider that hops from rock column to rock column (the pivot points where hexes meet; the board is 3D so this works really well) spinning webs --little cardboard barriers that slide into place between rock pillars. Adventurers "attack" the webs when they try to step through and could stay tangled (the adventurer pieces are slotted so they can be put on top of the web they're stuck in). Whilst thus caught, spiders can try to bite them --four bites and you're eliminated! The lantern is very useful in such a case as its light scares the spiders away. The spiders can co-operate to build stronger webs, and it isn't unusual for one spider to strengthen the web an adventurer is caught in so another spider has a better chance of biting him. All in all, a very enjoyable game. Works best with the full set of six players.

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Editions

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Credits

Designers

1
Nik Sewell

Publishers

3
Parker Brothers Tactical Studies Rules (TSR) Three Wishes

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