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What's He Building In There? box art
2013 Ranked #5,673

What's He Building In There?

A worker-placement game has evil doctors gather resources, invent devices, and complete a doomsday machine with an escape plan. Suspicion rises over a fixed number of turns, putting urgency on every project.

Strategy Games Economic Industry / Manufacturing Open Drafting Hand Management

Players

2-6

Play time

Not listed

Age

12+

Complexity

3.33/5

Rating

6.61

Harder to teach Highly interactive Deep strategy

Overview

At a glance

Is this game right for my group?

ABG editorial scores on a 1–5 scale.

Teachability 2.4/5

Harder to teach

Replay value 4.1/5

High replayability

Interaction 3.8/5

Highly interactive

Player scaling 4.5/5

Scales well

Strategic depth 4.7/5

Deep strategy

See all 5 specifications

How it plays

How does it play?

Now that you've got some experience as an Evil Doctor, it's time to move onward and upward. Where's the place to be in the Evil Doctoring World of the late 1800s?

Core mechanisms

Key systems that shape the decisions players make.

Read the full game description

Now that you've got some experience as an Evil Doctor, it's time to move onward and upward. Where's the place to be in the Evil Doctoring World of the late 1800s? London. What's your plan? Find a cheap warehouse somewhere to build your Doomsday Machine. Scotland Yard is on your trail, however, so in addition to your Doomsday Machine, you'll have to build an Escape Plan. In the worker-placement style game What's He Building in There?, players use their Doctors and three henchmen to acquire resources at the available shops, acquire gold, visit the black markets, provide the "Genius at Work" labor (GAW), provide "Manual Labor" (ML), improve the Doctor's social standing, and invent things. You must complete both a Doomsday Machine and an Escape Plan, with higher level Doomsday Machines and Escape Plans garnering more victory points, and you need to do it quickly. Scotland Yard is getting suspicious, after all, so you have to do what you need to do in 15 turns. Players can earn additional victory points for fitting in with society, eccentricity, security and inventions. Play time is approximately 25-30 minutes per player.

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Editions

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Edition Year Language Publisher / Region
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Player resources

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Game and edition data

All specifications (5)

Play and group

Players
2–6
Best with
2–5
Play time
60 min
Age
12+
Complexity
3.3/5
Credits and catalog connections

Credits

Designers

1
Sean Scott Garrity

Artists

2
Sean Scott Garrity James Van Niekerk

Publishers

1
Baksha Games

Linked items

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