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What's He Building In There? box art

What's He Building In There?

Players

2-6

Time

?-?

Age

12+

Weight

3.33

Rating

6.61

Fit

Teach 2.4

Teaching signal

Replay 4.1

High replayability

Interaction 3.8

Highly interactive

Scaling 4.5

Scales well

Strategy 4.7

Deep strategy

Control 3.7

More strategic control

Table feel

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

Replay value

What's He Building In There? has a high replayability score due to its high variability gameboard, impactful expansions, deep strategic possibilities, and adaptability to different player counts. While it may not be the easiest game to learn, it offers a rewarding and fresh experience each time it is played.

Luck profile

The final luck score for What's He Building in There? is 7.33, indicating a game with minimal randomness impact and a balanced mix of luck and strategy. Players have substantial ability to mitigate randomness through strategic decisions and planning, and the game outcome is primarily determined by player strategy and decisions, with luck playing a minor role.

Overview

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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