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Wishland box art

Wishland

Players

1-4

Time

60-90

Age

14+

Weight

2.57

Rating

7.19

Fit

Teach 2.3

Teaching signal

Replay 4.0

High replayability

Interaction 3.6

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 3.5

More strategic control

Table feel

Moderate level of interaction with a mix of direct and strategic confrontation.

Replay value

Wishland has a high replayability score due to its high variability gameboard, impactful expansions, deep strategic possibilities, and good scalability. The game offers different experiences each time it is played, with room for players to improve their strategy over time. The presence of expansions adds new content and gameplay elements, enhancing the replay value. 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 good balance between easiness and depth.

Luck profile

Wishland has a moderate level of luck involved in the game. Random elements such as dice rolls and card draws have a notable but not exclusive impact on the game outcome. However, players have substantial ability to mitigate the effects of randomness through strategic decisions and planning. The game outcome is primarily determined by player strategy and decisions, with luck playing a minor role. Overall, Wishland strikes a good balance between luck and strategy, providing an engaging and strategic gameplay experience.

Overview

Wishland is a worker placement eurogame based on the management of a theme park. Through a series of rounds players will purchase different cards from the board to create their own and unique theme park. The game last 7 rounds. At the end of the game, the player with the most victory points is declared the winner. There are 5 different types of cards in the game: Restaurants: Increases the base income of players. Actors: Add additional workers, happiness and visitors. They also earn victory points at the end of the game with a set collection mechanic. Rides: The heart of a theme park. You need a minimum amount of rides in order to enlarge your theme park. They also provide victory points. Hotels: Some allow you to ignore some game rules, while other give you end game objectives or direct rewards related to the other types of cards. Mascots: Can make a big difference in the end game. All cards of the game have an icon on them. Each of the 12 different mascouts gives you points at the end of the game for each card sharing icons with them. -description from designer

Editions

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Credits

Designers

1
Carlos Michán Amado

Artists

2
Philipp Ach Fran Fdez

Publishers

1
Lost Games Entertainment Ltd.

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