Table feel
Moderate level of interaction with a mix of direct confrontation and strategic depth.
Players represent lawyers in this humorous, pseudo-Colonial courtroom trial card game. Each player attempts to prosecute victims and make money by winning the case. All lawyers pair a Suspect with a Charge card to represent the case they are prosecuting. However, money can also b...
Players
3-7
Time
?-?
Age
10+
Weight
1.7
Rating
6.24
Should this hit the table?
Moderate level of interaction with a mix of direct confrontation and strategic depth.
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
Luck-sensitive
Moderate level of interaction with a mix of direct confrontation and strategic depth.
Witch Trial 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 also provides deep strategic possibilities and allows players to improve their strategy over time. The player interaction score is average, and the game scales well with different numbers of players. It is moderately easy to learn, striking a balance between accessibility and depth. Overall, Witch Trial has a strong replayability score of 7.8 out of 10.
The final luck score for Witch Trial is 4.67, indicating a balanced mix of luck and strategy. The game has a low randomness impact, with the outcome being minimally determined by random elements like dice rolls or card draws. Players have substantial ability to mitigate randomness through strategic decisions and planning, resulting in a game that is not heavily dependent on luck. Witch Trial offers a good balance between luck and strategy.
Overview
Players represent lawyers in this humorous, pseudo-Colonial courtroom trial card game. Each player attempts to prosecute victims and make money by winning the case. All lawyers pair a Suspect with a Charge card to represent the case they are prosecuting. However, money can also be made by defending the cases that other lawyers are working on. When a case comes to court, players add their Evidence cards, and make Motions and Objections, in order to sway the jury to their side. Then the case is either settled by plea bargain (an agreement by lawers to divide the case money) or by the jury (a 2D6 dice roll of 13 or more which includes all card modifiers played on this case). A fun game in which the lawyer with the most money wins. Awards 2001 Origins Award Nominee: Best Abstract Board Game 2001 Listed in GAMES Magazine's GAMES 100
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