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4 Cyte (foresight) box art
Rich game profile

4 Cyte (foresight)

Each player has an identical set of letters and a six-by-six grid. Players alternate calling letters and placing them on their respective grids. Each player may hold one letter as a stand by. When the grids are filled, the players score the six rows, six columns and two diagonals...

Players

1-2

Time

?-?

Age

10+

Weight

2.4

Rating

5.86

Should this hit the table?

Quick read before the metadata.

Moderate level of interaction with a good balance between direct and strategic confrontation. Players need to pay attention to others' actions frequently, but cooperation is not a major focus.

Teach 2.4

Teaching signal

Replay 3.9

High replayability

Interaction 3.6

Highly interactive

Scaling 4.4

Scales well

Strategy 4.5

Deep strategy

Control 3.2

Luck-sensitive

Table feel

Moderate level of interaction with a good balance between direct and strategic confrontation. Players need to pay attention to others' actions frequently, but cooperation is not a major focus.

Replay value

The game offers a high level of variability with different experiences each time it is played. The presence of expansions adds new content and gameplay elements. There is deep strategic depth and room for players to improve their strategies over time. The game adapts well to different player counts without compromising its appeal or balance. It has a moderate level of easiness to learn, providing a good balance between accessibility and depth. Overall, 4 Cyte (Foresight) has a strong replayability score of 7.8 out of 10.

Luck profile

The final luck score for 4 Cyte (Foresight) is 6.33, 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

What ABG knows about this game

Each player has an identical set of letters and a six-by-six grid. Players alternate calling letters and placing them on their respective grids. Each player may hold one letter as a stand by. When the grids are filled, the players score the six rows, six columns and two diagonals. When a player has spelled a word that is at least three letters long that player receives points for that scoring line. Longer words are worth more points. The player with the most points wins. In the solitaire version, a player selects thirty six letters and moves them around at will to score a personal best.

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Editions

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Credits

People and publishers

Designers

1
(Uncredited)

Publishers

5
The Gelles-Widmer Division: McGraw-Hill Book… John Sands Pty Ltd Milton Bradley Otto Maier Verlag Twentieth Century Games Limited

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