Table feel
Angkor has a high level of direct confrontation and strategic depth in confrontation. Players need to frequently pay attention to and react to each other's strategies. However, there is a lower emphasis on cooperation in the game.
In the jungles of southeast Asia, in Angkor, the players build huge temples and palaces. Unfortunately for the architects, the jungle is a living thing, which grows all too well. and all too fast. Players have to get rid of these "nature attacks", that are caused by fellow game p...
Players
2-4
Time
?-?
Age
8+
Weight
1.78
Rating
5.99
Should this hit the table?
Angkor has a high level of direct confrontation and strategic depth in confrontation. Players need to frequently pay attention to and react to each other's strategies. However, there is a lower emphasis on cooperation in the game.
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
Luck-sensitive
Angkor has a high level of direct confrontation and strategic depth in confrontation. Players need to frequently pay attention to and react to each other's strategies. However, there is a lower emphasis on cooperation in the game.
Angkor has a high replayability score due to its high variability gameboard, expansions available, strategic depth, scalability, and moderate easiness to learn. The game offers different experiences each time it is played, with the presence of impactful expansions and deep strategic possibilities. It adapts well to different player counts without compromising its appeal or balance. While it may take some time to learn, the depth it offers makes it worth the investment.
Angkor has a moderate influence of luck. Random elements have a notable but not exclusive impact on the game outcome. 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
In the jungles of southeast Asia, in Angkor, the players build huge temples and palaces. Unfortunately for the architects, the jungle is a living thing, which grows all too well. and all too fast. Players have to get rid of these "nature attacks", that are caused by fellow game players, of course!
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