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Annapurna box art
Rich game profile

Annapurna

Climb the most dangerous massif in the world! In Annapurna you co-operate — or compete — with your fellow climbers to achieve balance on this treacherous, ever-changing mountain. As you explore your mountainside made of cards you will encounter rockslides, yetis, and danger at ev...

Players

1-4

Time

30-60

Age

12+

Weight

1.6

Rating

6.14

Should this hit the table?

Quick read before the metadata.

Annapurna has a moderate level of direct confrontation and strategic depth in confrontation. Players need to pay attention to each other's actions frequently. However, there is less emphasis on cooperation in the game.

Teach 2.4

Teaching signal

Replay 4.0

High replayability

Interaction 3.7

Highly interactive

Scaling 4.2

Scales well

Strategy 4.5

Deep strategy

Control 3.8

More strategic control

Table feel

Annapurna has a moderate level of direct confrontation and strategic depth in confrontation. Players need to pay attention to each other's actions frequently. However, there is less emphasis on cooperation in the game.

Replay value

Annapurna offers a high level of variability with its gameboard, expansions, and strategic depth. The game adapts well to different player counts and provides a challenging learning curve. Overall, it has a strong replayability score of 8.0.

Luck profile

Annapurna has a moderate level of randomness impact, with random elements having a notable but not exclusive impact on the game outcome. However, 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

Climb the most dangerous massif in the world! In Annapurna you co-operate — or compete — with your fellow climbers to achieve balance on this treacherous, ever-changing mountain. As you explore your mountainside made of cards you will encounter rockslides, yetis, and danger at every turn! You start with a deck of 18 mountain cards, laying out 15 of them face down in a pyramidal mountain and keeping the rest as your backpack. Each card has a yin or yang value of 1-4 on it as well as a special effect. To start the game, each player reveals a card in their bottom row, carries out the effect, then places their meeple on the card. On a turn, you explore an adjacent card on a non-lower level by flipping it over, carrying out its effects, and placing your meeple on it; trade a card from your backpack with a card in your mountain, pacing the replaced card in a cache; or hide a card, which is the same as trade, but on another player's mountain. If your face-up mountain cards have a balance of yin and yang, you can remove them from play. Once you reach the mountain's peak, you add your cache to your hand, then you can spend your turns doing nothing, dropping cards from your cache face up on the mountain to better balance your yin and yang, and throwing cache cards onto another player's mountain, who then flips up one of your remaining face-down cards. In the competitive game, when everyone is at the peak, players score 3, 2, and 1 flags based on who is most balanced, with ties being broken in favor of whoever ascended their mountain first; play multiple rounds until someone collects nine flags and wins. In the co-operative game, you end the game after everyone has scaled their mountain, and you all win only if everyone has an even yin-yang balance. There are also rule books for Cooperative, Solo, and Team play.

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