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Die Unendliche Geschichte box art

Die Unendliche Geschichte

Players

2-8

Time

?-?

Age

8+

Weight

1.83

Rating

5.91

Fit

Teach 2.3

Teaching signal

Replay 4.0

High replayability

Interaction 3.9

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 3.5

More strategic control

Table feel

Moderate level of direct and strategic confrontation, high interaction frequency, and moderate emphasis on cooperation.

Replay value

Die Unendliche Geschichte has a high replayability score due to its high variability, strategic depth, and adaptability to different player counts. The game offers different experiences each time it is played, with multiple paths to victory and variable setups. The presence of expansions adds new content and gameplay elements, further enhancing the replay value. The game allows players to improve their strategy over time, discovering new tactics and strategies. The player interaction score is average, and the game scales well with different numbers of players. While it may take some time to learn, the depth it offers makes it worth the effort.

Luck profile

Die Unendliche Geschichte has a moderate level of randomness impact, with random elements having a notable but not exclusive impact on the game outcome. Players have a substantial ability to mitigate randomness through strategic decisions and planning, which allows them to influence the outcome to a great extent. The game's overall luck dependence is balanced, with a mix of luck and strategy playing a role in determining the game outcome. The final luck score for Die Unendliche Geschichte is 7, indicating that luck plays a minor role in the game.

Overview

In Unendliche Geschichte, you set out on an adventurous quest to search the world of the "Never Ending Story" to find the "Key of Joy". Each player represents one of the four elements. When your comes around, you get to be a hero. Most of the game sets you out on solo adventures, but the cards you use make things difficult to do without the help of others. Follow the adventures on the cards (based on where you are on the map) to collect Signposts. When you get three Signposts you can jump to where you need to go (to collect Crystals and Landscapes). Each player is constrained by their die roll to see what abilities they can use such as intelligence, creativity, skill, throwing, courage and strength, but you may make choices based on what you are given.

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Credits

Designers

1
CBD

Publishers

1
AMIGO

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