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Don Carlo box art
Rich game profile

Don Carlo

Each one of the player is the Consigliere (counsellor) of an old-established family. Your task? Gain the maximum possible influence for your family in Absurdistan and the neighbouring countries. To achieve this, send out agents to these countries by combining cards with numbers o...

Players

2-4

Time

?-?

Age

8+

Weight

1.33

Rating

6.59

Should this hit the table?

Quick read before the metadata.

Moderate level of direct and strategic confrontation with high interaction frequency, but low emphasis on cooperation.

Teach 2.3

Teaching signal

Replay 3.9

High replayability

Interaction 3.7

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 3.2

Luck-sensitive

Table feel

Moderate level of direct and strategic confrontation with high interaction frequency, but low emphasis on cooperation.

Replay value

Don Carlo has a high variability gameboard, with different experiences each time it is played. The presence of expansions adds new content and gameplay elements, enhancing replay value. The game offers deep strategic possibilities and room for players to improve their tactics and strategies. The player interaction score is moderate, and the game scales well with different numbers of players. While it may not be the easiest game to learn, it offers a good balance between easiness and depth. Overall, Don Carlo has a strong replayability score of 7.8.

Luck profile

Don Carlo has a moderate level of luck involved in the game. Random elements have a notable but not exclusive impact on the game outcome. Players have some ability to mitigate randomness through strategic decisions and planning. The game outcome is influenced by a balanced mix of luck and strategy.

Overview

What ABG knows about this game

Each one of the player is the Consigliere (counsellor) of an old-established family. Your task? Gain the maximum possible influence for your family in Absurdistan and the neighbouring countries. To achieve this, send out agents to these countries by combining cards with numbers on it (for example 007) and attempt to gain an edge on the other families. The total of the numbers on the cards, decide in which country the agents travels. Of course there can only be one 007, so the task is to find more number combinations. The more agents are already in the country the more points the player gets. The one who combines their cards most cleverly, pockets the most points at the end.

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