Table feel
Moderate level of interaction with a mix of direct and strategic confrontation.
In the year 2213, the world order — as it had been known for a century and a half — came to an abrupt end over a 19 day war. The bombs started falling on the third day, and by the 19th day ninety-nine percent of the earth’s population was dead or would be soon. Wars and conflicts...
Players
3-6
Time
90-150
Age
14+
Weight
3.8
Rating
6.45
Should this hit the table?
Moderate level of interaction with a mix of direct and strategic confrontation.
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
Luck-sensitive
Moderate level of interaction with a mix of direct and strategic confrontation.
Downfall has a high variability gameboard, with multiple paths to victory and random elements. The game offers expansions that add new content and gameplay elements. It has deep strategic possibilities and room for players to improve their strategy over time. The player interaction score is average. The game scales well with different numbers of players without compromising its appeal or balance. It is moderately easy to learn with a moderate depth of gameplay. Overall, Downfall has a good replayability score of 7.85.
Downfall has a moderate influence of luck. Random elements, such as dice rolls or card draws, 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 year 2213, the world order — as it had been known for a century and a half — came to an abrupt end over a 19 day war. The bombs started falling on the third day, and by the 19th day ninety-nine percent of the earth’s population was dead or would be soon. Wars and conflicts had raged now and again for decades prior, populations rising up, and the global government seeking to quell the conflict and maintain the status quo. But in the most recent five year period, the conflicts escalated rapidly, and the world order began to come apart—leaders became scared and trigger fingers twitchy. No one knows who pressed the button first, and in the harsh realities of the world that followed, no one cared. What mattered was surviving and, if possible, rebuilding. Each turn, players will draft and simultaneously play a card from their hand ("pack") to indicate their action for the turn. This may be moving citizens or airships to explore or expand around the modular board, building structures, researching technology, initiating conflict, producing or gathering resources, and abating radiation. All of these things can earn you points in different ways. If you cannot store resources, they are left on the ground and are available for anyone present to use. Each card has an action and a lesser version of another action, so you're never stuck being entirely unable to do a particular thing, and you can also store cards for future. Once all actions are complete, hands are passed to the next player and a new card is added to each one. If a "Winter" card is added, it is discarded and replaced, and the game timer advances. As the game timer advances, both expected events (spread of radiation, combat, feeding your citizens) and unexpected events may occur. When the Winter track reaches the end, the game is over, and points are scored.
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