Table feel
Moderate level of direct confrontation and strategic depth, with frequent interaction and limited emphasis on cooperation.
In Dr. Gomb (a.k.a., Dr. Button), everyone collects buttons. Players can collect any number from 1-5, but only one card's color can be different from the others. This card is called the "odd one out". Players can start any number of sequences, but they can have only one sequence...
Players
1-5
Time
?-?
Age
8+
Weight
1.5
Rating
5.50
Should this hit the table?
Moderate level of direct confrontation and strategic depth, with frequent interaction and limited emphasis on cooperation.
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
Luck-sensitive
Moderate level of direct confrontation and strategic depth, with frequent interaction and limited emphasis on cooperation.
Dr. Gomb has a high variability gameboard, impactful expansions, deep strategic possibilities, good scalability, and moderate easiness to learn. It offers a fresh and engaging experience with room for improvement in strategy. The final replayability score is 7.8 out of 10.
Dr. Gomb has a moderate influence of luck. Random elements like 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 Dr. Gomb (a.k.a., Dr. Button), everyone collects buttons. Players can collect any number from 1-5, but only one card's color can be different from the others. This card is called the "odd one out". Players can start any number of sequences, but they can have only one sequence of each color, so the maximum number of sequences is five. Any number can occur only once in a sequence and its mandatory to have one and only one "odd one out" card in the sequence. The goal is to have the most points by the end of the game.
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