Table feel
Moderate level of interaction with a mix of direct and strategic confrontation. Players need to pay attention to others' actions frequently, but cooperation is not a significant aspect of the game.
Teaching signal
High replayability
Low interaction
Scales well
Deep strategy
Luck-sensitive
Moderate level of interaction with a mix of direct and strategic confrontation. Players need to pay attention to others' actions frequently, but cooperation is not a significant aspect of the game.
The game Drinking Quest: Journey into Draught has a high replayability score of 7.86, indicating a great degree of variability, strategic depth, and scalability. 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, enhancing the replay value. Players have room to improve their strategy over time, discovering new tactics and strategies. The game adapts well to different player counts without compromising its appeal or balance. While it may not be the easiest game to learn, it offers a good balance between ease of learning and depth of gameplay.
The final luck score for Drinking Quest: Journey into Draught is 4.33 out of 10. This indicates a moderate influence of luck in the game. Random elements such as dice rolls and card draws have a significant impact on the game outcome. However, players have substantial ability to mitigate the effects of luck through strategic decisions and planning. The game is still somewhat luck-dependent, but player strategy plays a balanced role in determining the outcome.
Description from the publisher: Journey into Draught contains 6 quests instead of 4 and has a team of 10 artists instead of 1. This is the new future of Drinking Quest. But of course when your character dies in the game you'll still be chugging your drink in real life to continue. Quests include: Quest 1 - Meadheim: You'll fight all kinds of viking stereotypes, chase wild boars, find crappy loot and fight the dreaded METAL BEER! (12 Cards, All Unique) Quest 2 - Cursed Wizards' Tower: In this quest you'll be adventuring through a tower full of cursed wizards who drink too much and rarely leave the tower. You'll steal a wizard's hat, have a 3 day hangover, fight a Beer Holder, drink Wizard's Wine and encounter a Sexy Cthulhu! (12 Cards, All Unique) Quest 3 - Walkengaard: Some quests just have a lot of walking. Heroes rarely have jet skis or any cool modes of transportation. This quest both makes fun of AND celebrates the amount of walking that Sword & Sorcery heroes tend to do. You'll fight Obvious Trolls, Drink Wraiths, A Green Dragon and the Dwarves of Erobeer. (12 Cards, All Unique) Quest 4 - Lords of Whiskeydeep: The main four quests are coming to an end and somehow our drunken heroes find themselves being lords of a ritzy harbour town! You'll visit a brothel, purchase real estate, fight a shark wearing a top hat and a monocle and buy your way out of sticky situations because now you're the 1%. (12 Cards, All Unique) Bonus Quest - Kega Man Returns: Fight 8 alcoholic robot bosses.. (12 Cards, All Unique) Bonus Quest - Morning Tea: This one could be called SOBER QUEST. It sees a bunch of hungover heroes sitting around drinking tea the next morning. The players are meant to drink something like water or cold tea to sober up. Also all of this artwork is done with real tea stains! (12 Cards, All Unique) Be the hero your game night deserves!
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