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Elfenwizards box art
Rich game profile

Elfenwizards

This game is from Alan Moon's days at White Wind. Sharing many elements with Avalon Hill's Kremlin, players represent a family of wizards that are seeking to advance their political power. Players are given an armada of dice to roll for a turn, and these are then used to lend poi...

Players

3-6

Time

?-?

Age

10+

Weight

2.3

Rating

6.20

Should this hit the table?

Quick read before the metadata.

Moderate level of interaction with a mix of direct confrontation and strategic depth.

Teach 2.3

Teaching signal

Replay 4.0

High replayability

Interaction 3.6

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 3.5

More strategic control

Table feel

Moderate level of interaction with a mix of direct confrontation and strategic depth.

Replay value

Elfenwizards 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 improvement over time. Player interaction is moderate. It scales well with different numbers of players without compromising its appeal or balance. The game is moderately easy to learn, providing a good balance between depth and accessibility. Overall, Elfenwizards has a strong replayability score of 7.94.

Luck profile

Elfenwizards has a moderate level of luck influence. While random elements like dice rolls and card draws have a notable impact on the game outcome, players have substantial ability to mitigate this randomness through strategic decisions and planning. The game strikes a balanced mix of luck and strategy, with player decisions playing a significant role in determining the outcome. Overall, luck plays a minor role compared to player strategy and decisions.

Overview

What ABG knows about this game

This game is from Alan Moon's days at White Wind. Sharing many elements with Avalon Hill's Kremlin, players represent a family of wizards that are seeking to advance their political power. Players are given an armada of dice to roll for a turn, and these are then used to lend points of support for upcoming elections. The winner is the player who either takes the top office twice or gathers the most political points over the course of four turns.

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