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Full Moon box art

Full Moon

Players

2

Time

?-?

Age

8+

Weight

1

Rating

5.84

Fit

Teach 2.3

Teaching signal

Replay 4.0

High replayability

Interaction 3.7

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 2.7

Luck-sensitive

Table feel

Full Moon has a high level of direct confrontation and strategic depth in confrontation. Players need to frequently pay attention to and react to each other's strategies and turns. However, there is a lower emphasis on cooperation in the game.

Replay value

Full Moon has a high replayability score due to its high variability gameboard, strategic depth, and scalability. The presence of expansions and moderate easiness to learn also contribute to its replay value.

Luck profile

The final luck score for Full Moon is 5.33, indicating a balanced mix of luck and strategy. The game outcome is influenced by random elements like dice rolls or card draws, but players have substantial ability to mitigate the effects of randomness through strategic decisions and planning. Overall, luck plays a significant role in the game, but player strategy and decisions also have a notable impact on the outcome.

Overview

In Full Moon, the players each want to get all the wolves together to howl in the night. To set up, the players line up the twelve wolf tiles in a random order; the wolves come in four colors, with the wolves in each color having 1-3 prints. The first player, sitting "below" the row of tiles, moves any one wolf tile one space to the left or right, placing it below the wolf tile in that location to form a column. The only restriction on movement is that two wolves of the same color can never be in the same column. (The row of tiles then contracts so that it has no empty spaces in it.) This player then places a moon token above or below the column; the next player has to move a tile that matches the color or number of the tile adjacent to the moon. When a column of tiles is present, a player can move either the single wolf closest to his side of the table or the entire column of tiles. (This wolf closest to him must be a legal move.) If a player can't move, he loses his turn and the other player can move any wolf of his choosing. The first player to place four wolves in a column wins!

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Editions

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Credits

Designers

1
Claude Leroy

Artists

1
Cyril Bouquet

Publishers

1
Jactalea

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