Table feel
Moderate level of direct confrontation and strategic depth, with high frequency of interaction. Limited emphasis on cooperation.
Every day in the unseen space of the garden, factions of insects fight each other to claim the domain of their living space. Maybe this is occurring right now in your own garden... Garden Guerrilla is a dexterity card game in which you have to catch enemies and reclaim the domain...
Players
2-4
Time
10-20
Age
8+
Weight
1
Rating
6.61
Should this hit the table?
Moderate level of direct confrontation and strategic depth, with high frequency of interaction. 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 high frequency of interaction. Limited emphasis on cooperation.
Garden Guerrilla has a high replayability score due to its high variability gameboard, impactful expansions, deep strategic possibilities, and good scalability. While it may take some time to learn, the game offers fresh experiences each time it is played.
The final luck score for Garden Guerrilla is 5.67. This indicates a balanced mix of luck and strategy in the game. Random elements have a notable but not exclusive impact on the game outcome, and players have some ability to mitigate randomness through strategic decisions and planning. The game outcome is influenced by both luck and player strategy, making it a moderately luck-dependent game.
Overview
Every day in the unseen space of the garden, factions of insects fight each other to claim the domain of their living space. Maybe this is occurring right now in your own garden... Garden Guerrilla is a dexterity card game in which you have to catch enemies and reclaim the domain of the garden. —description from the publisher Garden Guerrilla is a dexterity game in which players will have to throw Insect cards and obtain the control of the garden! During their turn, players must choose a card from their hand and play it through a "Rotating" Throw, making it Fall from Above or through a Safe Placement. When a card is put into play it generates an Attack, and will be able to capture the opponent's cards which will be added to its Loot. After the last card has been played, each player calculates their Victory Points using the cards captured in their loot.
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