Table feel
Gatefall has a high level of direct confrontation and strategic depth in confrontation. Players must frequently pay attention to and react to each other's strategies and turns. However, there is less emphasis on cooperation in the game.
Gatefall is a strategic miniatures game of tactics, deck building, and resource management. In the game, a rift has opened between worlds, causing a war between very different kinds of characters. The base game mode is designed for two players to fight head-to-head. Arena mode le...
Players
2-8
Time
60-180
Age
13+
Weight
2
Rating
7.78
Should this hit the table?
Gatefall has a high level of direct confrontation and strategic depth in confrontation. Players must frequently pay attention to and react to each other's strategies and turns. However, there is less emphasis on cooperation in the game.
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
More strategic control
Gatefall has a high level of direct confrontation and strategic depth in confrontation. Players must frequently pay attention to and react to each other's strategies and turns. However, there is less emphasis on cooperation in the game.
Gatefall has a high variability gameboard, offering different experiences each time it is played. The presence of expansions adds new content and gameplay elements, enhancing replay value. The game provides deep strategic possibilities and room for players to improve their tactics over time. The player interaction score is average. It scales well with different numbers of players without compromising its appeal or balance. The game is moderately easy to learn, striking a balance between depth and accessibility. Overall, Gatefall has a strong replayability score of 7.9.
Gatefall has a moderate level of randomness impact, with random elements having a notable but not exclusive impact on the game outcome. However, 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
Gatefall is a strategic miniatures game of tactics, deck building, and resource management. In the game, a rift has opened between worlds, causing a war between very different kinds of characters. The base game mode is designed for two players to fight head-to-head. Arena mode lets 2-8 players fight one another in a battle royale setting. In a two player game, players choose which team to control, the fantasy team consisting of Brog, Gildri, and Randar, or the Wasteland team consisting of Exile, Firebug, Penny, and Lost Boy. At the beginning of the game, each player has the same deck of ten cards, which contain seven “1” cards and three “0”cards. The first player draws five cards, and adds the total of their values. That number represents the number of actions the player can use for their team. Actions can be moving one space or attacking. These actions can be spread across the entire team, or used by only one character, depending on a character’s traits. During an attack, the attacking player rolls the number of dice equivalent to the attacking character’s attack stat. The defending player rolls the number of dice equal to the defending character’s defense dice. The number of reds rolled are added up, and the defender takes damage equal to the number of reds the attacking character rolls above the total of their defending roll. Each player then adds up the number of green dice they rolled, and earns one coin for each green die. coins are saved up and used to buy new weapons from the weapon marketplace, to destroy “zero” cards in their hands, to purchase better cards from the main deck, or upgrade their individual character stats. Each character has an upgrade shop. Players can choose any of the available stats to upgrade in any order for any of their characters, and spend the appropriate amount of tokens to get those upgrades. When a character is fully upgraded, that character unlocks their special power, which is unique for each character. When a character is killed, the player who killed that character earns the number of victory points printed on the character’s upgrade shop card, and the player whose character was killed draws a “zero” card from the “zeroes” pile for every victory point listed on the killed character’s upgrade shop card and adds it to their discard pile. The killed character respawns in their base immediately, but that character cannot move or attack on their next turn, and effectively loses a turn while respawning. The first player to reach ten victory points wins the game. —description from the publisher
Media
Images, galleries, and videos are grouped here so the page feels visual before every asset is fully hosted.
Editions
| Edition | Year | Language | Publisher / Region |
|---|---|---|---|
| No editions imported yet. | |||
Files and documents
No files imported yet.
Commerce mapping
No commerce mappings imported yet.
Credits
Linked items
Related games and expansions help build a connected catalog around every title.
No linked items imported yet.