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Geistermühle box art

Geistermühle

Players

2-4

Time

?-?

Age

5+

Weight

1.33

Rating

5.94

Fit

Teach 2.4

Teaching signal

Replay 3.9

High replayability

Interaction 3.7

Highly interactive

Scaling 4.1

Scales well

Strategy 4.5

Deep strategy

Control 3.5

More strategic control

Table feel

Geistermühle has a moderate level of direct confrontation and strategic depth. Players need to pay attention to each other's actions frequently. However, there is limited emphasis on cooperation.

Replay value

Geistermühle offers a high level of variability with its gameboard, allowing for different experiences each time it is played. The presence of expansions adds to the replay value, providing new content and gameplay elements. The game also offers deep strategic possibilities, allowing players to improve their strategy over time. The player interaction score is moderate, and the game scales well with different numbers of players. While it may take some time to learn, the depth it offers makes it worth the effort. Overall, Geistermühle has a strong replayability score of 7.81.

Luck profile

Geistermühle has a moderate level of randomness impact, with random elements playing a notable but not exclusive role in determining the game outcome. Players have a significant ability to mitigate the effects of randomness through strategic decisions and planning. The game relies on a balanced mix of luck and strategy, with player decisions and strategy playing a primary role in determining the game outcome. Overall, Geistermühle has a moderate level of luck dependence, making it suitable for players who enjoy a combination of luck and strategy in their gameplay.

Overview

Time to help the miller carry sacks of flour from the mill and take them home – but watch out for the ghosts that await to scare you and spill flour! In Geistermühle, each player needs to bring three colored sacks of flour from the mill to her home. The players start at home, with the flour placed in slots around a waterwheel on the game board. This board also has holes in it in which players place their magnetized tokens as they move. A wooden millwheel with three integrated magnets sits underneath this game board. On a turn, a player rolls two special dice, with the following possible results: • Two numbers – the player moves her token clockwise or counter-clockwise either the value of one die or the sum of both dice. If the token lands next to flour of the right color, she can place the flour in her token's slot; if she moves home, she claims the flour. • One number and one millwheel – move the token as described above, then turn the millwheel once clockwise. (The game board has slots that allow players to grab a cog on the millwheel and rotate it.) • Two millwheels – turn the millwheel twice clockwise. If when moving the millwheel, a token is scared off the board due to ghosts – that is, due to the magnets in both items – that token is returned home and any flour it held returned to the game board. Watch for the ghosts as your turn the wheel so that you can steer clear!

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Credits

Designers

2
Thomas Daum Violetta Leitner

Artists

1
Rolf Vogt

Publishers

3
Drei Magier Spiele Enigma (Bergsala Enigma) G3

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