Table feel
Moderate level of interaction with a mix of direct and strategic confrontation.
The game takes place at a playground where the players, while controlling groups of kids try to collect as many "happines?s points" as they can in 9 rounds by building sandcastles or taking nice pictures of the flowers and insects with their mobile phones. But the cat prowling ar...
Players
2-4
Time
45-60
Age
8+
Weight
2.5
Rating
7.33
Should this hit the table?
Moderate level of interaction with a mix of direct and strategic confrontation.
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
Luck-sensitive
Moderate level of interaction with a mix of direct and strategic confrontation.
Grund has a high replayability score due to its high variability gameboard, impactful expansions, deep strategic possibilities, and good scalability. The game offers fresh experiences each time it is played and allows players to improve their strategies over time. The player interaction is moderate, and the game adapts well to different player counts without compromising its appeal or balance. While it may take some time to learn, the depth it offers makes it worth the effort.
Grund has a moderate level of luck involved in the game. Random elements have a notable but not exclusive impact on the game outcome. While players have some ability to mitigate randomness through strategic decisions, luck still plays a significant role. The game outcome is balanced between luck and strategy, making it suitable for players who enjoy a mix of both elements.
Overview
The game takes place at a playground where the players, while controlling groups of kids try to collect as many "happines?s points" as they can in 9 rounds by building sandcastles or taking nice pictures of the flowers and insects with their mobile phones. But the cat prowling around the ground can spoil their plans. The players have to take into consideration their opponents' moves to compete with them or even to avoid conflicts. They have to accomplish the special missions too, better than their opponents. In Grund, each player controls a bunch of kids at the playground. At the beginning of each round the cat has to be moved to another tile on the board by randomly drawing a movement card (it will affect the tile where it stays). After that, the players have to move all their kids to an adjacent tile (or even further if consuming energy points), one after another in turn. There are special tiles where only a limited number of kids can stay at the same time. Once all the kids have been moved, it comes to "conflict" on the tiles with kids belonging to different players to decide who rules the tile. The competing players have to bid energy cards, the one who offers the most will rule the tile (the bidden energy cards have to be exchanged). The winner performs the tile action. The actions can be as follows: get an additional sandcastle part, get a photo of a flower/insect, get an energy card, draw a chance card, call an additional kid onto the ground for 10 energy points, get "happiness points", etc. At the end of the ninth round it comes to the evaluation. The players get "happiness points" for their sandcastles, photo collections, energy points and accomplished missions. Grund is a smart combination of a worker placement and an area influence game where your situation awareness, tactical, strategic and trouble solving skills are challenged.
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