Table feel
Moderate level of direct confrontation and strategic depth, with high frequency of interaction. Limited emphasis on cooperation.
You are on Safari in Darkest Africa. You gain points for bagging trophies and accomplishing your secret goal. You lose points for dying. In each turn, there are a number of fate cards one greater than the number of players. Each player discards one of those cards and selects an a...
Players
2-5
Time
?-?
Age
12+
Weight
2
Rating
5.70
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.
Hunting Party has a high replayability score due to its high variability gameboard, impactful expansions, deep strategic possibilities, and good scalability. The game offers different experiences each time it is played, allowing players to discover new tactics and strategies. The presence of expansions adds new content and gameplay elements, further enhancing the replay value. The game also adapts well to different player counts without compromising its appeal or balance. While it may not be the easiest game to learn, it offers enough depth to keep players engaged and coming back for more.
The final luck score for Hunting Party is 4.67. This indicates that the game has a balanced mix of luck and strategy. Random elements have a notable but not exclusive impact on the game outcome. 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
You are on Safari in Darkest Africa. You gain points for bagging trophies and accomplishing your secret goal. You lose points for dying. In each turn, there are a number of fate cards one greater than the number of players. Each player discards one of those cards and selects an action card from their hand to play (Shoot, Flee, or Camp). Depending on which Fate card is left, each Hunter has a group fate to deal with (Quicksand, Scavengers, etc.) as well as a personal fate (a Rhinoceros charges, the natives offer you gifts, a pitfall, etc.) Your personal fate for the round is decided by the interaction of your action card and your position on the group fate card. i.e. if you are in position #2 and position #2 on the fate card says a lion is attacking, you'd better be shooting to bag a trophy or at least Fleeing to avoid the attack rather than camping and losing two cards from your hand. If you run out of cards, you die.
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