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Incoherent box art
Rich game profile

Incoherent

Each round in the guessing game INCOHERENT players find themselves in different settings telling stories to all other players who have to correctly guess the story's subject. It is a unique guessing game as: During the game, the storyteller(s) must begin all stories with a design...

Players

4-10

Time

?-?

Age

8+

Weight

1

Rating

5.61

Should this hit the table?

Quick read before the metadata.

Moderate level of interaction with a mix of direct and strategic confrontation. Players need to pay attention to others' actions and react accordingly. Limited emphasis on cooperation.

Teach 2.3

Teaching signal

Replay 4.0

High replayability

Interaction 3.2

Low interaction

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 2.2

Luck-sensitive

Table feel

Moderate level of interaction with a mix of direct and strategic confrontation. Players need to pay attention to others' actions and react accordingly. Limited emphasis on cooperation.

Replay value

The game offers a high level of variability with different experiences each time it is played. The presence of expansions adds new content and gameplay elements. There is deep strategic depth and room for players to improve their strategy over time. The game scales well with different numbers of players without compromising its appeal or balance. It is moderately easy to learn, providing a good balance between depth and accessibility. Overall, the game has a strong replayability score.

Luck profile

Incoherent has a low influence of luck. The game outcome is predominantly determined by random elements like card draws, but players have substantial ability to mitigate randomness through strategic decisions and planning.

Overview

What ABG knows about this game

Each round in the guessing game INCOHERENT players find themselves in different settings telling stories to all other players who have to correctly guess the story's subject. It is a unique guessing game as: During the game, the storyteller(s) must begin all stories with a designated sentence provided by a selected player. Whenever the assigned word is to be used in the story, the storyteller must use the replacement word instead in every sentence for others to guess. Describe the assigned word's color, shape and feature, with body language not being allowed. Individual and battle modes are included in the game. In battle mode, the active player and other player are both storytellers, and they talk about two different words in two different stories for all other players to guess at the same time.

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Editions

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Commerce mapping

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Credits

People and publishers

Designers

2
ER Family Elliot Tebele

Artists

1
Johnnie Lam

Publishers

1
Capstone HK Ltd.

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