Table feel
Interpol 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.
Players
2-4
Time
?-?
Age
9+
Weight
1.4
Rating
5.70
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
Luck-sensitive
Interpol 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.
Interpol 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 strategy over time. The player interaction score is average. Interpol scales well with different numbers of players without compromising its appeal or balance. The game is moderately easy to learn, offering a balance between depth and accessibility. Overall, Interpol has a strong replayability score of 7.9.
Interpol has a moderate level of luck involved in the game. Random elements have a notable but not exclusive impact on the game outcome. Players have a 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.
In the Tower, the former state prison that stands in London, the Crown Jewels are kept for England’s head of state. Year after year hundreds of thousands of tourists visit the Treasury where they are exhibited, in order to admire them. One day 4 tourists – Irma from Germany, Mario from Italy, Claude from France and Peter from England – are on their way to the tower. Three of them with no other intention than to take a look at the Jewels, and the fourth with the purpose of … stealing them! Each player taking part in this Interpol game can try to unmask that particular tourist, i.e. the thief, with his or her Interpol agent (I.A.). He or she will win the game by being the first to arrest the thief through the Interpol agent, or by making the thief steal the Crown Jewels.
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