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Leaps And Ledges box art
Rich game profile

Leaps And Ledges

A 16-story tower is built, and players each receive four climbing meeples and a hand of three cards to play and replenish. Each player in turn plays one card and moves one of his meeples up the tower the number of stories shown on the card. A few special cards modify this rule. M...

Players

2-4

Time

20-40

Age

8+

Weight

1.6

Rating

5.78

Should this hit the table?

Quick read before the metadata.

Leaps and Ledges 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, the game does not emphasize cooperation as much.

Teach 2.4

Teaching signal

Replay 4.0

High replayability

Interaction 3.7

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 2.5

Luck-sensitive

Table feel

Leaps and Ledges 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, the game does not emphasize cooperation as much.

Replay value

Leaps and Ledges has a high replayability score due to its variability in gameboard, expansions available, strategic depth, scalability, and moderate easiness to learn. It offers different experiences each time it is played, with the potential for new tactics and strategies. The game adapts well to different player counts without compromising its appeal or balance.

Luck profile

Leaps and Ledges has a moderate influence of luck. Random elements like dice rolls or card draws have a notable but not exclusive impact on the game outcome. While there is some room for players to influence or mitigate the effects of randomness through strategic decisions, luck still plays a significant role. The game has a balanced mix of luck and strategy, with neither element dominating the outcome.

Overview

What ABG knows about this game

A 16-story tower is built, and players each receive four climbing meeples and a hand of three cards to play and replenish. Each player in turn plays one card and moves one of his meeples up the tower the number of stories shown on the card. A few special cards modify this rule. Meeples that are landed on fall to the bottom and start over. The first player whose meeples all reach the top is the winner.

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Credits

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Publishers

1
MindWare

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