Table feel
Moderate level of direct and strategic confrontation with high interaction frequency, but low emphasis on cooperation.
Players turned into brave Marshals will have to capture a gang of 4 dangerous outlaws in a manhunt set in the Wild West. They will travel across mountains, forests, plains, and deserts. The Marshals will have to survive ambushes, find clues that will lead them to the fugitives, a...
Players
2-4
Time
20-40
Age
8+
Weight
2
Rating
6.08
Should this hit the table?
Moderate level of direct and strategic confrontation with high interaction frequency, but low emphasis on cooperation.
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
Luck-sensitive
Moderate level of direct and strategic confrontation with high interaction frequency, but low emphasis on cooperation.
Marshals offers a high level of variability with its gameboard, multiple paths to victory, and variable setups. The presence of expansions adds new content and gameplay elements, enhancing the replay value. The game provides deep strategic possibilities and room for players to improve their tactics and strategies over time. The player interaction score is moderate. 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 investment. Overall, Marshals has a strong replayability score of 7.74.
The final luck score for Marshals is 6. The game has a notable but not exclusive impact of random elements on the outcome. Players have substantial ability to mitigate randomness through strategic decisions and planning. The game outcome is a balanced mix of luck and strategy.
Overview
Players turned into brave Marshals will have to capture a gang of 4 dangerous outlaws in a manhunt set in the Wild West. They will travel across mountains, forests, plains, and deserts. The Marshals will have to survive ambushes, find clues that will lead them to the fugitives, arrest them, and enforce the law while taking the occasional break. Whoever captures them first will receive a generous bounty and the honor of becoming the Marshal who put an end to their mischief. You choose how to go down in history: as the best Marshal ever, or maybe as the richest... OBJECTIVE: The goal of the game is to capture the 4 Outlaws, members of a dangerous gang of criminals, who are hidden among the cards of the Far West deck. At the end of the game, the winner will be the Marshal who meets one of the following victory conditions, in this order: If you are the only player left in the game after eliminating the other Marshals. If you are the Corrupt Marshal and 1 Outlaw manages to get away indefinitely. If you are the Marshal (corrupt or not) with the most money earned, unless another player has captured 3 or more Outlaws. END OF THE GAME: The end of the game is triggered when one of the following conditions is met: When all the Outlaws have been captured. If the last Outlaw has managed to get away indefinitely. In this case, the winner is the Corrupt Marshal When there is only 1 Marshal left in the game. —description from the publisher
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