Table feel
Moderate level of direct confrontation and strategic depth, with high frequency of interaction. Limited emphasis on cooperation.
Players
2-8
Time
5-15
Age
10+
Weight
1.25
Rating
5.49
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
More strategic control
Moderate level of direct confrontation and strategic depth, with high frequency of interaction. Limited emphasis on cooperation.
The game not my fault! has a high replayability score of 7.9, indicating a great degree of variability, strategic depth, and scalability. The game offers different experiences each time it is played, with multiple paths to victory and variable setups. The presence of expansions adds new content and gameplay elements, enhancing the replay value. Players have ample room to improve their strategy over time, discovering new tactics and strategies. The game adapts well to different player counts without compromising its appeal or balance. While it may not be the easiest game to learn, it offers a good balance between easiness and depth, making it accessible to a wide range of players.
The final luck score for Not My Fault! is 7, indicating a moderate level of luck in the game. 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.
????????! ("Not My Fault!") is a press your luck/bluffing game in which players are employees of an IT company. A progress report is due, and nobody wants to take the blame if the project cannot be finished! The game consists of a set of 32 cards (generally numbered 0 to 6); it plays in about 10 minutes and supports 2-8 players. The game ends either when the work is completed (with the progress level being 30 or more and the player who put it over the top winning) or when one player receives two red cards; in this case, all other players win because they can blame someone for the failure of the project. On their turn, the player either: Plays a card and declares progress by moving the token to that level of progress on the progress report card. A player can declare only a higher level of progress than the previous player (as the project can only get closer to completion), and can declare only certain levels of progress, i.e., those numbers with a dark background on the progress report card: "5" "8" "12" "17" "23" "30". Once during play, a player can use their yellow card to declare a level without the dark background. Declares an audit. If the player thinks the total value of the cards in the pool is less than the number shown on the progress report, they can declare an audit. If they're right, the previous player receives a red card. If the audit fails and the project is on track, the player who declared the audit gets a red card.
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