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O Bom Do Videogame box art
Rich game profile

O Bom Do Videogame

Description from the designer: 90s ; Explosion of 16 bits Video Games era in the world. Time when the greatest dream of childhood was to be The Videogame Champion. In this game Players are children in the early 1990s; dividing their attentions between getting some money from thei...

Players

2-5

Time

50-90

Age

11+

Weight

2.86

Rating

8.42

Should this hit the table?

Quick read before the metadata.

Moderate level of direct confrontation and strategic depth, with high frequency of interaction. Limited emphasis on cooperation.

Teach 2.3

Teaching signal

Replay 3.9

High replayability

Interaction 3.7

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 2.8

Luck-sensitive

Table feel

Moderate level of direct confrontation and strategic depth, with high frequency of interaction. Limited emphasis on cooperation.

Replay value

The game o bom do videogame has a high replayability score due to its high variability, strategic depth, and adaptability to different player counts. The presence of expansions also adds to its replay value. While it may not be the easiest game to learn, it offers a rewarding and engaging experience.

Luck profile

The final luck score for O Bom do Videogame is 5.67. This indicates a balanced mix of luck and strategy in the game. Random elements have a notable but not exclusive impact on the game outcome, and 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.

Overview

What ABG knows about this game

Description from the designer: 90s ; Explosion of 16 bits Video Games era in the world. Time when the greatest dream of childhood was to be The Videogame Champion. In this game Players are children in the early 1990s; dividing their attentions between getting some money from their parents, studying, buying game magazines, renting games, begging their parents for new games, and finally, playing as much as they can. Players take chips from a Action Grid, activating one of two effects corresponding to the position of the chip(line or column). The Buttons chips obtained are used to assemble Poker style combinations in your hand, which are necessary to finish the games. The challenge of the game is to manage resources like money and study promises to gain access to games, new releases and magazines, as well as the combination of Poker style hands to play and finish the games. The goal of the game is to score as much as you can in a point salad system between finished games, most games played, most new releases checked and variable missions scores.

Media

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Editions

Versions and regional releases

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Files and documents

Rules, aids, translations

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Commerce mapping

Buying signals

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Credits

People and publishers

Designers

2
Patrick Matheus André Luiz Silva Negrão

Artists

4
Rodrigo Camilo Alves De Almeida Natalia Bacetti Marcelo Bastos Amanda Duarte

Publishers

1
Calamity Games

Linked items

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