Table feel
Moderate level of direct and strategic confrontation with high interaction frequency, but limited emphasis on cooperation.
In the trick-taking game ??????? (Owl About), lazy owls are competing to not be the tribal leader, as they do not want to have to work hard every day. The cards in the game are suit-less and range from 1 to 10, with each card having two to four copies, and a few cards also having...
Players
3-6
Time
15-30
Age
8+
Weight
2
Rating
6.95
Should this hit the table?
Moderate level of direct and strategic confrontation with high interaction frequency, but limited 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 limited emphasis on cooperation.
Owl About has a high replayability score due to its high variability gameboard, impactful expansions, deep strategic possibilities, and good scalability. The game offers fresh 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. There is ample room for players to improve their strategy over time, discovering new tactics and strategies. The game adapts well to different numbers of players without compromising its appeal or balance. While it may take some time to learn, the depth it offers makes it worth the effort.
The final luck score for Owl About is 5.67, indicating a balanced mix of luck and strategy. 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.
Overview
In the trick-taking game ??????? (Owl About), lazy owls are competing to not be the tribal leader, as they do not want to have to work hard every day. The cards in the game are suit-less and range from 1 to 10, with each card having two to four copies, and a few cards also having a "night" version. In general, the highest card will win the trick and players must play a card that is equal to or higher than the card that has the highest speed value played in the trick if they can. Each card has a special effect, but only the effect of the card that wins the trick is activated. Some of the effects include reversing the order, such that the lowest card will win future tricks; passing the lead to another player; or giving a trick won to another player. The lowest ranked cards also have abilities that trigger when the highest value cards are present in the same trick which increase their rank. At the end of a hand, the player with the most trophies will earn that many points, with most tricks being worth 1 trophy. All other players will earn points equal to the difference between the winning player's trophy count and their own. Play continues until players reach a specified victory point count, and the player with the least points wins.
Media
Images, galleries, and videos are grouped here so the page feels visual before every asset is fully hosted.
No media imported yet.
Editions
| Edition | Year | Language | Publisher / Region |
|---|---|---|---|
| No editions imported yet. | |||
Files and documents
No files imported yet.
Commerce mapping
No commerce mappings imported yet.
Credits
Linked items
Related games and expansions help build a connected catalog around every title.
No linked items imported yet.