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Psychologizer box art

Psychologizer

Players

2-8

Time

?-?

Age

?+

Weight

1.25

Rating

6.30

Fit

Teach 2.4

Teaching signal

Replay 4.0

High replayability

Interaction 3.7

Highly interactive

Scaling 4.4

Scales well

Strategy 4.5

Deep strategy

Control 3.8

More strategic control

Table feel

Psychologizer has a high level of direct confrontation and strategic depth in confrontation. Players need to frequently pay attention to and react to each other's strategies and turns. However, there is a lower emphasis on cooperation in the game.

Replay value

Psychologizer offers a high level of variability with different experiences each time it is played. The presence of expansions adds new content and gameplay elements, enhancing replay value. The game provides deep strategic possibilities and room for players to improve their tactics and strategies. The player interaction score is moderate. It scales well with different numbers of players without compromising its appeal or balance. While the game may take some time to learn, it offers a good balance between easiness and depth. Overall, Psychologizer has a strong replayability score of 7.9 out of 10.

Luck profile

Psychologizer has a moderate level of randomness impact, where random elements have minimal influence 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

Psychologizer - A people watcher who pays attention to the interests, attitudes and habits of others and who likes to predict what others might say or do in response to typical and not so typical situations. In this game points are awarded for correctly predicting the responses of individuals to situations that are presented on a range subjects covering - love and marriage, philosophy, politics and current events, sports and recreation, mortality and personality. Psychologizer contains one playing board with spinner, one card box containing a total of 600 cards, along with eight sets of eight response cards, eight token persons, and eight graduation caps and tassels. The winner is the player who first accumulates the number of credits necessary to receive a psychologizer degree. The length of the game depends on the particular degree being sought and is merely a matter of preference. In the shortest version of the game, the players strive for a Bachelor's Degree in Psychologizing which requires 150 credits. If players wish to proceed to the next level, they must first stop to graduate before moving on. That is, credits obtained at the end of one degree level cannot be carried over as credits towards the next level. When a player earns 230 credits he or she receives a Master's Degree in Psychologizing. In the longest version of the game, the players strive to accumulate 380 credits to become the first to earn a Doctoral Degree in Psychologizing. Remember, the group of players decides which degree the game will end at.

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Credits

Designers

1
(Uncredited)

Publishers

1
Irwin Toy Ltd.

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