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Waters Edge box art

Waters Edge

Players

2-4

Time

20-45

Age

10+

Weight

1.33

Rating

7.24

Fit

Teach 2.4

Teaching signal

Replay 4.0

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

Waters Edge has a high replayability score due to its high variability, strategic depth, and adaptability to different player counts. The game offers different experiences each time it is played, with expansions available to add new content and gameplay elements. Players can continuously improve their strategy over time, and the game scales well with different numbers of players. While it may take some time to learn, the depth it offers makes it worth the investment.

Luck profile

The final luck score for Waters Edge is 5.67, indicating a balanced mix of luck and strategy. Random elements have a notable but not exclusive impact on the game outcome, and players have some ability to mitigate randomness through strategic decisions and planning. The game outcome is influenced by both luck and player strategy, with neither factor dominating the other.

Overview

Welcome to Waters Edge, the game with a catch! This brand new card game invites you to spend a week in Waters Edge, a tiny town tucked away on the edge of the seas. Cast your nets and keep the ice house stocked, ready to feed the town folk as the buildings grow... but watch out for storms, whales and cheeky seagulls! Game play cycles through day and night presenting different challenges along the way - will you focus on completing your lighthouse to unlock night fishing or work on increasing the size of your town and catching the most fish? The objective of the game is to gain as many points as possible in the timescale available. Points are gained by collecting, preserving and selling fish and expanding the town. Game play lasts for one 'week' with each day made up of 6 rounds of play; 4 day-time and 2 night-time. Certain actions are only possible at night as they require a source of light i.e. using the Full Moon card or completing a Lighthouse, so tactical thinking is a must as the rounds move through the day. How will you manage your town as time progresses? —description from the publisher

Editions

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Credits

Designers

1
Catherine Redgate

Artists

1
Catherine Redgate

Publishers

1
(Self-Published)

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