ABG All Board Games
Zwergen Ziehen box art
1997 Ranked #19,000

Zwergen Ziehen

Manage cards in hand to time plays, combos, and scoring windows.

Card Game Hand Management

Players

2-4

Play time

Not listed

Age

10+

Complexity

1.13/5

Rating

5.74

Harder to teach Highly interactive Deep strategy

Group fit

At a glance

ABG editorial scores on a 1–5 scale.

Teachability 2.3/5

Harder to teach

Replay value 3.9/5

High replayability

Interaction 3.8/5

Highly interactive

Player scaling 4.0/5

Scales well

Strategic depth 4.5/5

Deep strategy

Player control 3.0/5

Luck-sensitive

Table feel

Zwergen Ziehen has a moderate level of direct confrontation and strategic depth. Players need to frequently pay attention to and react to others' strategies and turns. While there is some level of cooperation required, it is not the main focus of the game. Overall, the game offers a good balance of player interaction.

Replay value

Zwergen Ziehen has a high replayability score due to its high variability gameboard, 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, further enhancing the replay value. The game allows players to improve their strategy over time, discovering new tactics and strategies. It adapts well to different player counts without compromising its appeal or balance. While it may take some time to learn, the depth it offers makes it worth the investment.

Luck profile

Zwergen Ziehen has a moderate level of luck involved in the game. Random elements such as dice rolls and card draws have a notable but not exclusive impact on the game outcome. Players have some ability to mitigate the effects of randomness through strategic decisions and planning. The game outcome is a balanced mix of luck and strategy. While luck plays a significant role, player strategy and decisions also have a substantial influence on the game. Overall, Zwergen Ziehen offers a good balance between luck and player agency.

Overview

Each night, in two neighboring gardens in a sleepy suburb, an astonishing spectacle takes place: Colorful garden gnomes awaken from their statuesque slumber, straining and stretching themselves in order to move their stiff limbs. They form two teams and with the help of a garden...

Read the full game description

Each night, in two neighboring gardens in a sleepy suburb, an astonishing spectacle takes place: Colorful garden gnomes awaken from their statuesque slumber, straining and stretching themselves in order to move their stiff limbs. They form two teams and with the help of a garden hose that they place under a fence, the gnomes organize a Tug-of-War. They shout, moan, swear, and insult each other. Sweat streams down in large drops from under their gnomish hats. They try to pull together at the fence. Squirrels from the neighborhood hurry to gather there. They can’t sleep with all the noise and they gather at the garden's edge in order to watch the spectacle. Garden dwarves make a "pull the rope" competition. During his turn, each player plays a card which allows him to add a dwarf of a certain color on his side of the rope or to make dwarves of a particular color stronger (or weaker). When dwarves are actually pulling the rope, you slide a part of the cute little board.

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Credits and catalog connections

Credits

Designers

1
Philippe des Pallières

Artists

3
François Bruel Franck Dion François Moret

Publishers

1
Asmodee

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