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P
2003 · 2-4 players · 30min · weight 1.96 · 1,270 ratings
port: no port
BGGv4 widev4v4 deep5Sources1Rules cardCandidateDeep dive
Bayes
5.79
Users rated
1,270
Owned
2,193
Wishing
164
At a glance — v4 wide
Controlled-vocabulary primitives + 8-axis MDA aesthetic vector. Vocab v1.
Core loop (micro)
Place a numbered tile face-down or erect two fence sections; at game end tiles flip to determine claim majority per region.
MDA aesthetic vector (0–3)
Sensation
0
Fantasy
1
Narrative
0
Challenge
2
Fellowship
1
Discovery
1
Expression
1
Submission
1
Mechanic-interaction primitives (4)
- [3]region_majority— “each gold mine is awarded to the player whose tiles in that claim have the largest sum”
- [3]bluff_layer— “player either places a numbered tile face down or places two fence sections; fences determine borders of claim”
- [2]claim_at_completion— “fences determine borders of each claim; claim must be at least four spaces large, scored at end”
- [1]variable_player_powers— “advanced rules: each player has reinforcement token and 1-2 special power tokens”
discovery_score: 1.428
Archetype fits — v4 deep
How well this game shape maps to mobile archetype templates. Composite is a weighted sum of the 10 fit dimensions.
| Archetype | Composite | LTF | Session | Combo | Arc | Share | 5in | Onboard |
|---|---|---|---|---|---|---|---|---|
| Snap Strong Snap-shape: region_majority across multiple gold-mine claims is essentially Snap's lane majority, and bluff_layer face-down tiles deliver bluff_info_asymmetry 8 — the dimension Snap separates on. variable_player_powers in Armadöra (orc/elf/mage/goblin factions) maps to Snap's factional asymmetry. | 6.30 | 7.0 | 7 | 5 | 7 | 6 | 6 | 6 |
| Balatro 30-min PvP area-control with bluff_layer (face-down numbered tiles) and claim_at_completion scoring — no engine_growth, no multipliers, so combo_scaling_depth caps at 3. variable_player_powers gives a hint of asymmetric build but content_extensibility stays low on a fixed 8x5 grid. | 5.10 | 5.0 | 7 | 3 | 6 | 4 | 6 | 7 |
| Cozy Hard tier: bluff_layer primitive + Area Majority / Influence + Armadöra faction-combat reskin (orcs, elves, mages, goblins fighting for gold) trigger Hard cap of 3 on loss_tolerance. The fence-laying spatial verb is mildly cozy-adjacent but the loop is contention-driven, opposite Carcassonne's no-fail pastoral build. | 4.50 | 3.0 | 7 | 3 | 5 | 4 | 6 | 6 |
| Wordle 30-min PvP area-control with face-down bluff doesn't compress to 60-90s daily-seed solo — bluff_layer needs an opponent. 8x5 grid is theoretically a daily-seed canvas but onboarding cliff is high for a Wordle audience. | 4.30 | 5.0 | 3 | 2 | 5 | 5 | 6 | 4 |
| Coop PvP region_majority with hidden tiles — bluff is anti-coordinative. No shared fail-state, no inter-player info-stacks. Team-Based Game tag exists in BGG but isn't load-bearing in the loop. | 3.30 | 4.0 | 5 | 2 | 3 | 2 | 5 | 4 |
Sources (1)
Inputs to rules-card synthesis. Click any pill with ↗ to open the original source.
LLM memory0.10
BGG tags
Mechanisms (6)
Categories (5)
Abstract StrategyAmerican WestBluffingFantasyTerritory Building