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Ambar

#255680BGG ↗

2018 · 2-4 players · 45min · weight 2.00 · 129 ratings

v2 v3 v4 wide v4 deep

BGG raw

ID
255680
Name
Ambar
Year
2018
Rank
12994
Min players
2
Max players
4
Playing time
45
Min playtime
35
Max playtime
45
Avg weight
2
Num weights
2
Bayes avg
5.55156
Average
6.66373
Users rated
129
Num owned
255
Wanting
5
Wishing
47
Num comments
29
Fetched at
Wed Apr 29 2026 05:34:57 GMT+0000 (Coordinated Universal Time)
Mechanisms (2)
Action PointsPush Your Luck
Categories (2)
Card GameMedieval
Description (2066 chars)

Millions of years old, amber is considered a semi-precious jewel used since ancient times. While the best known color of amber is yellow/honey, there are rare varieties of other colors. In Ambar, you want to collect the amber by following dangerous routes to create attractive jewels and sell them to the highest bidder in villas and castles. There are two main play areas: The route days, which we will form by picking up cards from the route deck during the turn. The action zone, which is made up of four fixed cards in front of each player. During their turn, a player picks up cards from the route deck, where neutral cards (cream color) and cards that represent dangers of the journey (black cards) will appear. Each card represents one day, and the more days you play (Phase 1 of the turn), the more actions you can take (Phase 2 of the turn). These actions are used to collect amber, produce precious jewels with it, and take them to villages where they can be sold. The game is divided into two different rounds. The first round comes with fewer resources and involves less danger. The second round adds up the discard cards from the first round mixed with the new cards from the second round. When the cards of the second round are finished, the game ends, and the player with the most gold wins. During the whole game, demons are chasing the players. In the first round there is the snake demon, which chases the player who advances too much (five or more days of travel) and in the second round is the red demon, which always chases the player with the most gold. Quick turn overview: You take cards from the deck placing them on the board, and some events happen. When you hold, you take actions in your area, one for each card previously played on the board, producing your jewels. Then, you can sell to a trade card to get gold. Later, you can buy something with your gold, improving your resources. At the end of the turn, you will solve the demon cards, if there are any of them in this turn. —description from the publisher

LLM v2 (wide)

Not yet enriched at v2 (wide pass).

LLM v3 (deep)

Not yet enriched at v3 (deep pass).

LLM v4 wide (controlled-vocab primitives)

Not yet enriched at v4 (wide pass).

LLM v4 deep (archetype fit)

Not in the v4 deep-pass top-20% slice.