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Entanglement
Entanglement
by Gopherwood Studios (2017)
Player Count
1 to 6

Player Ages
12+

Playing Time
10 minutes to 30 minutes
Categories
  • Abstract Strategy
  • Puzzle
  • Designers
  • Derek Detweiler
  • Mechanisms
  • Tile Placement
  • Pattern Building
  • Route/Network Building
  • Family
  • Category: Print on Demand
  • Rating: 0/10 from 0 users

    Description

    Entanglement is inspired by the Entanglement browser game by Gopherwood Studios.

    Entanglement:

    Place tiles to create the longest path possible in the game of Entanglement!

    Create an elaborate garden labyrinth by placing one tile at a time, connecting a meandering path of twists and turns. How far can your path go? You'll have to see for yourself!

    You're creating a spacious garden surrounded by Sakura trees, but you have a limited number of tiles to play. Create a longer path and a larger garden by winding through Sakura trees: each pass acquires additional tiles for your expanding garden.

    Should you risk your limited tiles to set up a valuable move, divert your opponents' paths away from the Sakura trees, or focus on an easy path through another Sakura tree? Weighing what to pursue when provides a mental challenge for those who hope to master it.

    How is it different than the web game?

    A few game rules deliberately changed to fit better for table play, but all the components are there if you really just want to experience a real-life version of the digital game. Here are the major changes:
    The board game focuses on the limited-tile play of the Sakura-flavored Entanglement maps, not the boundary-based maps of classic Entanglement. This change makes initial setup much easier and prevents pre-placed tiles from shifting off-grid when they're not adjacent to other tiles.
    Sakura tiles are dealt into players' hands instead of being pre-placed on the board. (This is for the same reason given in #1, and also adds a little more strategy and variety.)
    Scoring is based on the total length of completed lines instead of on the length of individual moves. This change helps the game move a bit faster, since tallying scores like the web game isn't terribly fun to do manually.
    The lines are thicker, and they don't glow. The thin lines were confusing to follow visually, and I didn't want the game to be radioactive.

    Components: Box; 72 Hex Tiles; Rules Document; 6 (different colored) Pawns

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