$41.95 $33.56

DesignerJeff Siadek
PublisherGorilla Games
Players1-5
Playtime20-40 mins
Suggested Age8 and up
Additional Info433536/433536http://boardgamegeek.com/boardgame/433536/433536/forums/63


Love Conquers All is a cooperative tile laying game that abstracts the challenges of relationships for 1 to 5 players.

The board represents a relationship. There is a deck of cards including challenges and love cards. Each challenge corresponds to a shape of tile and brings a rule with it (e.g. I must play the largest card in my hand). When you play a tile, you must follow that rule and keep following it until somebody plays a love tile touching your challenge and flips it so it no longer affects game play.

The theme of relationships is reflected in how the challenge cards affect play. "Sickness" and "Injury" prevent you from playing on the board edges. "Travel" requires you to play at the edge. The challenge cards aren't called "problems" because they just bring a difficulty to the situation. the "Children" card must be touched by all plays because anybody who knows somebody who becomes a new parent knows that until they get enough help (love) there will be a lot of focus on the kids.

Players win collectively if they can get through the deck without running out of legal places to place tiles.

description from the designer

SKU:X60813819 Category:
Designer Jeff Siadek
Publisher Gorilla Games
Players 1-5
Playtime 20-40 mins
Suggested Age 8 and up
Additional Info 433536/433536http://boardgamegeek.com/boardgame/433536/433536/forums/63

Love Conquers All is a cooperative tile laying game that abstracts the challenges of relationships for 1 to 5 players.

The board represents a relationship. There is a deck of cards including challenges and love cards. Each challenge corresponds to a shape of tile and brings a rule with it (e.g. I must play the largest card in my hand). When you play a tile, you must follow that rule and keep following it until somebody plays a love tile touching your challenge and flips it so it no longer affects game play.

The theme of relationships is reflected in how the challenge cards affect play. “Sickness” and “Injury” prevent you from playing on the board edges. “Travel” requires you to play at the edge. The challenge cards aren’t called “problems” because they just bring a difficulty to the situation. the “Children” card must be touched by all plays because anybody who knows somebody who becomes a new parent knows that until they get enough help (love) there will be a lot of focus on the kids.

Players win collectively if they can get through the deck without running out of legal places to place tiles.

description from the designer

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