Skip to main content

For the Girls

Game ID: GID0131425
Game Info
Year
2020
Players
3-20
Age
17+
Playtime
60 min
Complexity
1/5
Collection
Your Tier
Loading…
Mechanic profile
Not enough video data yet
Vibe profile
Not enough video data yet
Description

An adult party game featuring cards for truth-or-dare challenges and rapid-fire prompts designed for girls night gatherings and bachelorette parties.

Description

An adult party game featuring cards for truth-or-dare challenges and rapid-fire prompts designed for girls night gatherings and bachelorette parties.

Ask a Rules Question
All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 3
This page: 3
Sentiment: pos 3 · mix 0 · neu 0 · neg 0
Mentions per page
Showing 1–3 of 3
Video CS8l9WMkroU Before You Play Playthrough at 0:05 sentiment: positive
video_pk 41568 · mention_pk 126024
Before You Play - For the Girls video thumbnail
Click to watch at 0:05 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Strong variability from 12 gods, enabling rich strategic diversity across plays
  • Two-player balance with meaningful decisions and tense region competition
  • Clear height-based scoring with intuitive cornice/foundation cues
  • Prototyped components and rules provide a solid sense of the game's feel and potential improvements for production
  • Fast-paced turns in a two-player setting keep tension high while maintaining accessibility
Cons
  • High complexity and hidden information from secret hands can be intimidating for new players
  • Prototype copy means some components and balance will change in final production
  • Endgame timing requires careful stone management; mistakes can swing a game dramatically
  • Some god interactions (Athena, Poseidon, Zeus) can create non-obvious planning and potential for stalemates if not managed carefully
  • As with many area-control games, player count and setup can significantly alter pacing and feel
Thematic elements
  • Temple construction and dedication to Olympian gods
  • Ancient Greece, island archipelago
  • mythic strategic
Comparison games
none
Mechanics (from transcript analysis)
  • Area Control — Regions on the board award glory to the player whose temple is the tallest in that region, creating competitive tension and positional play.
  • dedication to gods — Players may dedicate temples to gods to gain ongoing or situational benefits; some gods modify positioning or allow special actions.
  • Endgame trigger and scoring — Game ends when a player cannot draw the required number of stones; all other players get one final turn, then regions are scored to determine glory tokens.
  • foundation stones and cornices — Some gods place foundation stones or cornices (the top piece indicating the temple’s value) to reflect height and grant powers.
  • movement and harbor costs — On a turn you move to ports via connected routes; each port moved to costs discarding a stone, introducing a resource management element.
  • Movement Points — On a turn you move to ports via connected routes; each port moved to costs discarding a stone, introducing a resource management element.
  • Poseidon pre-build movement — Poseidon allows moving the ship to any harbor before the build step, representing fast relocation; requires dedication to Poseidon that turn.
  • temple building rules — Temples are built from a base, then one or more stones of the same value can be added; temple height is the critical measure for scoring.
  • tie-breaking and glory — In region ties, the temple with the higher value wins the glory token; higher token values (e.g., Aphrodite’s silver token) can swing totals.
  • tile/stone management — Each player has a pool (bag) of stones with values 0–3; players draw, discard, and place stones to construct temples.
  • Unique Player Powers — 12 different gods grant unique abilities and can be combined differently each game, driving asymmetric strategies.
  • variable player powers via gods — 12 different gods grant unique abilities and can be combined differently each game, driving asymmetric strategies.
  • Zeus foundation mechanic — Zeus provides foundation stones to other temples on the island, effectively lifting two other temples by one height when used.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This is an area control game for two to four players that plays in about 30 to 60 minutes.
  • There are 12 different gods, each with their own unique ability.
  • The object of the game is to build the tallest temple in each of these different regions in order to claim its glory token.
  • This is a prototype copy, so things have already been changed from the copy that you're going to see here.
  • It's a game of chicken.
  • Everything is swappable.
  • The game ends as soon as a player needs to draw stones from their bag and is unable to draw the full amount of stones.
  • Poseidon allows me to take my ship and basically go to any single harbor.
  • Athena lets me swap the position of that temple with another one on the same island.
  • Zeus provides a foundation stone to the other two temples on the other regions.
References (from this video)
No references stored for this video.
Video -w90U9uJC-s Gaming Rules! Playthrough at 0:00 sentiment: positive
video_pk 35416 · mention_pk 105701
Gaming Rules! - For the Girls video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Five-minute teach with quick 30-40 minute play
  • Deep strategy and variability due to different god combinations
  • Clear iconography and player aids
  • Smooth gameplay and accessible core loop
  • Flexible island layout and scoring variety
Cons
  • Some gods are aggressive/powerful, potentially affecting balance
  • Relies on some arithmetic and careful planning, which can be demanding
  • Prototype components; final production may differ
Thematic elements
  • Temple construction, divine powers influencing construction and scoring
  • Sailing between islands to erect temples for gods on a stylized ancient Mediterranean world
  • semi-abstract strategy with mythic flavor and variable god powers
Comparison games
  • deck-building games
  • bank-building games
Mechanics (from transcript analysis)
  • Bag Building — Each player starts with a personal bag of stones of varying pips, draws five at the start of their turn, and uses stones to pay for movement and building.
  • Bag-building / stone management — Each player starts with a personal bag of stones of varying pips, draws five at the start of their turn, and uses stones to pay for movement and building.
  • Dedication to gods and god powers — During building, players may dedicate a tower to a god, gaining a power and modifying scoring mechanics.
  • End Game Bonuses — End scoring uses glory tokens and Bronze/Silver medals for top towers in regions; bronze/silver medals provide extra scoring opportunities.
  • End-game scoring and token bonuses — End scoring uses glory tokens and Bronze/Silver medals for top towers in regions; bronze/silver medals provide extra scoring opportunities.
  • Foundation stones and Zeus effects — Zeus can grant foundation stones to all other temples on the same island when dedicated.
  • Movement and route planning — Move boats along sea lanes by spending stones; the number of stones spent determines how far you travel.
  • Network/Route Building — Move boats along sea lanes by spending stones; the number of stones spent determines how far you travel.
  • Teleportation via Poseidon and island bonuses — Poseidon allows pre-build teleportation to any island for placement.
  • Tower building / establishing and elevating — Spend stones to build new towers or add to existing towers on islands, with tower height representing value.
  • Unique Player Powers — From a pool of twelve gods, six are selected per game, each providing a distinct effect that alters play.
  • Variable gods (six of twelve) with unique powers — From a pool of twelve gods, six are selected per game, each providing a distinct effect that alters play.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This game advertises itself as a five minute teach. I never believe anybody when they say it's a five minute teach, but this is a five minute teach.
  • it plays really smoothly.
  • The game ends when one player at the end of their turn is unable to draw five stones.
  • There are six different gods in play and each one of them has a power
  • you get this god stone which goes straight into their bank.
  • It is a bank building game.
  • This prototype copy of the game. The final version of the game is going to look nicer.
References (from this video)
No references stored for this video.
Video S7vG3-KLAKI The Broken Meeple Rules Teach at 1:13 sentiment: positive
video_pk 29400 · mention_pk 86335
The Broken Meeple - For the Girls video thumbnail
Click to watch at 1:13 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • quick, snappy gameplay with gateway-level rules
  • god powers add variety and strategic depth
  • interactive, in-your-face area control
  • bag-building introduces tension and planning
  • accessible to lighter game audiences
Cons
  • prototype artwork and components look sparse; production will improve
  • god cards lack titles to easily identify gods
  • depth may be limited and luck via bag draws unavoidable
  • endgame can feel lengthy at higher player counts
Thematic elements
  • mythology and god-powered strategy
  • abstract area control on a mythic island with temples and towers
  • thematic abstraction with predefined god powers shaping play
Comparison games
  • Manhattan
  • Skyrise
  • Santorini
Mechanics (from transcript analysis)
  • Area Control — move ships to regions and build temples; tall towers score and endgame rewards your control
  • area_control — move ships to regions and build temples; tall towers score and endgame rewards your control
  • Bag Building — draw five stones from your bag to pay actions; stones have pip values that constrain movement and building
  • bag_building — draw five stones from your bag to pay actions; stones have pip values that constrain movement and building
  • Card Crafting — preset god powers that modify rules; dedicating a tower to a god grants its power
  • god_cards — preset god powers that modify rules; dedicating a tower to a god grants its power
  • Tile Placement — build temples by placing a base and stacking stones with matching pit values
  • tile_placement — build temples by placing a base and stacking stones with matching pit values
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This is basically a gateway level game.
  • 30 to 60 minutes for two to four players, quick and snappy.
  • There is a definite luck element from bag drawing, but it's balanced by decisions.
  • The god powers add variety and are integral to the design.
References (from this video)
No references stored for this video.
Transcript Navigation
Top
Showing 1–3 of 3
View on BoardGameGeek