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Love Conquers All

Love Conquers All

2025·Jeff Siadek

1 - 5 players
20 - 40 min
Medium weight: Teach it in one sitting

From BoardGameGeek

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

Love Conquers All

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Love Conquers All Review: Quick Take with Tom VaselReview5:25

Love Conquers All Review: Quick Take with Tom Vasel

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About Love Conquers All

From BoardGameGeek:

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

Designer

Jeff Siadek

Artist

Nicholas Leivers

Publisher

Gorilla Games

Categories

Abstract StrategyEducational

Mechanics

Cooperative GameTile Placement
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