Table feel
Dicewords has a high level of direct confrontation and strategic depth, with frequent interaction among players. However, it does not emphasize cooperation as much.
Players
?-?
Time
?-?
Age
?+
Weight
1
Rating
5.28
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
Luck-sensitive
Dicewords has a high level of direct confrontation and strategic depth, with frequent interaction among players. However, it does not emphasize cooperation as much.
Dicewords has a high variability gameboard, allowing for different experiences each time it is played. The presence of expansions adds new content and gameplay elements, enhancing replay value. The game offers deep strategic possibilities and room for improvement over time. The player interaction score is average, and the game scales well with different numbers of players. While it may take some time to learn, the easiness to learn score is moderate. Overall, Dicewords has a solid replayability score of 7.8.
Dicewords has a moderate level of luck involved in the game. Random elements, such as dice rolls, have a notable but not exclusive impact on the game outcome. However, players have substantial ability to mitigate the effects of randomness through strategic decisions and planning. The game relies on a balanced mix of luck and strategy, with neither element dominating the outcome.
Dicewords is a new game in a small tube from Graham Lipscomb, which has 9 colored dice with different combinations of letters. Players take turns re-rolling the dice to get the best score. The key is the Word Table which enables players to make better decisions about which words are possible with the unwanted rolls. Dicewords is a word dice game.
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