Table feel
Moderate level of interaction with a good balance between direct confrontation and strategic depth.
Players
2-5
Time
10-15
Age
4+
Weight
1
Rating
6.70
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
More strategic control
Moderate level of interaction with a good balance between direct confrontation and strategic depth.
The game go cuckoo! has a high replayability score, offering a great degree of variability, strategic depth, and adaptability to different player counts. The presence of expansions adds to the replay value, and the game strikes a good balance between ease of learning and depth of gameplay.
Go Cuckoo! has a moderate level of luck involved in the game. While random elements like dice rolls or card draws do have an impact on the game outcome, players have a significant ability to mitigate the effects of luck through strategic decisions and planning. The game relies on a balanced mix of luck and strategy, with player decisions playing a major role in determining the outcome. Overall, Go Cuckoo! offers a good balance between luck and player agency.
On your turn in Zum Kuckuck!, you take one standing stick and put it on the nest. If both ends of the stick have the same color, you may choose to lay an egg on it. Otherwise, you take another stick whose top color is the same as the hiding color of the previous one, up to three sticks. After laying an egg or putting the third stick with different colors, your turn ends. There are penalties for a stick touching the ground or eggs falling from the nest. The first person to lay all of their eggs can then put the cuckoo on the nest and win the game.
| Edition | Year | Language | Publisher / Region |
|---|---|---|---|
| No editions imported yet. | |||
No files imported yet.
No linked items imported yet.