Table feel
Jinx has a high level of direct confrontation and strategic depth in confrontation. Players must frequently pay attention to and react to each other's actions. However, there is less emphasis on cooperation in the game.
Players
2-4
Time
?-?
Age
6+
Weight
1
Rating
6.13
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
More strategic control
Jinx has a high level of direct confrontation and strategic depth in confrontation. Players must frequently pay attention to and react to each other's actions. However, there is less emphasis on cooperation in the game.
Jinx has a high variability gameboard, offering different experiences each time it is played. The presence of expansions adds new content and gameplay elements, enhancing replay value. The game provides deep strategic possibilities and room for improvement over time. Player interaction is moderate. It scales well with different numbers of players without compromising its appeal or balance. While it may take some time to learn, the game offers a good balance between easiness and depth. Overall, Jinx has a strong replayability score of 7.7.
Jinx has a moderate level of luck involved in the game. Random elements have a minimal impact on the game outcome, with player decisions and strategy playing a more significant role. While there is some room for players to mitigate the effects of randomness through strategic decisions, luck still plays a notable role. Overall, Jinx strikes a balanced mix of luck and strategy, making it an engaging and dynamic board game.
Who can collect the highest-scoring cards over three rounds of play? Will the die be on your side? Jinx is played over three rounds. At the start of each round, draw 16 cards and place them face-up; cards come in eight colors, and each color has cards numbered 1-6. On a turn, you roll the die, then optionally roll it again. After your first or second roll, you collect a card from the table that matches the number on the die. If you can't collect a card, the round ends and if the color of a card in front of you is present among the face-up cards, then you lose that card. You might lose everything depending on how jinxed you are! Players who lost a card receive a random bonus card for any remaining rounds. These cards have different powers such as adding or subtracting 1 from the die roll, rolling a third time, and choosing a card numbered 4-6 instead of rolling the die. Cards that are safe in one round might be lost in a subsequent round, so ideally you can roll well or use the bonus cards to clear out troublesome colors. At the end of three rounds, players sum the cards in front of them, and whoever has the highest score wins.
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