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Pecking Order box art

Pecking Order

Players

2

Time

?-?

Age

8+

Weight

1.33

Rating

6.42

Fit

Teach 2.4

Teaching signal

Replay 3.9

High replayability

Interaction 3.6

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 2.8

Luck-sensitive

Table feel

Pecking Order has a high level of direct confrontation and strategic depth in confrontation. Players must frequently pay attention to and react to each other's strategies and turns. However, there is less emphasis on cooperation in the game.

Replay value

Pecking Order 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 players to improve their strategy over time. The player interaction score is average. The game scales well with different numbers of players without compromising its appeal or balance. It has a moderate easiness to learn, allowing players to grasp the rules and depth of the game within a reasonable time. Overall, Pecking Order has a strong replayability score of 7.8 out of 10.

Luck profile

The final luck score for Pecking Order is 5.67. The game has a moderate impact of randomness, with random elements playing a notable but not exclusive role in determining the outcome. Players have a substantial ability to mitigate randomness through strategic decisions and planning. The game's overall luck dependence is balanced, with a mix of luck and strategy influencing the outcome.

Overview

The original version of Pecking Order is played with standard cards - one suit for each player and another to represent 13 perches. Players take turns playing a card at a perch; if a card is played where there is an opposing card, the lower card is discarded, with ties going to the defender. Only one of the cards is revealed - if the defender is already revealed the attacker remains hidden, otherwise the attacker is revealed. The only other rule is that the ace beats the king but is otherwise low. The player controlling the greatest total value of perches wins the game. The boxed versions of the game have a number of changes: Players have cards numbered 1-12 and a jaguar, which has special rules There are only ten perches, three of which have special rules The defending card is always revealed A game consists of four rounds

Editions

Edition Year Language Publisher / Region
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Files

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Credits

Designers

1
Richard Garfield

Artists

1
Doug Kovacs

Publishers

4
GAMES Magazine Immortal Eyes Games Repos Production Winning Moves Games (USA)

Linked items

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