Table feel
Moderate level of interaction with a mix of direct and strategic confrontation.
Players
2-4
Time
?-?
Age
6+
Weight
1.33
Rating
5.78
Teaching signal
High replayability
Low interaction
Scales well
Deep strategy
Luck-sensitive
Moderate level of interaction with a mix of direct and strategic confrontation.
The game offers a high degree of variability with different experiences each time it is played. The presence of expansions adds new content and gameplay elements. There is deep strategic depth and room for players to improve their strategy over time. The game scales well with different numbers of players without compromising its appeal or balance. It has a moderate level of easiness to learn, allowing for a balance between accessibility and depth. Overall, peek-a-boo! has a strong replayability score of 8.1.
Peek-a-boo! has a low influence of luck. While random elements like dice rolls or card draws have a minimal impact on the game outcome, players have substantial ability to mitigate randomness through strategic decisions and planning. The game is a balanced mix of luck and strategy, with player strategy and decisions primarily determining the game outcome.
In Peek-a-Boo!, three children have placed sheets on their heads to pretend that they're ghosts – but unknown to them a real ghost has joined their playtime! It's up to you to determine under which sheet the real spirit is hiding as well as which color candle it's holding. To do this, players must make use of the mirrors in the castle surrounding the figures as everyone knows that true spirits don't cast a reflection... To set up for the game, each player receives a search tile showing a symbol, and 16 candle chips (each showing one of four colors and one of four symbols) are mixed and placed facedown on the spaces on the circular track. The mechanical doohickey in the game board – which lowers mirrors out of sight when one of the ghosts is used to crank a gear in the board – is set up. You secretly place one of the four colored candles in each ghost, then set them on the game board. On a turn, you roll the die. If you roll a number, you move a ghost of your choice the number of spaces indicated to try to land on a candle chip. If you do land on one, you reveal it, keeping the chip if it shows your symbol and leaving it faceup on the board otherwise. If you roll a ghost, you can conduct a mirror test, take a joker move, or do both. For the mirror test, you take one of the ghosts, place it in the center of the game board, then crank the gear (as each ghost has a coglike thing beneath it). If the mirrors disappear, you've found the real ghost! If not, you'll see the ghost reflected in a mirror and the angle of the mirror allows you to see the candle color; announce this color to all players. For a joker move, you move a ghost to any space of your choice to try to collect the chip on it. Once you have all four of your chips, you immediately test a ghost of your choice to see whether the mirrors fall. If they do, you need to then name the color of candle it holds. If you fail either test, you're out of the game and play continues until the next player tests a ghost. If you succeed, you've revealed the real ghost and win!
No media imported yet.
| Edition | Year | Language | Publisher / Region |
|---|---|---|---|
| No editions imported yet. | |||
No files imported yet.
No commerce mappings imported yet.
No linked items imported yet.