Table feel
Perthro has a high level of direct confrontation and strategic depth in confrontation. Players need to be aware of and react to others' strategies frequently. However, there is less emphasis on cooperation in the game.
Players
2
Time
2-10
Age
8+
Weight
1
Rating
7.64
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
More strategic control
Perthro has a high level of direct confrontation and strategic depth in confrontation. Players need to be aware of and react to others' strategies frequently. However, there is less emphasis on cooperation in the game.
Perthro offers a high level of variability with its gameboard and expansions, allowing for different experiences each time it is played. The strategic depth and player interaction are also strong, providing room for improvement and engaging gameplay. The game scales well with different numbers of players and has a moderate level of easiness to learn. Overall, Perthro has a high replayability score of 8.0.
Perthro has a moderate level of randomness impact, where random elements have a notable but not exclusive impact on the game outcome. However, players have substantial ability to mitigate randomness through strategic decisions and planning. The game has a balanced mix of luck and strategy, with the outcome primarily determined by player strategy and decisions, and luck playing a minor role.
Perthro is a Norse mythology-inspired dice game for two players. It is fast-paced, easy to learn, and has an incredibly small footprint. Each player takes all 6 dice of one single color. Both players take turns rolling their dice and trying to place all 4 of their WYRD Runes on their side of the game mat. The first player to do this wins the game. After rolling their dice, players check if they have any special symbols, pairs, or triples. -Multiples can't be split. (a triple cannot be split into a single and a double - or a double into two singles.) -Dice that were used as part of an effect or a pair/triple, must be set aside for the rest of the current turn. -A soon as a player doesn't have any more dice to use, the turn passes to the opponent. -description from designer
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