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Pyramix box art

Pyramix

Players

2-4

Time

?-?

Age

8+

Weight

1.29

Rating

6.43

Fit

Teach 2.1

Teaching signal

Replay 4.0

High replayability

Interaction 3.6

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 3.2

Luck-sensitive

Table feel

Pyramix has a moderate level of direct confrontation and strategic depth. Players need to pay attention to each other's strategies frequently. However, there is a lower emphasis on cooperation in the game.

Replay value

Pyramix offers a high level of variability with its gameboard, allowing for different experiences each time it is played. The presence of expansions adds to the replay value, providing new content and gameplay elements. The game also offers deep strategic possibilities, allowing players to improve their tactics and strategies over time. The player interaction score is average, and the game scales well with different numbers of players. While the easiness to learn score is relatively low, indicating a moderate learning curve, the game still offers a good balance between ease of learning and depth of gameplay. Overall, Pyramix has a strong replayability score of 8.0.

Luck profile

Pyramix has a moderate influence of luck. Random elements have a notable but not exclusive impact on the game outcome. Players have substantial ability to mitigate randomness through strategic decisions and planning. The game outcome is primarily determined by player strategy and decisions, with luck playing a minor role.

Overview

Pull apart the pyramid! In Pyramix, players take turns removing one cube at a time from the pyramid stack. Cubes come in four colors and are worth 1-3 points depending on their symbol. You can remove a cube as long as two or three faces are exposed and it's not touching a cobra cube. (You can remove the cobra cube itself, but it's worth zero points. With no other options, though, you might have to remove it!) As cubes come out, others slide down toward the base. When only a single layer of cubes remains in the plastic tray, the game ends. Remove all the cobra cubes on the bottom level, along with any cubes that share a face with cobras. Whoever has the most ankhs in each color now claims any cubes of this color from the tray. (In a tie, no one claims these cubes.) Players then tally their points, and whoever has the high score wins.

Editions

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Files

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Credits

Designers

1
Tim Roediger

Artists

1
Lisa Goldstein

Publishers

2
Educa Korea Gamewright

Linked items

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