ABG All Board Games
Rubik's Illusion box art

Rubik's Illusion

Players

2

Time

?-?

Age

?+

Weight

1.7

Rating

6.01

Fit

Teach 2.4

Teaching signal

Replay 3.9

High replayability

Interaction 3.8

Highly interactive

Scaling 4.2

Scales well

Strategy 4.5

Deep strategy

Control 3.8

More strategic control

Table feel

Rubik's Illusion has a moderate level of direct confrontation and strategic confrontation. Players need to be aware of and react to others' strategies frequently. However, the game does not emphasize cooperation as much. Overall, the game has a good level of player interaction.

Replay value

Rubik's Illusion offers a high level of variability with its gameboard, allowing for different experiences each time it is played. The presence of expansions adds new content and gameplay elements, enhancing replay value. The game also provides deep strategic possibilities and room for players to improve their tactics over time. With good scalability and moderate easiness to learn, Rubik's Illusion achieves a strong final replayability score of 7.85.

Luck profile

Rubik's Illusion has a moderate level of randomness impact, with random elements having 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 outcome is primarily determined by player strategy and decisions, with luck playing a minor role.

Overview

A curious abstract strategy game. The box forms the board; 32 squares plus a mirror which fits at right angles to the board producing a total playing surface of 64 squares. Each piece on the real side of the board has a reflection on the virtual side, which acts in all ways as a real piece. The pieces come in three types; red with red reflection, yellow with yellow reflection, and red with a yellow reflection (and vice versa, of course). On his turn a player can introduce a piece to the edge of the board, slide a piece of his colour or a dual piece or turn a dual piece 180 degrees. The aim of the game is to produce a line of 5 (but no more) pieces of his colour in any direction.

Media

No media imported yet.

Editions

Edition Year Language Publisher / Region
No editions imported yet.

Files

No files imported yet.

Commerce

No commerce mappings imported yet.

Credits

Designers

2
Joe Dibley Mark Setteducati

Publishers

1
Matchbox

Linked items

No linked items imported yet.