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Silk box art

Silk

Players

2-4

Time

?-?

Age

10+

Weight

2.47

Rating

6.34

Fit

Teach 2.4

Teaching signal

Replay 3.8

High replayability

Interaction 3.6

Highly interactive

Scaling 3.8

Scales well

Strategy 4.5

Deep strategy

Control 3.3

Luck-sensitive

Table feel

Silk has a high level of direct confrontation and strategic depth, with frequent interaction among players. However, it does not emphasize cooperation as much.

Replay value

Silk 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 allows players to improve their strategies over time. The player interaction score is average. Silk scales well with different numbers of players without compromising its appeal or balance. It has a moderate easiness to learn, making it accessible to a wide range of players. Overall, Silk offers a solid replayability score of 7.6.

Luck profile

Silk 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

The Imomushi silkworms can live only in the cold peaks of the Akaishi Mountains, and they produce the most delicate and expensive silk in the world. Very few people can withstand the hardships of the lonesome life a shepherd of giant silkworms leads. It is a solitary existence that requires great dedication and strength of character to bear the pressures that stem from competing with the few other shepherds who fight over the scarce but desirable feeding grounds, while keeping the fearsome ookamy at bay. Silk is a gateway game into area control and worker placement systems. Players have to move their silkworms to the optimal spaces so they can feed on the best grass available, while pushing the other players' pieces into less desirable feeding grounds. In this game, players roll dice in order to determine which actions they are allowed to perform during their turn. There are six types of actions available: breeding more silkworms, moving the shepherd or their mastiff, building fences or farms, moving the ookami monster around the board, and — most importantly — getting your silkworms to feed. When silkworms feed, they generate a number of silk points, depending on the type of terrain they are standing on at that moment. These points can be used to modify the outcome of a dice roll, all while keeping in mind that the player with the most silk points at the end of the game wins! —description from publisher

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