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Skippity box art

Skippity

Players

2-4

Time

?-?

Age

5+

Weight

2

Rating

6.35

Fit

Teach 2.4

Teaching signal

Replay 3.9

High replayability

Interaction 3.7

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 3.0

Luck-sensitive

Table feel

Skippity has a high level of direct confrontation and strategic depth in confrontation. Players need to pay attention to each other's actions frequently. However, there is less emphasis on cooperation in the game.

Replay value

Skippity 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, although they could be more impactful. The game offers deep strategic possibilities and room for improvement in tactics and strategies. Player interaction is moderate. Skippity scales well with different numbers of players without compromising its appeal or balance. It is relatively easy to learn, offering a good balance between simplicity and depth. Overall, Skippity has a strong replayability score of 7.79 out of 10.

Luck profile

Skippity has a moderate level of luck involved in the game. Random elements have a notable but not exclusive impact on the game outcome. While there is some room for players to mitigate the effects of randomness through strategic decisions, luck still plays a significant role. The game outcome is a balanced mix of luck and strategy, with neither element dominating. Overall, Skippity provides an enjoyable balance between luck and player agency.

Overview

If Susan McKinley Ross' Qwirkle can be described as a simplified Scrabble – with colors and shapes replacing letters – then her 2010 release from MindWare – Skippity – might be dubbed "checkers for the Timothy Leary set". On a blazingly colored 10x10 game board, players randomly lay out one hundred tokens in five colors, then remove the tokens from the four central squares. On a turn, a player takes a single token and jumps orthogonally over an adjacent token to an empty space, capturing the token jumped. Multiple jumps are possible, with the player capturing each token jumped. The game ends when no more jumps are possible. Players then compare their stacks of tokens, with each set of five differently-colored tokens counting as a set. The player with the most sets wins, with the tiebreaker being the number of tokens captured but not in sets.

Editions

Edition Year Language Publisher / Region
No editions imported yet.

Files

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Credits

Designers

1
Susan McKinley Ross

Publishers

3
GoKids ???? Gonggan27 MindWare

Linked items

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