Table feel
Skirrid has a high level of direct confrontation and strategic depth in confrontation. Players need to frequently pay attention to and react to each other's strategies and turns. However, there is less emphasis on cooperation in the game.
Players
2-6
Time
?-?
Age
8+
Weight
2
Rating
5.68
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
More strategic control
Skirrid has a high level of direct confrontation and strategic depth in confrontation. Players need to frequently pay attention to and react to each other's strategies and turns. However, there is less emphasis on cooperation in the game.
Skirrid has a high replayability score due to its high variability gameboard, impactful expansions, deep strategic possibilities, and good scalability. Although it may take some time to learn, the game offers a fresh and engaging experience with each playthrough.
Skirrid has a moderate level of randomness impact, with random elements playing a notable but not exclusive role in determining the game outcome. However, players have substantial ability to mitigate the effects of luck through strategic decisions and planning. The game outcome is primarily determined by player strategy and decisions, with luck playing a minor role. Overall, Skirrid strikes a good balance between luck and strategy, making it an engaging and strategic board game.
Coming in a very awkward-sized box (42 x 42 x 3 cm), this is a distant relative of Scrabble. The 19x19 board is colored in two distinct areas, the central lozenge (just reaching the edges) being called the arena. The squares are sprinkled with numbers, of values increasing near the outer corners. The players have sets of 18 (for the two-player game) clear and smoked plastic of tangram shapes, some of which have a 2 or 3 over a certain square. Starting in the center, the players lay their pieces so as to score, adjacent to an existing piece. A piece normally scores the numbers it covers; if it has a number of its own and that number falls directly over a scoring square, they are multiplied. You can sacrifice a piece by playing it upside down; it scores half (rounding down) and the opponent isn't allowed to play a piece adjacent to the sacrificed piece on his next turn --this is a neat trick when approaching a high-scoring area. You cannot sacrifice on the first turn. You cannot play outside the arena until you've accumulated at least 75 in score. Score is kept with the help of tracking pieces on the outside edges of the game board. The playing tiles come in six different shapes, each with their own name: The Eye (covers 1 square); The Rod (covers 2 squares); The Quoin or Corner(covers 3 squares); The Snake (covers 4 squares); The Door (covers 5 squares); The Gun (covers 6 squares).
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