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Skittykitts box art
2012 Ranked #20,155

Skittykitts

This character-driven card game has players use powerful double-sided cards and finish with the most points. Unique roles, zone effects, and reversals can upend scoring or eliminate players, so every turn can cause a dramatic shift.

Card Game Variable Player Powers Hand Management

Players

2-4

Play time

Not listed

Age

13+

Complexity

1/5

Rating

6.13

Harder to teach Highly interactive Deep strategy

Overview

At a glance

Is this game right for my group?

ABG editorial scores on a 1–5 scale.

Teachability 2.4/5

Harder to teach

Replay value 4.0/5

High replayability

Interaction 3.7/5

Highly interactive

Player scaling 4.1/5

Scales well

Strategic depth 4.7/5

Deep strategy

See all 5 specifications

How it plays

How does it play?

Skittykitts is a card game that uses a unique deck of 21 cards. A Skittykitt is an enlightened space raccoon.

Core mechanisms

Key systems that shape the decisions players make.

Read the full game description

Skittykitts is a card game that uses a unique deck of 21 cards. A Skittykitt is an enlightened space raccoon. Game Play Each character chooses a unique character: The Princess - Always goes first; takes an extra turn after the Skittykitts round is played before the game ends. The Wizard - Can add or subtract 5 points from his final score; once per game he can fire a "Magic Missle" to knock 1 card from any player's hand and into the boneyard instead of playing a card. The Bat - Starts with an extra card; takes 2 cards per turn; takes turn after The Wizard but before the Fool. The Fool - Always goes last and only starts with 1 card; always draws 2 cards at the end of his turn. Each turn players can play ONE card (although The Bat has the superpower to play TWO, each character has special traits). You can also play as many cards as you want per turn if you control the card called Super Speed. Cards are played into different areas: The Boneyard - This is a discard pile of sorts. The Abyss - The 3 most powerful cards go here when played, they are essentially removed from the game. The Zones - Each player has a zone, this is where you put stuff like Super Speed to enhance your powers and abilities, you can also use zone cards to hinder your opponents. Every card has two sides. One side has the action/event and the other side can be played for points. Most cards are worth 4 points, although there are also the 0 point cards, and the 10 point cards. EVERY card was designed to be OVERLY powerful, which then re-balanced into them all being even, but still every turn a massive shift can happen. The object of the game is to get the most points, but in Skittykitts even this can change. If the game ends with Reverse Gravity played in any zone lowest points win. And there are the dreaded 0 cards that can eliminate players entirely if they don't take care of them. Components 21 card deck 4 special character cards Detailed instruction manual A pouch for portability

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Editions

Language and publisher variants currently recorded in the catalog.

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Player resources

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Game and edition data

All specifications (5)

Play and group

Players
2–4
Best with
2–4
Play time
10 min
Age
13+
Complexity
1.0/5
Credits and catalog connections

Credits

Designers

1
Jason Schultz

Publishers

1
(Self-Published)

Linked items

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