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Skyline Express Roll & Write box art

Skyline Express Roll & Write

Players

1-4

Time

15-30

Age

8+

Weight

1

Rating

6.44

Fit

Teach 2.4

Teaching signal

Replay 4.0

High replayability

Interaction 3.8

Highly interactive

Scaling 4.4

Scales well

Strategy 4.5

Deep strategy

Control 3.5

More strategic control

Table feel

Moderate level of direct and strategic confrontation with high interaction frequency, but low emphasis on cooperation.

Replay value

Skyline Express Roll & Write 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 room for improvement over time. Player interaction is moderate. It scales well with different numbers of players without compromising its appeal or balance. The game is moderately easy to learn, offering a balance between depth and accessibility. Overall, Skyline Express Roll & Write has a strong replayability score of 7.9.

Luck profile

The final luck score for Skyline Express Roll & Write is 7, indicating a moderate level of luck in the game. Random elements have a notable but not exclusive impact on the game outcome, and 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 first aerial train needs a manager. Manage your carriage as best as you can by properly placing passengers, offering them services and paying attention to their individual preferences. Prove that you are the right person to manage the Skyline Express! Skyline Express is a low entry family board game where you manage your carriage by stratigicaly placing passengers in order to gain the most points at the end ofthe game. Passengers are represented by dice which are rolled by the first player. Every turn each players picks one die and places (colors in) that type of passenger in his carriage and resolves extra steps depending on the value of that die. The game ends when all carriages are full. Players gain points in 3 ways: GOALS - different "patterns" of passengers in the carriage SERVICES - pairs of pasengers in a spcific set of colors VIP passengers - All passengers of value 5 and 6 become VIP. Every VIP scores 1VP + 1VP for every passenger of the same color in his compartment. —description from the publisher

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Editions

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Credits

Designers

1
Kamil Langie

Artists

1
Jaros?aw Wajs

Publishers

1
Thistroy Games

Linked items

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