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Swish box art

Swish

Players

2-6

Time

?-?

Age

8+

Weight

1.28

Rating

6.10

Fit

Teach 2.4

Teaching signal

Replay 4.0

High replayability

Interaction 3.7

Highly interactive

Scaling 4.4

Scales well

Strategy 4.7

Deep strategy

Control 3.5

More strategic control

Table feel

Swish has a high level of direct confrontation and strategic depth, with frequent interaction between players. However, it has a lower emphasis on cooperation.

Replay value

Swish offers a high level of variability with its gameboard, multiple paths to victory, and variable setups. The presence of expansions adds additional content and gameplay elements, enhancing replayability. The game provides deep strategic possibilities and allows players to improve their strategy over time. The player interaction score is average. Swish scales well with different numbers of players without compromising its appeal or balance. It is relatively easy to learn, offering a good balance between depth and accessibility. Overall, Swish has a strong replayability score of 7.95.

Luck profile

Swish has a moderate level of luck involved in the game. Random elements like card draws and dice rolls have a notable but not exclusive impact on the game outcome. However, players have substantial ability to mitigate the effects of randomness through strategic decisions and planning. The game outcome is primarily determined by player strategy and decisions, with luck playing a minor role. Swish strikes a good balance between luck and strategy, making it an engaging and enjoyable board game for players who enjoy both elements.

Overview

Swish is a pattern recognition card game reminiscent of Set that challenges a player to make matches – dubbed "Swishes" – before opponents. Swish includes 60 transparent cards; each card has some combination of balls and hoops on it, with these items coming in four colors. To set up the game, lay out 16 cards on the table. Players simultaneously try to create "Swishes" by spotting two or more cards that can be laid on top of one another in some manner so that every ball fits in a hoop of the same color. Create a Swish, and you claim the cards used, with new cards then being laid out. Whoever claims the most cards wins the game. The game includes varied levels of play so that the spatially clueless can compete against Tetris-heads.

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Credits

Designers

2
Zvi Shalem Gali Shimoni

Publishers

2
Gém Klub Kft. ThinkFun