Table feel
Moderate level of direct and strategic confrontation with high interaction frequency, but low emphasis on cooperation.
In Trash Pandas, players are raucous raccoons, tipping over trash cans for food (and shiny objects). Players push their luck to acquire more cards, but must stash them in order for them to count as points at the end of the game. When the deck runs out, the game ends and players c...
Players
2-4
Time
15-20
Age
8+
Weight
1.38
Rating
6.54
Should this hit the table?
Moderate level of direct and strategic confrontation with high interaction frequency, but low emphasis on cooperation.
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
Luck-sensitive
Moderate level of direct and strategic confrontation with high interaction frequency, but low emphasis on cooperation.
Trash Pandas has a high replayability score due to its high variability gameboard, expansions available, strategic depth, scalability, and moderate easiness to learn.
Trash Pandas has a moderate level of luck involved in the game. While random elements like card draws and dice rolls have a notable impact on the game outcome, players also have the ability to mitigate luck through strategic decisions and planning. The game strikes a balanced mix of luck and strategy, making it an enjoyable experience for players who appreciate both elements. Overall, luck plays a significant role, but player strategy and decisions also have a considerable influence on the game outcome.
Overview
In Trash Pandas, players are raucous raccoons, tipping over trash cans for food (and shiny objects). Players push their luck to acquire more cards, but must stash them in order for them to count as points at the end of the game. When the deck runs out, the game ends and players compare their stashes to see who has the majority for each card type and score points accordingly. The player with the most points wins! In more detail, on a turn the active player rolls a die in the hope of gaining the benefit of the roll result. With each roll, the player decides to keep rolling or stop and activate the dice results. However, with each additional roll, the odds of busting (getting a duplicate result) increase further and the player risks losing the progress they've made that round. When activating the dice results, the player will draw cards, steal cards from other players, and stash cards. Cards in hand may be used for their listed ability, but they count as points only when stashed. —description from the publisher
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