Table feel
Triggs has a high level of direct confrontation and strategic depth in confrontation. Players need to frequently interact and react to each other's strategies. However, the game does not emphasize cooperation as much.
Players
2-4
Time
?-?
Age
8+
Weight
1
Rating
6.40
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
Luck-sensitive
Triggs has a high level of direct confrontation and strategic depth in confrontation. Players need to frequently interact and react to each other's strategies. However, the game does not emphasize cooperation as much.
Triggs offers a high level of variability with its gameboard and expansions, allowing for different experiences each time it is played. The strategic depth and scalability of the game further enhance its replay value. While it may not be the easiest game to learn, it strikes a good balance between depth and accessibility. Overall, Triggs has a strong replayability score of 8.05 out of 10.
Triggs has a moderate influence of luck. Random elements have a notable but not exclusive impact on the game outcome. 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.
In Triggs, the numbers 1-12 appear on your player sheet 2-5 times, and you want to cross them all off first in order to win. On a turn, you either draw cards, discard cards, or tick off numbered boxes. When you draw, you take two cards from the face-down deck or the two face-up decks as you choose. You have a maximum hand size of ten cards, and when you discard, you can dump only cards of the same number. To tick off numbered boxes, you name a value from 1-12, then play cards from your hand, whether a single card matching that value or a pair of cards that sum to that value. Tick off one space in that row for each card or pair of cards you play. When you cross off the final box in a row, you gain an extra cross, which (if you play cleverly) might earn you another cross, and so on. After discarding or playing cards, if you have no cards in hand, draw five cards from the face-down pile. The first player to cross off all of the squares on their player sheet wins.
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