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Troke box art

Troke

Players

2-4

Time

?-?

Age

10+

Weight

2.14

Rating

6.07

Fit

Teach 2.4

Teaching signal

Replay 3.9

High replayability

Interaction 3.7

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 3.0

Luck-sensitive

Table feel

Troke has a high level of direct confrontation and strategic depth, with frequent interaction among players. However, it does not emphasize cooperation as much.

Replay value

Troke has a high degree of variability in its gameboard, with multiple paths to victory and variable setups. The expansions available for the game add new content and gameplay elements, enhancing the replay value. The strategic depth of Troke allows players to continuously improve their strategies over time. The game adapts well to different player counts without compromising its appeal or balance. While Troke may take some time to learn, it offers a rewarding and engaging experience for players.

Luck profile

Troke has a moderate influence of luck. Random elements, such as dice rolls or card draws, have a notable but not exclusive impact on the game outcome. While players have some ability to mitigate the effects of randomness through strategic decisions and planning, luck still plays a significant role. The game's outcome is a balanced mix of luck and strategy.

Overview

The sub-title for Troke is "Castle Checkers". Abstract strategy game where players move three different kinds of pieces (tower, wall, and moat) across a board diagonally forward, straight ahead or sideways, but never backwards. In some versions of the game, points are scored for capturing opponent's pieces and by forming complete "castles" (a tower, wall, and moat) on the player's goal line. Otherwise it is a race to see who can get all their pieces to goal line. A feature of the game is that if you merge with one or two different pieces you take one or two extra moves. You are allowed to merge (capture) with opponent’s pieces and thus move them away from their goal and towards your own. Making moves becomes complicated as the game progresses because capturing pieces requires that additional moves be made. If these extra moves can not be made, then the original capture move can not be made.

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Credits

Designers

2
James Brunot Arpad Rosti

Publishers

4
Egel-Spelen Invicta Games Production & Marketing Company Schowanek

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