Table feel
Moderate level of interaction with a mix of direct and strategic confrontation.
Players
2-12
Time
?-?
Age
8+
Weight
1.25
Rating
5.77
Teaching signal
High replayability
Low interaction
Scales well
Deep strategy
Luck-sensitive
Moderate level of interaction with a mix of direct and strategic confrontation.
Zilch has a good level of variability in its gameboard, with multiple paths to victory and random elements. The expansions available are decent, adding some new content and gameplay elements. The game offers a decent level of strategic depth, allowing players to discover new tactics and strategies over time. Player interaction is moderate. Zilch scales well with different numbers of players without compromising its appeal or balance. It is relatively easy to learn, with a moderate level of depth. Overall, Zilch has a solid replayability score of 7.4.
Zilch has a moderate influence of luck. Random elements like dice rolls play a notable role in determining the game outcome. However, players have a substantial ability to mitigate the effects of randomness through strategic decisions and planning. The game strikes a balanced mix of luck and strategy, with neither element dominating the gameplay. Overall, Zilch requires a combination of luck and skill to succeed.
This is a fairly simple dice game in the same vein as Farkle or other games in the Traditional Dice Games: Dice 10,000 games family. Each turn players start with 6 dice and roll them all. Each time a roll is made one or more scoring dice must be removed and the player can chose to stop with the total score they have accumulated or roll on. If no score is made on a roll, the player zilches and all the accumulated score for that turn (not from previous turns)is lost (like Can't Stop). If all the dice are used for scoring then the turn continues with all 6 dice again. Scores are 5=50 1=100 3 of a kind = kind X 100 On a 6 dice roll: 1,2,3,4,5,6 = 1500 and 3 pairs = 1000 (though six 6s can be 1200 from two triples of 600) To win a player knocks instead of rolling on their turn and each other player has one turn to pass the leaders score. Also there is an optional rule for the start: A score of less than 500 can not be kept until you are on the board and if a player Zilches on their first three turns they go negative whatever score they had before the final roll of their third turn and can subsequently stop at any score. The game is suspenseful as players roll diminishing numbers of dice against increasing odds. It can have longish down time unless you decide to have several players having their turns at the same time with different sets of dice. (faster but less suspenseful).
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