Table feel
Code Cracker has a moderate level of direct confrontation and strategic depth. Players need to pay attention to each other's actions frequently. While there is some cooperation involved, it is not a major focus of the game.
You have to crack the safe codes by throwing dice to earn victory points. Each safe card is worth 2 through 5 points. The player with the most points at the end of the game wins. When it is your turn, you must roll all 5 dice. After each roll, you must set aside at least one die....
Players
1-6
Time
?-?
Age
8+
Weight
1.2
Rating
6.02
Should this hit the table?
Code Cracker has a moderate level of direct confrontation and strategic depth. Players need to pay attention to each other's actions frequently. While there is some cooperation involved, it is not a major focus of the game.
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
More strategic control
Code Cracker has a moderate level of direct confrontation and strategic depth. Players need to pay attention to each other's actions frequently. While there is some cooperation involved, it is not a major focus of the game.
Code Cracker offers a high level of variability with its gameboard, expansions, and strategic depth. The game scales well with different numbers of players and has a moderate learning curve. Overall, it provides a fresh and engaging experience with a strong replayability score of 7.95.
Code Cracker 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. Overall, Code Cracker strikes a good balance between luck and strategy.
Overview
You have to crack the safe codes by throwing dice to earn victory points. Each safe card is worth 2 through 5 points. The player with the most points at the end of the game wins. When it is your turn, you must roll all 5 dice. After each roll, you must set aside at least one die. The pips of this die tell you on which number you can put a marker on one of the three revealed safe cards. Now you must decide to stop or go on. If you go on, you roll the remaining dice and have to put aside at least one die and, therefore, another counter on a safe card. If you stop, you can take a safe card that has all its code numbers covered by markers. If you roll only pips that are not on any of the revealed safe cards, your turn ends immediately and you cannot claim any of the completed safe cards.
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