Table feel
Moderate level of direct and strategic confrontation with high interaction frequency, but low emphasis on cooperation.
Schmidt Spiele is releasing a series of tiny dice games, with each game being packaged in a plastic container that doubles as a miniature dice tower. Sid Sackson's Extra!, some changes from the game first seen in Sackson's book A Gamut of Games under the title Solitaire Dice, is...
Players
1-6
Time
?-?
Age
8+
Weight
1.42
Rating
6.46
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.
extra! has a high replayability score due to its high variability gameboard, impactful expansions, deep strategic possibilities, and adaptability to different player counts. While it may take some time to learn, the game offers a fresh and engaging experience each time it is played.
Extra! has a moderate level of luck involved in the game. Random elements have a notable but not exclusive impact on the game outcome. Players have some ability to mitigate randomness through strategic decisions and planning. The game outcome is influenced by a balanced mix of luck and strategy.
Overview
Schmidt Spiele is releasing a series of tiny dice games, with each game being packaged in a plastic container that doubles as a miniature dice tower. Sid Sackson's Extra!, some changes from the game first seen in Sackson's book A Gamut of Games under the title Solitaire Dice, is one of the "new" titles in this series. In Extra! all players play at the same time off the same roll of five dice. Each player divides the dice into two pairs and a lone fifth die. The value of this fifth die is placed in a reject tally chart and one box underneath this number checked. For each pair of dice, the player marks a box next to the sum of these dice (2-12) on a scoresheet. Each player can have at most three values on his reject chart; when a player checks off the final box in a column on this chart, he is out of the game. Once all players are out, they tally their points, losing 200 points for each sum row that they start without meeting a certain threshold. For rows marked past the threshold, the player scores positive points, with less common sums being worth more points. The player with the highest score wins.
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Credits
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