Table feel
Moderate level of direct confrontation and strategic depth, with high interaction frequency. Limited emphasis on cooperation.
Margo is an abstract board game similar to Go, except that it's played with marbles which may stack upwards. A special capture rule means that captured pieces that support enemy pieces are not removed. Margo is played by two players, White and Black, on a square grid which is ini...
Players
2-3
Time
?-?
Age
9+
Weight
4.17
Rating
7.61
Should this hit the table?
Moderate level of direct confrontation and strategic depth, with high interaction frequency. Limited emphasis on cooperation.
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
Luck-sensitive
Moderate level of direct confrontation and strategic depth, with high interaction frequency. Limited emphasis on cooperation.
Margo has a high replayability score due to its high variability gameboard, impactful expansions, deep strategic possibilities, and good scalability. It offers a fresh and engaging experience each time it is played.
Margo has a moderate influence of luck. Random elements have a notable but not exclusive impact on the game outcome. While players have some ability to mitigate randomness through strategic decisions, luck still plays a significant role in the game. The game outcome is a balanced mix of luck and strategy.
Overview
Margo is an abstract board game similar to Go, except that it's played with marbles which may stack upwards. A special capture rule means that captured pieces that support enemy pieces are not removed. Margo is played by two players, White and Black, on a square grid which is initially empty (6x6 is the standard size). Each player has an unlimited number of balls of their color. Players take turns placing a ball of their colour either: At an empty board point, or Stacked on top of four existing balls (of any colour). Players may not pass. The game ends when the current player has no legal move. The player with the most balls in play wins. Surround capture: After placing a ball, all enemy groups without freedom are captured and removed from the board, except for those which support enemy balls, which remain active in the game as zombies (only board-level freedoms are counted). Over/under rule: A connection crossing over an enemy connection cuts it. No-suicide: It is not permitted to place a ball without freedom, unless that move captures neighbours to create its own freedom. Ko rule: It is not permitted to repeat the board position of any previous turn. Swap rule: After the opening move, the second player may elect to swap colours in lieu of making a move. The name "Margo" = Marbles + Go. Online Play Gamerz (turn-based, play by email or play by web) Jocly (turn-based, live play or play against the computer) Notes Margo is the big brother of the Series: Shibumi set.
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