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Pitch'n Dunk box art
Rich game profile

Pitch'n Dunk

Pitch'n Dunk uses the mechanisms of disc-flicking to simulate a basketball game with the game board representing a basketball field with two 2-point zones and two 3-point zones. Each coach (player of the game) directs wooden tokens; each wooden token represents a player (with fiv...

Players

2

Time

?-?

Age

8+

Weight

1.83

Rating

7.69

Should this hit the table?

Quick read before the metadata.

Moderate level of direct confrontation and strategic depth, with high interaction frequency. Limited emphasis on cooperation.

Teach 2.9

Teaching signal

Replay 4.0

High replayability

Interaction 3.7

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 3.0

Luck-sensitive

Table feel

Moderate level of direct confrontation and strategic depth, with high interaction frequency. Limited emphasis on cooperation.

Replay value

Pitch'n Dunk has a high replayability score due to its high variability gameboard, impactful expansions, deep strategic possibilities, and adaptability to different player counts. It offers a fresh and engaging experience with room for players to improve their strategies over time.

Luck profile

Pitch'n Dunk has a moderate influence of luck. Random elements like dice rolls or card draws 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 determined by a balanced mix of luck and strategy.

Overview

What ABG knows about this game

Pitch'n Dunk uses the mechanisms of disc-flicking to simulate a basketball game with the game board representing a basketball field with two 2-point zones and two 3-point zones. Each coach (player of the game) directs wooden tokens; each wooden token represents a player (with five on each team) or the ball. Coaches alternatively give their players a flick, and the goal is to score 11 points with a 2-point differential. There are different rules to simulate a basketball game: Shot clock: In some situations, the defensive coach can trigger the shot clock; attacking players must score in a limited number of actions. Dribble:: The player who holds the ball can advance by giving one flick before he passes/shoots. 3 offensive fouls: Traveling: Dribble for too long of a distance. Charging: The player who holds the ball touches a defensive player. Backcourt violation: The ball carrying player is back in his team zone after going in the opponent's zone. 3 defensive fouls: Blocking: A defensive player touches an offensive player. Blocking the player who holds the ball: A defensive player touches the player who holds the ball in the defensive zone. Illegal defense: There's no attacking player in the defensive zone and at least one defensive player in the 2-point defensive zone.

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Editions

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Commerce mapping

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Credits

People and publishers

Designers

2
David Kalmes Daniel Quodbach

Publishers

2
(Self-Published) IF Association

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