Table feel
Moderate level of direct and strategic confrontation with high interaction frequency, but low emphasis on cooperation.
As the greatest magicians in the world, players will compete against each other by performing bigger and better tricks. The magicians need to be careful, because once their secrets are revealed, they are out! Smoke & Mirrors is a bluffing game for 2-5 players. As the greatest mag...
Players
2-5
Time
?-?
Age
8+
Weight
1
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.
Smoke & Mirrors 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 depth it offers makes it worth the investment.
Smoke & Mirrors 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 and planning, luck still plays a significant role in the game. The game's outcome is a balanced mix of luck and strategy.
Overview
As the greatest magicians in the world, players will compete against each other by performing bigger and better tricks. The magicians need to be careful, because once their secrets are revealed, they are out! Smoke & Mirrors is a bluffing game for 2-5 players. As the greatest magicians in the world, players will compete for the top spot by trying to go bigger and better than the previous magician using a limited number of tricks. But the players need to watch how much they share, because once their secrets are revealed, they are out! Players each get 3 trick cards, from 3 different decks. They must use these cards to create a magic act that has a trick value of one number higher than the player to their left using any amount of their cards. If successful, the players continue, building more and more dangerous magic acts. The winner is the last player standing.
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