Table feel
Sphinx has a high level of direct confrontation and strategic depth in confrontation. Players must frequently pay attention to and react to each other's actions. However, there is a lower emphasis on cooperation in the game.
Players each secretly construct a maze on a hidden grid, and place both an entrance and the location of the treasure. Each player races to find his/her way to the opponent's treasure before their own treasure is stolen. Each turn a player calls out a location on the grid. If that...
Players
2
Time
?-?
Age
12+
Weight
1.25
Rating
5.85
Should this hit the table?
Sphinx has a high level of direct confrontation and strategic depth in confrontation. Players must frequently pay attention to and react to each other's actions. However, there is a lower emphasis on cooperation in the game.
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
Luck-sensitive
Sphinx has a high level of direct confrontation and strategic depth in confrontation. Players must frequently pay attention to and react to each other's actions. However, there is a lower emphasis on cooperation in the game.
The game Sphinx has a high replayability score, indicating that it offers a fresh and varied experience each time it is played. With its variable gameboard, expansions, deep strategic possibilities, and good scalability, players can continue to discover new tactics and strategies over time. The game also provides a decent level of player interaction. While it may not be the easiest game to learn, it offers enough depth to keep players engaged and interested.
The final luck score for Sphinx is 5.33, indicating a moderate influence of luck in the game. Random elements like dice rolls or card draws have a notable but not exclusive impact on the game outcome. Players have substantial ability to mitigate randomness through strategic decisions and planning. The game outcome is primarily determined by player strategy and decisions, with luck playing a minor role.
Overview
Players each secretly construct a maze on a hidden grid, and place both an entrance and the location of the treasure. Each player races to find his/her way to the opponent's treasure before their own treasure is stolen. Each turn a player calls out a location on the grid. If that location is a corridor square, the turn continues, if it's a wall, the turn ends, and if it's the treasure, the player wins. Each location guessed must be connected back to the entrance by confirmed corridor squares. Components: 2 screens 4 grids 120 chips (yellow for corridors, brown for walls) This game is similar to Pathfinder/Sniff
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