Table feel
Moderate interaction with a good balance of direct and strategic confrontation.
A version of "Rummy" with the standard IGI twists, the main one being that players lay down runs and sets *in front of their opponents*, and except for the player who wins the round by being the first to get rid of all of his or her cards, sets and runs in front of a player are s...
Players
2-6
Time
?-?
Age
9+
Weight
1.25
Rating
5.32
Should this hit the table?
Moderate interaction with a good balance of direct and strategic confrontation.
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
Luck-sensitive
Moderate interaction with a good balance of direct and strategic confrontation.
Sting has a high replayability score due to its high variability gameboard, impactful expansions, deep strategic possibilities, and good scalability. It offers a fresh experience each time it is played and allows players to discover new tactics and strategies. The game adapts well to different player counts without compromising its appeal or balance. While it may take some time to learn, the depth it offers makes it worth the effort.
Sting 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 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
A version of "Rummy" with the standard IGI twists, the main one being that players lay down runs and sets *in front of their opponents*, and except for the player who wins the round by being the first to get rid of all of his or her cards, sets and runs in front of a player are scored *against* that player at the end of the round. In addition to cards numbered 1 through 10 in the red, blue, green, and yellow suits, there are Wild Sting cards (regular wild cards), Double and Triple Wild Sting cards (wild cards that double and triple the score of a run or set), Pass-a-Pile cards (to move a run or set that's in front of you to another player), Take-It-Back cards (to deny Pass-a-Piles), and Super Wild Sting cards (that *can't* be passed and must be eaten at the end of the round). All in all, another IGI game that will have the players ready to knife each other by the end of the night. The approximate playing time is a guess.
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