Table feel
Trickster: Fantasy has a high level of direct confrontation and strategic depth in confrontation. Players need to be aware of and react to each other's strategies frequently. However, there is less emphasis on cooperation in the game.
Players
3-7
Time
5-15
Age
10+
Weight
1.5
Rating
6.77
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
Luck-sensitive
Trickster: Fantasy has a high level of direct confrontation and strategic depth in confrontation. Players need to be aware of and react to each other's strategies frequently. However, there is less emphasis on cooperation in the game.
Trickster: Fantasy has a high replayability score due to its high variability gameboard, impactful expansions, deep strategic possibilities, and good scalability. It offers fresh experiences each time it is played and allows players to improve their strategy over time. The game adapts well to different player counts without compromising its appeal or balance. While it may not be the easiest game to learn, it offers enough depth to keep players engaged.
Trickster: Fantasy has a moderate influence of luck. Random elements 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 a balanced mix of luck and strategy.
Trickster is a fun and easy-to-learn card game for 3-7 players, lasting about 15 minutes. Each Trickster set features its own heroes and new ways to play. Find the set that’s right for you... or mix together characters from different sets to customize your own game! A Trickster set has 49 cards with seven heroes, each with their own simple effect on play. A hero appears in seven different suits, each a color of the rainbow: Red, Orange, Yellow, Green, Blue, Indigo, Violet. Each hero and suit combination appears once in a set. The first player of each round may play any card from her hand. The second player in the round is called The Trickster, who may also pay any card from her hand. Any subsequent player that round must play a card that follows the pattern set by the Trickster. (If the first two cards are Yellow, then everyone must play a Yellow card.) If you cannot follow the pattern, you must collect cards played this round into your personal scoring area. If everyone was able to play one card, then the Trickster collects the cards. The goal of Trickster is to have the fewest cards by the time any player has emptied her hand. Whoever has the fewest cards is the winner... with one exception! If you have more cards of a suit than any other player, you may ignore those cards when scoring.
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