8.8
rating
Ludopedia
7.3
rating
BGG
Our Verdict
An elegant, fast-paced trick-taking-meets-math game that hits the sweet spot of strategy.
Highlights
- Brilliant scoring-tension balance
- Quick-to-learn-but-hard-to-master
- Highly portable-friendly
Keep in mind
- Requires constant mental math
- Small-scale-only-player-count
RECOMMENDED
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Ever played a classic trick-taking game but wished it had a bit more mathematical tension? Welcome to Fives! It takes the familiar mechanics of trick-taking and injects a brilliant-yet-deadly scoring twist that will keep you constantly recalculating your strategy. Designed for 3 to 4 players, Fives is fast-paced, elegant, and deceptly deep.
The gameplay revolves around winning tricks, but there's a catch: you aren't just playing for the win, you're playing for the sum. While you must follow suit whenever possible, the game introduces the 'Magenta 5' mechanic. You can choose to play a card face down as a magenta 5, adding a layer of bluffing and tactical sacrifice to every round. However, caution is key—only one magenta 5 can appear per trick, making the timing absolutely critical.
Scoring is where the real brainwork happens. At the end of a hand, you look at the sum of the cards sitting on top of your pile. Your goal is to get as close to 25 as possible without going over. If you exceed 25, you're penalized. It’s a delicate dance of trying to win the right cards while avoiding those heavy numbers that could blow your score. After four rounds, the player with the highest total wins. It's a game of perfect information-management and calculated risks. If you love games that are easy to teach but offer endless replayability through tactical depth, Fives belongs in your collection.
The gameplay revolves around winning tricks, but there's a catch: you aren't just playing for the win, you're playing for the sum. While you must follow suit whenever possible, the game introduces the 'Magenta 5' mechanic. You can choose to play a card face down as a magenta 5, adding a layer of bluffing and tactical sacrifice to every round. However, caution is key—only one magenta 5 can appear per trick, making the timing absolutely critical.
Scoring is where the real brainwork happens. At the end of a hand, you look at the sum of the cards sitting on top of your pile. Your goal is to get as close to 25 as possible without going over. If you exceed 25, you're penalized. It’s a delicate dance of trying to win the right cards while avoiding those heavy numbers that could blow your score. After four rounds, the player with the highest total wins. It's a game of perfect information-management and calculated risks. If you love games that are easy to teach but offer endless replayability through tactical depth, Fives belongs in your collection.
GALLERY
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In English
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Mechanics
Categories
Families
Publisher
CMYK, 倦怠期 (Kentaiki)
Designer
新澤 大樹 (Taiki Shinzawa)
Artist
SMLXL, 桑江 美沙穂 (Misaho Kuwae)
How long does a game last?
Very fast! You can wrap up a full session in about 30 to 40 minutes.
Is there a steep learning curve?
Not at all. The trick-taking-follow-suit-rule is intuitive; you only need to wrap your head around the scoring-to-25-rule.
How many players can play?
It is optimized for 3 or 4 players.
Is it a heavy strategy game?
It's light-to-medium weight. It's easy to teach but offers enough depth to keep experts engaged.
Do I need to be good at math?
You don't need to be a mathematician, but you'll be doing some quick mental addition to stay under 25!