7.8
rating
Ludopedia
7.2
rating
BGG
Our Verdict
Perfect for those looking for a fast, strategic filler; the twist of 'wanting to lose' is brilliant.
Highlights
- Simple and intuitive rules
- Constant tension during plays
- Fast and dynamic matches
- Great value for money
Keep in mind
- Can be frustrating for those who hate losing
- Requires an engaged group
RECOMMENDED
Rules manual not indexed yet
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You know that classic 'Rock, Paper, Scissors' we used to decide who goes first? Well, Zero Two Five takes that simple concept and turns it into a trick-taking game full of twists and turns. The basic logic remains: Rock beats Scissors, Scissors beat Paper, and Paper beats Rock. But hold on, because that's where the twist comes in! Unlike almost everything you've played, winning isn't always the path to victory.
In this game, your goal isn't simply to 'win as many times as possible,' but rather to hit the exact number of wins to score. You need total focus to win specifically 0, 2, or 5 tricks. Each of these numbers is linked to the game's symbols (Rock, Scissors, and Paper, respectively). In other words, if you win too many or too few, you might end up leaving the round with nothing, while that player who 'lost' on purpose might take the lead.
This dynamic creates a delicious tension at the table, as you must read your opponents' moves and manage your cards to manipulate the final outcome. It's a fast-paced game, with matches lasting about 30 minutes, ideal for those who want something dynamic that still requires a bit of cunning. The first player to collect three score tokens secures the final victory. It's the perfect blend of luck, bluffing, and basic mathematical calculation, transforming a childhood game into a strategic duel where defeat can be your greatest ally.
In this game, your goal isn't simply to 'win as many times as possible,' but rather to hit the exact number of wins to score. You need total focus to win specifically 0, 2, or 5 tricks. Each of these numbers is linked to the game's symbols (Rock, Scissors, and Paper, respectively). In other words, if you win too many or too few, you might end up leaving the round with nothing, while that player who 'lost' on purpose might take the lead.
This dynamic creates a delicious tension at the table, as you must read your opponents' moves and manage your cards to manipulate the final outcome. It's a fast-paced game, with matches lasting about 30 minutes, ideal for those who want something dynamic that still requires a bit of cunning. The first player to collect three score tokens secures the final victory. It's the perfect blend of luck, bluffing, and basic mathematical calculation, transforming a childhood game into a strategic duel where defeat can be your greatest ally.
GALLERY
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Mechanics
Categories
Families
Publisher
Four Fun Games LLC
Designer
Ênyo Saldanha, Eurico Cunha Neto
Artist
JVC_Artz
Is the game hard to learn?
Not at all! If you know how to play Rock, Paper, Scissors, you already know half the game. The rest is just understanding the scoring goals.
How long does a game last?
It's very quick, lasting about 30 minutes, making it great for playing several times in a row.
How many people can play?
The game is designed for groups of 3 to 5 players.
Is it suitable for children?
Yes, due to its simple rules and familiar concept, it's a great way to introduce trick-taking mechanics to kids.
Do I need any special skills?
No, but having a bit of 'cunning' to bluff and observe others helps a lot in winning.