Pikit
- Designer: Corentin Brand
- Publisher: Repos
- Players: 2-4
- Age: 8+
- Time: 20 minutes
- Played with review copy provided by publisher
Each turn in Pikit, you roll two dice, then if you roll doubles, you claim the mecha matching that value, whether from the table or another player; if you don’t roll doubles, then use the die values — adding the numbers, subtracting them, etc. — to claim scoring cards, many of which also have abilities you can use to steal cards, draw additional cards, block an opponent’s effect, and so on.
Pikit is a collision course of colossal proportions, as monstrous competitors duke it out to see who will reign supreme. In Pikit, players roll dice that will determine which cards they can take. Players can use their cards to activate special abilities, or hold on to them, scoring the points they’re worth at the end of the game. Once the deck of cards is depleted, the game ends and the player with the most points wins.
To set up the game, place 6 Mecha cards on the table and place the corresponding Pair token underneath it. Then shuffle the Kaiju deck and deal 8 cards face up underneath the Mecha cards. Each player now draws their starting hand, revealing cards from the deck until they have a total of 10 or more.
Then play goes clockwise around the table On a turn, you first roll the dice. Then you can play any cards you want from your hand, triggering the special abilities on those cards – possibly manipulating the dice or allowing you to steal a card from another player. Finally, you add cards to your hand from the display on the table:
- Card with the value of the sum of the two dice
- Card with the value of the difference of the two dice
- Card(s) that match the face of one or both dice
- If you rolled a pair, you can take the corresponding Mecha from the table. Place the pair token in front of you. If the Mecha you need is in someone’s hand, you can elect to try to pilfer it by drawing a random card from the owner’s hand; keeping whichever card you draw.
To end the turn, replenish the display of Kaiju cards to 8. The game continues until the Kaiju deck is empty. All players take one further turn and then each player scores.
- Points for Kaiju cards in the hand
- 15 points per Mecha card
- 15 points if you have the most 1 cards at the end of the game
- -3 points for each wound token (gained when you steal a 3 from another player)
The player with the most points wins. Ties broken in favor of the player holding the fewest cards at the end of the game.
My thoughts on the game
This is a little filler game – the maiden release from the designer (at least as far as BGG knows). It’s a fairly light game with twists and turns provided by the luck of the dice as well as the special actions on the cards. There is a bit of targeting that happens here – though the special action of the 3 cards can really make other players consider drawing from your hand or not given the potential penalty.
Turns move quickly in the game, as most turns have a single roll and then the player makes a decision with what to do with the roll. Sure, there are a few options, but it doesn’t take too long to process it. And of course, there is always the option to play special cards to modify the roll or set a die to a particular face – but again, this decision is usually pretty quick to happen because you either roll the number you want or you don’t.
One caution with the special actions is that it’s easy to get caught up in using cards for their action, but don’t forget that each time that you use an action, you’re giving up the points from that card! So as you’re determining whether or not to take a special action, definitely take into consideration the point cost of the play as well.
Rolling doubles, especially early, can be really critical to your success as they get the 15-point Mecha cards in your hand. Sure, they can be stolen out of your hand, but your opponent will not only have to roll the appropriate doubles on the dice, but then they’ll have to draw the card out of your hand at random. Of course, it may help to have a few cards in your hand before getting a Mecha just to give a lower chance to people who try to steal it away!
It probably helps to just roll well – but in the end, all of the cards have a decent balance between the score and their abilities, so I just try to gain as many cards as possible on my turn. Sure, there are times when you are forced to subtract one die from the other in order to get something – but otherwise, just take the most cards or most value you can.
The artwork on the cards is done in a nice style, and each of the different ranks has a great illustration with it. Also, I do like the built in dice rolling felt mat in the box as well as the card holder which is a nice touch.
If you’re looking for deep strategy – umm, maybe this one isn’t the game for you. If you want some fun times with laughs and unexpected die rolls, this will deliver that in about 15 minutes. A nice filler for our group.
Thoughts from other Opinionated Gamers
Ratings from the Opinionated Gamers
Until your next appointment,
The Gaming Doctor






