Skull board game
Skull board game


Leave a Review
Overall Rank: #93 | Trending Rank: #214

An ancient game of ornate skulls and dangerous roses, Skull is simple to learn but dangerously difficult to win. You must bluff, lie and pierce through the deceptions to expose the roses. Be wary, though - if you happen across a skull, the consequences are dire!

Players will hold three rose cards and one skull. Add a card to the pile in front of you, and when you feel lucky, announce your challenge and declare how many cards you will flip. Cards that show a rose are safe, but if you expose your opponent's hidden skull, you lose one of your own cards. Keep your cards to the bitter end to win this clever game of deception and perception!

See All 192

User Ratings & Reviews

  • Small bluffing card game, simple and fun. I like it a lot. 3 to 6 players.
  • The brilliant thing about this game is the simplicity of the components. Grab some coasters at a bar and you're good for a game of Skulls!
  • No Review Description
  • Dead simple bluffing game rooted to the core of bluffing games.Truth about this game is you can literally use napkins or coasters you find out in a bar to play this game. Just pass out for napkins/coasters to each player and drawn an X on one of them and you have this game. Ready to play anytime, anywhere whether you own a copy or not.
See All

Top Forum Posts

Skull - How To Win Every Game image
Top Board Games to Play Over Zoom - Part 2 image
My Collection of 30 Feels More Like 4 image
See All

User Activity Feed

Finally getting to this! And... I'll be cheating a lot and mentioning more than one game in each category :D

Best beginning: #Skull or #Just One - It just takes the first 2-5 minutes for it to "click" for everyone and get you laughing. Everyone has the look on their face that says, "Ohhhhh I see how this is going to go" and it's great that everyone's on the same page right from the get go. Among heavier games, I'd consider #Viticulture: Essential Edition because from choosing your wake-up time, to placing your first workers in the first season, it keeps everything just tight enough that you're immediately bumping into each other's plans.

Best middle: #Root and maybe #Brass: Birmingham after sufficient number of plays - By midpoint, Root presents a bustling board state with different factions getting in each other's face. And especially if you're playing as a faction with lower "reach" values, meaning a faction with limited presence and mobility over the map, the midpoint of the game is when you're really starting to shine. For Brass, it's a game that's played in two halves: canal era and the railroad era. By the time you're done with the canal era, the game gives you good feedback on how well you're doing in comparison to your opponents, and how you might need to change up your plans. By the midpoint, you're also making lots of money every turn and you can afford to do so much more in comparison to the beginning.

Best ending: #Camel Up (Second Edition) and #Clank! Legacy: Acquisitions Incorporated - When I think of "best ending," it should be games that have fair amount of unpredictability. It probably won't be games with endings triggered by a player reaching a minimum number of VP's or satisfying some kind of condition, although those types of endings do sometimes make for a climatic ending if someone makes an impressive catch-up. #Camel Up (Second Edition) sometimes has the crazy ending of a Mario Kart game, while Clank! Legacy gets a big plus from not just presenting players with the looming threat of getting killed by a dragon, but also a story element.

The most recent game I taught was #Cartographers: A Roll Player Tale! I actually found it an easier teach than #Welcome to... even though it offers a slightly deeper gameplay. Another reason why it's my favorite "roll & write" now.

I actually can't think of a game that was especially tough to teach so far. I think it's because I typically avoid games that are way too complex to explain lol. Now, I do have several games I'll need to teach my wife soon, and they are #Pax Pamir (Second Edition), #Brass: Birmingham, and #Star Wars: Rebellion. Of those...

  • Brass -  Shouldn't be too bad and it'll be one of those teach as you play kind of games
  • Pax Pamir 2E - Will be hard. The rules themselves aren't too tough to learn but as a beginner to the genre, my wife will probably have a difficult time grasping the meaning of her actions
  • Star Wars: Rebellion - I've done zero homework on it so far so I have no idea how tough it will be. Complexity rating is slightly below Brass but games with significant variable player powers/asymmetry tend to take more effort to teach

The easiest teach? #Just One or #Skull

Personal approach? I just study the heck out of the rulebook, watch a video or search google for clarifications if needed, and teach when I feel confident enough to make it the easiest experience for my wife. It sure is hard though. I've done a lot of volunteering at church and at schools as a teacher, and I'm pretty comfortable with being able to convey the heart of a message. But when it comes to gaming rules, it's so easy to get caught up in the details :(

I prefer being taught so that I can avoid getting past the laziness. But I gotta say, as someone who's thorough in going through the rules, it's hard when the teacher is someone who's known to miss significant rules very often. Makes me feel like I need to double check!

This is so tough... some of these I could swap between 2-3 different games at any point!!

This is so tough... some of these I could swap between 2-3 different games at any point!!