
2012 · Real-time
Sukimono
During the Edo period of Japan, players collect pots and plates while speculating on changing market demand. Each round, wanted objects are placed on a price chart, and players choose a regional deck of object cards. Everyone searches simultaneously for items to buy, spending their starting ryo and claiming a number card when they stop. Players then sell their purchases in number order, choosing how many items to offer at the current prices. Each sale lowers demand and reduces the item's value, while unsold goods may become worthless if the market is already satisfied. The player with the most ryo wins once someone reaches 50 or more; otherwise, another round begins.
- Players
- 2–6 best 6
- Playing time
- 30 min
- Age
- 9+
- Complexity
- 1.9 / 5
About the game
- Design
On Ludoya's tables
Full stats in Ludoya- 2
- Plays logged
- 4
- Players
- 1h
- Average play
Free, on web, Android and iOS
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Game facts (players, playing time, age, credits) from BoardGameGeek.











