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Jude Bellingham's Favourite Game?

20 hours ago
5 min read

WBG Score: 8

Player Count: 2-8

You’ll like this if you like: Family friendly card games

Published by: Magilano

Designed by: Alexander Bernhardt


This is a free review copy of the pre-production version. The box art will change, and some art and components may change a little. See our review policy here.


Skyjo does not look like much. A deck of numbered cards, a 4×3 grid in front of each player, and a goal as basic as keeping your score low. Yet somewhere between revealing a twelve you absolutely did not want, desperately chasing a matching column, and deciding whether you dare end the round before everyone else, it becomes ridiculously compelling.


What I like most is how quickly the game creates its own drama. You are never doing anything particularly complicated, but every replacement, reveal and discard can suddenly matter, especially once players start closing in on the end of the round. The threat of doubling your score if you finish first without actually having the lowest total gives the whole thing a wonderfully cruel edge.


It is light, fast and very easy to teach, but it never feels completely throwaway. There is just enough risk, memory and timing to keep you engaged, while the unpredictable scoring means one round can be calm and controlled and the next can completely implode. That is exactly why I can see Skyjo coming back to the table again and again.


Skyjo

How To Play Skyjo


On your turn, you either take the top card from the discard pile or draw blindly from the deck. If you take from the discard pile, you must swap that card into your grid, replacing either a face-up or face-down card. If you draw blind, you can either use that card in the same way or discard it and simply reveal one of your hidden cards instead.


That already creates plenty of small decisions because taking a visible low card feels safe, but drawing blind could give you something even better. Of course, it could also give you something much worse. You are constantly weighing certainty against possibility, and because you cannot look at face-down cards before replacing them, there is always a little risk involved.


The cleverest rule is the vertical column clearing. If you ever reveal three identical numbers in a column, all three cards are immediately discarded and no longer count towards your score. That means a higher number can sometimes suddenly become very attractive if it lets you complete a set and wipe an entire chunk of points from your grid.


Skyjo

When To End The Round


A round ends when one player has revealed all of their remaining cards. Everyone else then gets one final turn before any hidden cards are flipped and scores are counted. That alone creates a nice race, but Skyjo adds one rule that makes the whole thing much more interesting.


If the player who triggered the end of the round does not finish with the lowest score, their positive score for that round is doubled. That creates some wonderfully dramatic moments because finishing first is not always the same thing as finishing well. You may think you are sitting comfortably on a low total, only for another player to reveal a couple of negative cards and suddenly turn your brave finish into a disaster


It also means the length of a full game can vary wildly. One brutal round can send someone racing towards the 100-point threshold, while another game can stretch across several tighter rounds with everyone staying relatively low. I like that unpredictability because it stops the scoring from feeling routine and gives every round a bit of jeopardy.


Skyjo
This would score 11

Simple, But Never Dull


Skyjo is not a deeply strategic game, but there is more going on than the rules initially suggest. You are watching the discard pile, trying to remember what other players might need, judging whether to reveal another hidden card and deciding whether clearing a column is worth chasing. None of those decisions are especially complicated, but they create enough interaction with the luck of the draw to keep things interesting.


That is probably its biggest strength. There is almost no friction between setup, teaching and playing, so the game gets out of its own way immediately. You are not waiting for everyone to understand an unusual system or spending the first few rounds working out what you are supposed to be doing, because Skyjo makes sense almost instantly.


And yet it still produces those great little moments where everyone suddenly cares enormously about a single number appearing. You find yourself hoping someone discards exactly what you need, desperately trying not to reveal another twelve, or taking a chance on ending the round because you think everyone else is in worse shape. For such a simple game, it creates a lot of table talk and tension.


Skyjo

The Travel Game That Needs A Bigger Table


Skyjo also feels like it should be the perfect travel game. The box is small, the rules are light and the whole thing has exactly the sort of easy-going feel that would work brilliantly on holiday, on a train or while waiting around somewhere. Unfortunately, the table footprint rather spoils that dream.


Every player needs room for a 4×3 grid, and once you add the draw pile, discard pile and space for everyone to reach comfortably, Skyjo takes up much more room than you might expect. That is a shame because the game itself feels almost purpose-built for travelling. A genuinely compact or mini version would make a lot of sense.


With enough space, though, that issue disappears. The game runs smoothly, the cards are easy to manage and turns stay fast enough that downtime is almost non-existent. It is exactly the sort of experience where you finish one game and immediately hear somebody say, “Again?”


Pros


  • Incredibly easy to teach and play. You can be up and running almost immediately.

  • The round-ending penalty is excellent. Doubling your score for finishing first but not finishing lowest adds genuine tension.

  • Highly replayable. It is quick, unpredictable and easy to bring back to the table.

  • Simple decisions still matter. Column clearing and timing give the game more bite than first appears.


Cons


  • The footprint is surprisingly large. It is not as travel-friendly as the box suggests.

  • Luck plays a big role. A few brutal draws can swing a round quickly.

  • Strategy is relatively light. If you want deep control, this is not really trying to offer that.


Skyjo

Final Thoughts


Skyjo is a great example of how little a game actually needs to be entertaining. The setup is simple, the teach is simple and the turn structure is simple, but the combination of hidden information, column clearing and that wonderfully mean finishing penalty gives it far more personality than you might expect.


I especially like how often the score creates drama. One player can look completely safe, trigger the end, then suddenly find themselves punished because somebody else sneaks underneath them. Those moments give the game energy and make every round feel different enough to keep you interested.


Oh and did I say the England football team and Jude Bellingham, in particular love it!?



© 2026 Jim Gamer Hope you enjoy the ride! Don't forget, all links and shopping carts are affiliate links and help support the site if you purchase through them if your cookies are enabled. Thanks for your support. 

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