From the description on the box:
"A fistful of dice to roll. Challenging cards to build them on. Fast-moving play and shifting strategies. It’s a good bet Sharp Shooters will be your favorite dice game ever.
Players roll dice to build rows on a common card. Win chips by placing the last die in a row. Score for straights, full houses, 4 of a kind, and more.
Every turn is a brand new challenge. How many dice will you place, and where? Will you risk another roll?
As the card builds, so does the tension. Can you keep point-snatching opponents from finishing rows? To win, have the most points when the game ends!"
Games Magazine's 1996 Game of the Year. Each player, armed with a fistful of dice, starts his turn by rolling 5 dice and placing as many of them as possible on a card, though you must always place at least one if you can. Each card has 6 rows, with from 1 to six dice pictured in each row. These are in various combinations, and dice must be placed in order in each row. As long as you place at least one die, and you have not used all of your 5 dice, you can then choose to roll again. If you choose to stop, or you roll dice with no legal placement available, your turn is over.
Scoring is achieved by placing the last die in a row and scoring can be a negative. When the last row of a card is scored it is removed and a new card replaces it. Play until a predetermined number of cards are scored.
Won Games Magazine Game of the Year award in 1995.
Reimplemented as "Royal Casino" by Ravensburger
- Requires specific deck construction
- Limited utility
Mechanics (from transcript analysis)
- Deckbuilding Requirement — asks you to build a deck in a way that it doesn't do anything without the asset in play.
- Permanent — making it permanent. It was a good choice.
Video topics + discussion points
Quotes (from this video)
- So, it's one of those things. If there's a mistake
- this could be any from the cycle except for Street Wise.
- They're all they're all kind of just like there and make your deck better for including them no matter what it is that you were trying to do.
- And also cuz it's so cheap now. It's not they don't cost anything anymore for Taboo. Basically.
- Or other kinds of cards like that that ask you to build a deck in a way that it doesn't do anything without the asset in play.
- I'd judge you if you brought a sharpshooter deck.
- Like uh like Trick to the Plan. I think that card is cool.
- stick to the plan I think is an example of a worth the 6P but not really
- Like an example of I think of a bad permanent recently is that one that came out in Hemlockk that's just gives you an extra slot for a blessed or curse thing.
- I too think charisma and relic hunter are bad cards.
- It gives a hand slot, which I feel like is like just kind of over the top for the permanent position.
- I also think talent should be limited.
- Honestly, that would be a great parallel Bob. Like that would actually be hype as hell.
- your items cost one less for each item in play that has the same name.
- the big big things that were good they added was the right of seeking 2.
- Lockpicks was a great thing for uh Rogue.
- That's a it's a cool like engine piece that uh
- And I even like the upgraded emergency cache.
- it kind of feels a little bit like like prepare for the worst. Sorry, not I've had worse four for the guardians. It's like give us number give us level two. Give us the level two version high.
- Alcon 3 still blows my mind like this. Like has anyone I I kind of don't believe that anyone's played with that card and been like this is worth it.