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Meccaniche
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FroGames — Moments You'll Remember
That moment always comes: you roll doubles, you steal the biggest mecha, someone screams betrayal. Then you immediately start over.
WHAT IT IS ABOUT
Dice, giant mechas, and instant revenge
Designed by Corentin Brand and illustrated by Sylvain Repos, Pikit brings the chaos of giant monsters into 20 minutes of gameplay and a 63-card deck. Repos Production creates a filler game where mechas change owners every turn and ability cards flip the script. Kaiju theme, party game soul.
You roll two dice. If you roll doubles, you take the mecha with that number from the table or from another player. If you don't roll doubles, you use the separate values to draw score cards, which are worth points but also bring activatable abilities: stealing other players' cards, blocking enemy effects, drawing extra. The deck runs out, you count points, and the one who has accumulated the most wins. Everything else is controlled chaos.
What they say abroad
The fastest party game ever seen with giant mechas as protagonists.
— FroGames
Every turn someone loses something. That's the fun of it.
— FroGames
Pikit
What's in the box
Mechas, score cards, and revenge
6 Mecha Cards
Numbers from 1 to 6. When you roll doubles, you take the corresponding mecha. Whoever has the mecha gets points, but can lose it the next turn.
Score Cards
Worth 1 to 6 points. You draw them by adding, subtracting, or multiplying the dice values when you don't roll doubles. They also bring abilities.
Activatable Abilities
Each card has an ability: steal cards from others, block other players' effects, draw extra. You decide when to activate it, but you lose it.
2 Dice
Roll both every turn. Doubles = take mecha. Not doubles = use values to draw cards. The whole game depends on these.
Recommended sleeves 63 cards in 1 size ▼
If you play often, we recommend protecting the cards with transparent sleeves to make them last longer.
| Size | Quantity |
|---|---|
| 50 × 100 mm | 63 |
| Total cards | 63 |
In fifteen minutes you'll have already played three games. And someone will still be laughing about that mecha stolen at the last turn.
A game in five moments
What happens at the table
Not the rules. The experience.
Setup and first illusions
Six mechs in the center, a deck of cards, two dice. Everyone immediately understands: you need to roll doubles to get the robots. Someone looks at them as if they were theirs. They're not yet.
The first double
Someone rolls double 5s and takes the biggest mech. The others start drawing score cards and discovering abilities. Someone is already planning a theft. The game has just begun, but accounts are open.
Chain of revenge
Mechs change hands every two turns. The one who had the 6 has now lost everything. The one who was drawing cards accumulates abilities and uses them to block others or steal cards. No one has a plan anymore: they react.
Someone goes too far
Here comes the move of the year: someone uses three abilities in one turn, steals two cards, and blocks retaliation. Everyone laughs or curses. The deck quickly thins out, but no one is really counting points.
Sudden end
The deck runs out, points are counted. The player with the most total points from cards and mechs in hand wins. The difference is minimal, someone disputes a poorly used ability. Someone else is already shuffling for a rematch.
How to play
The flow of each turn
A turn lasts thirty seconds. Roll, take, decide whether to use abilities, pass.
Roll two six-sided dice. If you roll doubles, go to step 2. Otherwise, go to step 3.
Take the mech with the number of the doubles, from the table or another player. If it's not there, you don't take anything. End of turn.
Use the dice values to draw cards: add, subtract, multiply or use the single values. Each card is worth points and grants an ability.
At any time you can discard a card to activate its ability: steal, block, draw. Then the turn passes to the next player.
Why it's different from others
Six mechanics that make the difference
Dice that control everything
You don't draw randomly: the dice decide what you can take. Doubles = mech. No doubles = score cards using sums, subtractions, multiplications, or single values. Luck reigns, but you have choices.
Stealable mechs
The six mechs are in the center or in opponents' hands. Rolling doubles allows you to steal them. Those who have them are worth points, but can lose them the next turn. No one owns anything until the end.
Disposable abilities
Each card carries an ability: steal cards from others, block effects, draw extra. You use them by discarding the card, thus losing points. Deciding when to activate them is the only true strategic choice.
Continuous take-that
You don't play to optimize: you play to ruin others' plans. You steal mechs, block abilities, draw cards that another player needed. Interaction is direct and vindictive.
20 minutes flat
The deck runs out in twenty minutes. There's no time for engine building or long strategies: react, hit, finish. Perfect as a filler or to end the evening.
Light kaiju theme
The mechs are illustrated, the cards have names, but the theme is a pretext. You don't simulate battles: you steal robots. It works because it doesn't take itself seriously.
How it ends
How to win (and how to lose everything)
The deck runs out, you count points. The one with the most points wins. There are no eliminations: everyone plays until the end.
Victory
- Sum the points of the cards in hand
- Add the values of the mechs you currently possess
- The player with the highest total wins
How you lose points
- You use an ability by discarding a card: you lose its points
- A mech is stolen from you: you lose its value
- You roll doubles but the mech isn't there: turn lost without drawing
Pikit is 20 minutes of chaos with stealable mechs and immediate revenge. It doesn't seek balance: it seeks laughter and rematches. If you need an interactive filler that ends before anyone gets bored, it works.
Frequently asked questions
Pikit FAQ
Is it suitable for children?
Yes. The rules can be explained in three minutes, the dice control everything, and direct interaction is enjoyable. From 6 years old upwards, it already works, although the recommended age is 8+. Be warned: children steal mechs mercilessly.
Does it work for two players?
Technically yes, but it loses its bite. With two players, interaction becomes predictable: you get stolen from, you steal, then it's over. From three players up, the chaos increases and the game breathes. Four players is optimal.
How long does it really last?
Twenty minutes flat, including setup. The deck runs out quickly and there's no downtime: roll, take, pass. If someone thinks too much about abilities, it might extend by five minutes, but that's rare.
Do experienced players get bored?
Probably yes, after two games. Pikit lacks depth: the dice control, abilities are simple, you don't build anything. It works as an appetizer or light closer, not as a main course for seasoned players.
Is it available in Italian?
Yes. This Asmodee Italia edition includes rules and cards in Italian. The cards have text (abilities), so language matters. An English edition exists, but this one is localized.
Pikit is a card and dice game for 2-4 players designed by Corentin Brand and published by Repos Production (Italian edition by Asmodee). In 20 minutes, you roll dice, steal giant mechs from opponents, and use abilities to block others or draw cards. Kaiju theme, push-your-luck and take-that mechanics, recommended age 8+. Perfect as a filler or light party game for families. Available on FroGames.it.

Picket
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