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You say you'll land that trick. Everyone's watching. Now you have to prove it.
What it's about
The trick-taker that rewards the courage to call it early
In classic trick-taking games, you predict how many tricks you'll take. In Sick Tricks, you go further: you declare exactly what kind of trick you'll make — win with an even number, lose with an 8 or higher, take four tricks in a row. Each round, players place their cubes on the Trick Cards they intend to complete. Those who hit them score points, those who miss lose them.
It's the logic of trash-talk applied to a card game. Talking big is fun — but the table doesn't forget who didn't deliver. Confidence is only cool if you can back it up.
Part of the Tricky Card Games series, Sick Tricks is a gateway trick-taker that works both as an introduction to the genre and as a quick filler for those already familiar with it — with a specific objective mechanic reminiscent of The Crew, but in a competitive and much more immediate version.
From the game experience
It's not the hardest trick that scores points — it's the one you declared first, out loud, while everyone was watching.
The secret of Sick Tricks in one line
A perfect game without a single error is worth a bonus. One with five failed objectives is a story told for hours.
From the game experience
Sick Tricks
What you hold in your hand
Every skater's tools
Deck of cards
Numbered cards dealt each round — your hand is your skatepark. Choose when to push and when to hold back.
Trick Cards
Specific objectives for each trick: win with an even number, lose with an 8+, land four in a row. These are the combos to execute.
Prediction Cubes
Place them on the Trick Cards you intend to complete. The more you declare, the more you risk — but the more you hit, the more points you accumulate.
The perfect run bonus
Finish the round without a single error and no leftover cubes? +2 bonus points. Perfection has its reward.
That time you declared the impossible trick and still pulled it off — you still tell that story. It always happens with Sick Tricks.
📖RulebookEnglish · Official PDF
A game in five moments
What happens at the table
Not the rules. The experience.
Trick Cards are revealed
The round's objective cards are revealed. "Win with an even number." "Lose with an 8 or higher." Everyone studies them. Everyone already knows which ones to aim for — and which to leave to others hoping they'll miss.
The trash-talk moment
The cubes come out. Someone places three in a row on the most difficult objectives with the air of someone who's done it a thousand times. Someone places just one, cautiously, on the easiest. The order of placement already tells you how it's going to end.
Cards fly and plans change
Tricks are played one after another. The first declared trick seems within reach — then someone plays an unexpected card. Now you have to choose: protect your objective or abandon it to avoid losing points.
Someone misses the combo. Everyone knows it.
The objective was "win four tricks in a row." Three yes, the fourth no — a one-point error that's worth minus two. The table pauses for a second. Then it resumes, and that story becomes the pretext for the next round of trash-talk.
The perfect run. Or almost.
Those who declared little but hit everything also collect the bonus. Those who were big-mouthed count their negative points. The round ends, cards are shuffled, and it starts again. Because what matters isn't the score — it's proving it again.
How to play
The flow of each round
Four quick, repeating phases. You learn in ten minutes, the first game flows by itself.
The number of Trick Cards for the round is revealed — specific objectives with particular win or loss conditions. They are visible to everyone throughout the game.
In turn order, each player places their cubes on the Trick Cards they intend to complete. The more cubes you place, the more you risk — but also the more you can gain.
The classic trick-taking round: cards are played, each trick is won or lost. Players who complete a declared Trick Card gain points, those who fail lose two points.
Points and penalties are totaled. Players who finish the round without errors and without leftover cubes in their area receive a +2 bonus points for the clean run.
Why it's different from others
Six reasons to choose it
Specific objectives, not quantity
You don't predict how many tricks you'll take — you declare exactly how you want to make them. "Win with an even number" is completely different from "take three tricks." Precision matters.
Declaring is part of the game
Placing a cube on an objective is a public act. Everyone sees what you've promised. Trash-talk and social pressure are mechanics, not side effects.
Opponents' moves are information
Knowing who declared what completely changes how you play your cards. You can sabotage another's objective simply by playing the right card at the right time.
The bonus risk resets everything
A perfect run without errors and no leftover cubes is worth +2 points. Players who play conservatively can beat those who declared too much thanks to this bonus. Courage is rewarded, but so is discipline.
Brings non-gamers into trick-takers
The skateboarding theme and the visual objective structure lower the barrier to entry. Those who have never played a trick-taker immediately understand what to do and why.
Like The Crew, but competitive
The objective structure is reminiscent of The Crew — but here everyone competes, they don't cooperate. Those who love The Crew and want a high-tension tabletop alternative have found their game.
How it ends
Two ways to score. One way to lose points.
It's not just about winning tricks — it's about hitting exactly what you declared. Every missed promise has a cost.
How to score points
- Complete the Trick Cards on which you placed your cubes
- End the round without errors and no leftover cubes: +2 bonus points
- The player with the most points at the end of the rounds wins the game
How to lose points
- Each declared but uncompleted Trick Card is worth –2 points
- Declaring too much without the right hand is the fastest way to lose
- You cannot cancel a cube once placed — promises are binding
Sick Tricks is the trick-taker that works for those familiar with the genre and for those who have never touched it. Thirty minutes, five players, no two games are alike.
Frequent questions
FAQ about Sick Tricks
What distinguishes it from other trick-takers like The Crew or Skull King?
In Skull King, you predict how many tricks you'll take. In The Crew, you complete objectives cooperatively. In Sick Tricks, you publicly declare specific objectives on how you win or lose each trick — and everyone sees what you've promised. The competitive dimension and integrated trash-talk make it a different experience from both.
Does it work well with two players or do you need the full group?
It works with two players but loses some of the social tension — direct confrontation is present but the trash-talk among multiple people is what truly brings it to life. With 3-5 players, the experience is what the game promises. The sweet spot is 4.
Is it suitable for those who have never played a trick-taker?
Yes. The visual objective structure and short duration greatly lower the barrier to entry. Those unfamiliar with the genre immediately understand the logic without having to master complex strategies. It's one of the best entry points to trick-taking.
How long does a game actually last?
Thirty minutes is an accurate estimate. With players who already know the genre, it can drop to 20 minutes. It's a filler in the positive sense of the term: you pull it out when you have half an hour, not when you want to spend an entire evening.
Does it involve a lot of strategy or is it predominantly luck?
There is strategy, but it's not the main point. Reading opponents — understanding what they've declared and using it against them — is more important than hand management. Those seeking strategic depth will find satisfaction, but the game is not designed for lengthy analyses.
Is it available in Italian?
This is the English edition. The text on the cards is minimal and almost entirely visual — it's not necessary to know English to play once the meaning of the Trick Cards has been explained.
Sick Tricks is a competitive trick-taking card game for 2–5 players (ages 10+, 30 min duration). Part of the Tricky Card Games series, published by Renegade Game Studios. Main mechanic: trick-taking with specific objectives and a prediction system using cubes. Players publicly declare the Trick Cards they intend to complete — special win or loss conditions for each trick. Those who hit their objectives score points, those who miss lose two points for each failed objective. A perfect run without errors is worth a +2 bonus. Skateboarding theme, compact components, small box. A competitive alternative to The Crew for those looking for a fast, high-social-interaction trick-taker. English edition. Available at FroGames.it.

Sick Tricks
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