Ice Cool
2016 · 2-4 Players · ~20-30 min · Competitive
Every now and then a game comes along that does something nobody else has figured out how to do. Ice Cool’s innovation is its penguin pieces. They’re weighted at the bottom with a rounded shape that lets them wobble upright after being flicked, but more importantly, they’re asymmetric. That asymmetry means a skilled player can make a penguin curve around corners, jump over walls, and take trick shots that look impossible until you see them happen. It’s the kind of physical game mechanic that feels like a genuine invention.
Action takes place in a penguin school made of interconnected boxes that nest together to form a 3D playing area with rooms and doorways. One player is the hall monitor (the catcher) trying to tag truant penguins, while the other players (the runners) are trying to flick their penguins through three different doorways to collect fish. Each round ends when either the catcher has tagged every runner or a runner has collected all three of their fish. Then roles rotate so everyone gets a turn as the catcher.
Ice Cool won the Kinderspiel des Jahres in 2017, and that award reflects both its accessibility and its quality. Ice Cool is immediately fun for anyone who picks it up, regardless of age or gaming experience. But beneath that surface-level appeal sits a game with a real skill curve that rewards practice and creativity.
Penguins That Curve and Jump
What makes Ice Cool special is the physical design of the penguin pieces. Because each penguin has a slightly different weight distribution, flicking from different points on the piece produces different results. A straight flick from behind sends the penguin in a direct line. A flick from the side creates a curved path. A flick from the top can make the penguin hop over a wall entirely. Learning these techniques and applying them consistently under pressure is where the game’s depth lives.
Skill development is something players consistently highlight. Early games tend to be chaotic, with penguins careening wildly around the school and rarely going where intended. Over multiple sessions, players develop muscle memory for specific shots, and the game transforms from a random flicking exercise into something that rewards precision and creativity. The satisfaction of nailing a curved shot through a doorway while avoiding the catcher is a physical thrill that card games and euro games simply cannot provide.
Asymmetric roles create a dynamic that keeps every round interesting. The catcher needs to anticipate where runners will go and position themselves to intercept, while runners need to plan efficient routes through their three target doorways while dodging the catcher. This cat-and-mouse element adds a layer of spatial thinking on top of the dexterity challenge, and the interplay between the two roles keeps the game from feeling repetitive across rounds.
Nested boxes forming a 3D board is a clever piece of design. The walls create genuine obstacles that force players to plan their shots rather than just flicking in a straight line. Doorways are wide enough to be achievable but narrow enough to require aim, and the room layout creates natural chokepoints where the catcher can set up effective blocking positions.
Accessibility extends across generations. Young children engage with the basic fun of flicking penguins around a colorful school. Adults find themselves drawn into the skill challenge and the competitive dynamic. Tournament play exists for the game, which speaks to the depth that competitive players have found in mastering the flicking techniques.
The Scoring Fish Out of Water
Ice Cool’s most common criticism targets its scoring system. Points come from fish cards that are drawn randomly, with values ranging from one to three. This means a runner who collects one fish might score higher than a runner who collects all three, purely based on card luck. For a game built on physical skill and precision, having the final outcome influenced so heavily by random draws feels like a mismatch. The scoring works fine for casual family play, but it undercuts the competitive experience for players who have invested time in developing their flicking technique.
Novelty can fade faster than the mechanics deserve. The core gameplay loop, flicking penguins through doors, collecting fish, catching runners, doesn’t evolve much from session to session. The skill ceiling in flicking techniques provides long-term growth, but the game structure around those techniques stays the same. Groups that play frequently may find the format becoming predictable even as their individual skills improve.
Playing with three or four is noticeably better than two. With only two players, one is always the catcher and the other the runner, which simplifies the dynamics and removes the entertaining chaos of multiple runners creating distractions and splitting the catcher’s attention. The game is clearly designed around the multiplayer experience.
Board assembly, while ingenious, can be slightly fiddly. Setting up and breaking down the 3D school takes more time than you’d expect for a game that plays in twenty minutes. For a game that thrives on being quick and spontaneous, the setup process adds friction that can discourage spur-of-the-moment plays.
The Dexterity Game That Rewards Practice
Ice Cool occupies a valuable and somewhat lonely position in the board game world. Most dexterity games are essentially random, relying on wobbly towers or bouncing dice to create excitement. Ice Cool built a game around a physical mechanic that actually rewards skill development. The gap between a first-time player and someone who has practiced their curving and jumping shots is enormous, and that gap is what gives the game lasting appeal beyond the initial novelty.
That said, the game is at its best when treated as a party-style experience rather than a competitive one. The scoring system and the inherent chaos of flicking pieces around a board make it poorly suited for serious competition, regardless of skill level. Embrace the silliness, celebrate the trick shots, and let the randomness roll off you, and Ice Cool becomes something that no other game in your collection can replicate.
Should You Play Ice Cool?
Ice Cool is ideal for families with children aged six and up, for game nights that need something physical and energetic, and for anyone who wants a dexterity game with a real skill curve. If you enjoy the idea of developing a physical technique over time and showing off trick shots, this is the best game in the genre for that experience.
Skip it if you need tight, competitive scoring in your games, if you primarily play at two, or if you find dexterity games frustrating rather than fun. The random scoring will irritate competitive players, and the physical nature of the game isn’t for everyone.
The Verdict on Ice Cool
Ice Cool is a uniquely fun flicking game that turns penguin-shaped wobble pieces into instruments of genuine skill. The curved and jumping shots enabled by the asymmetric penguin design create a skill ceiling that most dexterity games never approach, and the cat-and-mouse dynamic between runners and the catcher keeps every round unpredictable. The scoring system introduces too much randomness for a game that rewards precision, and the novelty can fade after many sessions, but for families and groups looking for something physical, playful, and unlike anything else on their shelf, Ice Cool delivers.