
They Come in Fives
LumiScore
out of 100
Appropriate for ages 13+ with parental supervision
Heads up
Score breakdown
Developmental benefits
Design risk factors
Additional dimensions
Benefits: higher is better. Risks: lower is better. Values highlighted when <30 or >70.
Growth
38/100
Growth Value
Risk
LOW
Engagement Patterns
Minimal pressure to spend or play excessively.
Parent Pro-Tip
Parents should be aware of the game's dark and horror-inspired themes, including references to urban legends, death, and conspiracy theories. Discussing these themes with your child can help them process the content. While the game offers strong cognitive benefits, its engaging roguelike structure can lead to extended play, so setting clear time limits is advisable.
Top Skills Developed
Development Areas
RepresentationHow diverse the game's characters are in gender and ethnicity. Higher = more authentic representation. Display only — does not affect time recommendation.
Bechdel Test?The Bechdel Test checks whether a game has at least two named female characters who talk to each other about something other than a man. A simple measure of representation.— N/A — no named characters
Insufficient information about specific characters and their interactions to determine Bechdel test result.
What your child develops
They Come in Fives offers significant cognitive benefits through its strategic card battles and roguelike progression. Players will engage in complex problem-solving, strategic thinking, and adaptive learning as they build agent armies, optimize upgrades, and navigate diverse challenges. The rich narrative and urban legend themes also encourage reading and critical engagement with story elements.
Regulatory Compliance
Tap a badge for details. Grey = not yet assessed.
About this game
They Come in Fives is a story-rich collectible card game with a dark, slightly horror-inspired atmosphere, set in a world where urban legends turn into devilish contracts. You are the Reaper, working on Lucifer’s payroll.