Table feel
Tapeworm has a moderate level of direct confrontation and strategic depth. Players need to frequently pay attention to others' strategies and turns. While there is some cooperation required, it is not a major focus of the game.
Players
2-4
Time
15-30
Age
8+
Weight
1
Rating
6.48
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
Luck-sensitive
Tapeworm has a moderate level of direct confrontation and strategic depth. Players need to frequently pay attention to others' strategies and turns. While there is some cooperation required, it is not a major focus of the game.
Tapeworm has a high variability gameboard, offering different experiences each time it is played. The presence of expansions adds new content and gameplay elements, enhancing replay value. The game provides deep strategic possibilities and allows players to improve their strategy over time. The player interaction score is average. The game scales well with different numbers of players without compromising its appeal or balance. It is moderately easy to learn, offering a good balance between depth and accessibility. Overall, Tapeworm has a strong replayability score of 7.59.
Tapeworm has a moderate level of luck involved in the game. Random elements, such as dice rolls or card draws, have a notable but not exclusive impact on the game outcome. While players have some ability to mitigate the effects of randomness through strategic decisions and planning, luck still plays a significant role. The game outcome is a balanced mix of luck and strategy, making it suitable for players who enjoy a combination of both elements.
From designer Edmund McMillen, twist, turn and trap your oppenents in this game of intestinal tension! In Tapeworm, players race to be the first to get rid of all of their cards by connecting and growing the wriggling masses of different colored worm bodies. Gameplay is simple but strategic. A player's turn includes the drawing and laying down of matching color segments, which continues until a head is attached or you run out of that color card. Whichever player ends up with an empty hand first wins the game. There are special mechanics to propel a player forward, as well as cards intended to hinder the efforts of their opponents. These cards include: Cut, to sever a worm segment at play; Peek, to draw a card and replace it with another card from a hand; Hatch, to force an opponent to draw from the deck; Swap, to look at an opponent's hand and decide if cards should be traded; Dig, to draw a card from the deck and discard one from a hand. An astoundingly easy-to-learn game of card management for the whole family that is sure to leave you holding your sides... with laughter!
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