Table feel
Moderate level of interaction with a mix of direct and strategic confrontation, frequent interaction, and limited emphasis on cooperation.
Players
3-6
Time
?-?
Age
10+
Weight
1
Rating
6.08
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
More strategic control
Moderate level of interaction with a mix of direct and strategic confrontation, frequent interaction, and limited emphasis on cooperation.
télos 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 room for players to improve their strategy over time. The player interaction score is average. It scales well with different numbers of players without compromising its appeal or balance. The game is moderately easy to learn, offering a good balance between depth and accessibility. Overall, télos has a strong replayability score of 7.9.
Télos 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. However, players have substantial ability to mitigate the effects of randomness through strategic decisions and planning. The game outcome is primarily determined by player strategy and decisions, with luck playing a minor role. Overall, Télos strikes a good balance between luck and strategy.
The word "télos" is an old Greek word, meaning "end" or "purpose", so it's no surprise that in the game Télos the last part of a round is what matters. Télos is a trick-taking game in which you need to save your lowest card for the last trick. Winning the last trick gives you points, and in this case the points are negative. The first player to gain 32 points loses the game. Saving your lowest card sounds easy enough, but the challenge comes from every player needing to play a higher card than the highest card already on the table in a trick. If a player can't play a card equal to or higher than that card, they must play their lowest card instead. Players therefore need to be careful which card to play when to tactically save their lowest possible card for last.
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