Table feel
tem-purr-a has a high level of direct confrontation and strategic depth in confrontation. Players need to frequently pay attention to and react to others' strategies. However, there is less emphasis on cooperation in the game.
Players
3-10
Time
?-?
Age
8+
Weight
1.19
Rating
6.04
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
Luck-sensitive
tem-purr-a has a high level of direct confrontation and strategic depth in confrontation. Players need to frequently pay attention to and react to others' strategies. However, there is less emphasis on cooperation in the game.
Tem-Purr-A offers a high degree of variability with its gameboard, multiple paths to victory, and variable setups. The expansions available add new content and gameplay elements, enhancing the replay value. The game also provides deep strategic possibilities and room for improvement over time. The player interaction score is solid, and the game scales well with different numbers of players. While it may take some time to learn, the depth it offers makes it worth the investment. Overall, Tem-Purr-A has a strong replayability score of 7.8 out of 10.
Tem-Purr-A has a moderate influence of luck. Random elements like card draws and dice rolls have a notable but not exclusive impact on the game outcome. While there is some room for players to mitigate the effects of randomness through strategic decisions, luck still plays a significant role. The game has a balanced mix of luck and strategy, with neither element dominating the outcome.
The theme of the game is an eating contest in a Taiwanese Snackbar. "In this competition you will eat more than you can imagine as your competitors continually challenge you to shove even more in. Play your cards cleverly or the servers will serve you food until you fall from your seat. Let the competitors be the ones to fill up until they drop and the snack bar throne will be yours!" The players add "dish"-cards or special cards to a common "order"-pile until one of them can´t (or won´t) add any more cards. Then that player has to "eat" the whole order by drawing the appropriate amount of cards from a draw pile. If he draws one (or more) of the "No More!"-cards, he accrues negative points and the round ends. The played cards are then set aside and new "No More"-cards are shuffled into the (now smaller) draw pile, making for an ever more tense experience as the contest goes into the later stages. When one player has collected 3 negative points the game ends and the player with the smallest amount of negative points wins the game.
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