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Tic Talk box art

Tic Talk

Players

4-6

Time

?-?

Age

10+

Weight

1

Rating

5.82

Fit

Teach 2.3

Teaching signal

Replay 4.0

High replayability

Interaction 3.7

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 2.8

Luck-sensitive

Table feel

Moderate level of interaction with a good balance between direct and strategic confrontation. Players need to pay attention to others' actions frequently, but there is less emphasis on cooperation.

Replay value

Tic Talk has a high variability gameboard, allowing for different experiences each time it is played. The presence of expansions adds new content and gameplay elements, enhancing replay value. The game offers deep strategic possibilities and room for players to improve their strategies over time. The player interaction score is moderate. The game scales well with different numbers of players without compromising its appeal or balance. It is relatively easy to learn, offering a good balance between ease of learning and depth. Overall, Tic Talk has a strong replayability score of 7.95 out of 10.

Luck profile

The final luck score for Tic Talk is 5.67, indicating a moderate influence of luck on the game outcome. Random elements, such as dice rolls or card draws, have a minimal impact on the game. Players have substantial ability to mitigate randomness through strategic decisions and planning. The game outcome is primarily determined by player strategy and decisions, with luck playing a minor role.

Overview

Tic Talk, first published in english as Wordy Word and before that as the Nordic edition Flipp!, pits two teams against one another each round, with one team creating words and the other trying to figure out what was created. At the start of a round, one team flips its sand timer, then rolls five colored, twelve-sided letter dice; each color corresponds to a row on a paper tablet, with the red die indicating what the first letter in a word must be, the yellow die indicating the second letter in a separate word must be, and so on. The team members think up words that fit these constraints as quickly as possible, stopping the sand timer once they've finished. Following this, a member of the other team looks at the word list, starts the same sand timer in reverse — thereby giving him as much time as the team took to write down its words — then tries to get her teammates to guess these five words. Clue-giving is done Taboo-style, and that team scores one point for each word guessed in the time allowed.

Media

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Editions

Edition Year Language Publisher / Region
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Credits

Designers

1
Dave Yearick

Artists

1
Martin Vidberg

Publishers

2
Asmodee Marbles: The Brain Store