Table feel
Tricky Time Crisis has a high level of direct confrontation and strategic depth in confrontation. Players frequently need to be aware of and react to others' strategies and turns. However, the game does not emphasize cooperation as much.
Players
2-5
Time
25-45
Age
9+
Weight
2
Rating
7.23
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
Luck-sensitive
Tricky Time Crisis has a high level of direct confrontation and strategic depth in confrontation. Players frequently need to be aware of and react to others' strategies and turns. However, the game does not emphasize cooperation as much.
Tricky Time Crisis has a high replayability score due to its high variability gameboard, impactful expansions, deep strategic possibilities, and good scalability. It offers a fresh and engaging experience each time it is played, allowing players to discover new tactics and strategies. The game's player interaction score is average, but its overall replay value is enhanced by its adaptability to different player counts. While it may not be the easiest game to learn, it strikes a good balance between easiness and depth, making it accessible to a wide range of players.
Tricky Time Crisis has a moderate influence of luck. Random elements have a notable but not exclusive impact on the game outcome. 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.
Tricky Time Crisis is a trick-taking game for 3-5 players with a Superhero and Time theme. It is a can't follow trick-taking game, where each player must play a different suit to the trick. If more that one card of the same suit would be played to a trick, two copies of the same person are in the same timeline and a paradox occurs with the hand ending early. In this game a time-jumping super villain named Dr. Tricky-Time is trying to destroy the timeline and it’s up to a group of heroes named Kid Cuckoo (the rookie), Double Take and Double Time (a pair of twins with the powers to double the speed of time or slow it by half), Doc Tock (a scientist in the body of a dog or perhaps just a dog that became a scientist), and the Daylight Saver (leader of the team) to try and stop him. —description from the designer
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