Table feel
Turn the Tide has a high level of direct confrontation and strategic depth in confrontation. Players must frequently pay attention to and react to each other's actions. However, the game does not emphasize cooperation as much.
Players
3-5
Time
?-?
Age
10+
Weight
1.52
Rating
6.78
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
Luck-sensitive
Turn the Tide has a high level of direct confrontation and strategic depth in confrontation. Players must frequently pay attention to and react to each other's actions. However, the game does not emphasize cooperation as much.
Turn the Tide offers a high level of variability with its gameboard, multiple paths to victory, and random elements. The presence of expansions adds to the replay value. The strategic depth allows for continuous improvement of strategies. The game scales well with different player counts and offers a moderate level of easiness to learn. Overall, Turn the Tide has a strong replayability score of 8.14.
Turn the Tide has a moderate influence of luck. Random elements, such as card draws, have a notable but not exclusive impact on the game outcome. Players have some ability to mitigate the effects of randomness through strategic decisions and planning. The game relies on a balanced mix of luck and strategy, with neither element dominating the outcome.
Players are dealt a hand of 12 from a deck of 1-60 (the remainder go back in the box for the whole game), and then lay out marker cards that show the other players the strength of their hand. Another scoring deck of 24 has values of 1-12; two cards from this deck are laid face up. Players choose one card from their hand in secret and reveal them simultaneously. The highest value played takes the lowest scoring card, which goes face-up to a pile in front of you. The second highest takes the other card likewise. Remaining cards are discounted. Then look at everyone's face-up deck: the highest scoring player turns one of his or her marker cards over! (The original game had cockatoos becoming cuckoos; this edition is themed on lifesavers). At the end of a round, players score according to their markers cards that they managed to save (cockatoos or life-savers). There is a further twist! Players then pick up all their playing hand, and pass it clockwise. So as each round commences, you are using the cards previously used by your neighbor! Are you smarter? Can you make a better fist of the same hand your neighbor had? Play out rounds until all players have had each hand. Top score wins.
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