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Tussie Mussie box art

Tussie Mussie

Players

2-4

Time

20-30

Age

8+

Weight

1.13

Rating

6.95

Fit

Teach 2.3

Teaching signal

Replay 4.0

High replayability

Interaction 1.7

Low interaction

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 3.0

Luck-sensitive

Table feel

Moderate interaction with a mix of direct and strategic confrontation.

Replay value

Tussie Mussie has a high replayability score due to its high variability gameboard, strategic depth, and scalability. The game offers different experiences each time it is played, with multiple paths to victory and variable setups. The presence of expansions adds new content and gameplay elements, further enhancing the replay value. The game allows for deep strategic possibilities and room for improvement over time. It adapts well to different player counts without compromising its appeal or balance. While it may not be the easiest game to learn, it offers a good balance between easiness and depth.

Luck profile

Tussie Mussie has a moderate level of luck involved in the game. Random elements, such as 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's outcome is a balanced mix of luck and strategy, with both factors playing a significant role.

Overview

Tussie mussies exemplified the Victorian custom of assigning meaning to the flowers that friends and lovers exchanged. Inspired by the ideals of elegance and discretion, these bouquets were carefully made to convey subtle messages to their recipients. Now you can choose the right flowers to make a winning tussie mussie of your own! Tussie-Mussie is based on a Victorian fad that assigned meanings to the flowers that friends and lovers exchanged. Featuring I-Divide-You-Choose drafting, this microgame of 18 cards is played over three rounds. In turn, players look at the top two cards of the deck, then offer them, one face-up and one facedown, to an opponent. That opponent takes one, leaving the other for the active player. A round ends when each player has four cards, at which point the scores are tallied. The highest score after three rounds wins! —description from the designer Co-winner of the GenCan't Design Contest. Released in the September 2019 Board Game of the Month Club $20+ package.

Editions

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Credits

Designers

1
Elizabeth Hargrave

Artists

4
Loïc Billiau Karolina J?drzejak Zarina Karapetyan Beth Sobel

Publishers

1
Button Shy

Linked items

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