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Twin Palms box art

Twin Palms

Players

2-5

Time

30-60

Age

10+

Weight

1.2

Rating

6.48

Fit

Teach 2.3

Teaching signal

Replay 3.9

High replayability

Interaction 3.8

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 3.5

More strategic control

Table feel

Twin Palms has a moderate level of direct confrontation and strategic depth in confrontation. Players need to pay attention to each other's actions frequently. However, there is less emphasis on cooperation in the game. Overall, Twin Palms has a good interaction score.

Replay value

Twin Palms has a high replayability score due to its high variability gameboard, expansions available, strategic depth, scalability, and moderate easiness to learn.

Luck profile

Twin Palms 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.

Overview

Hidden somewhere along the tropical coastline, you'll find a charming little beach town called Twin Palms. Here you'll see dolphins jumping, lovers holding hands, and children playing in the sand...always in pairs. Twin Palms is a beach-themed escape from your traditional trick-taking card game. At the start of each of the game's 5-8 rounds, you bid the number of tricks (0-5) you think you'll claim with the ten cards in your hand. Wait, ten cards = five tricks? Yes, because each time you play to a trick, you play two cards at once! You play the game with 1-3 suits of cards depending on your desired level of difficulty and the number of players at the table; each suit has cards numbered 0-10 and a wild, with each card appearing twice. The strongest play is a pair of cards that are the same number, with high numbers beating low ones, and with palm trees beating dolphins, which beat sunglasses, which beat pairs that are of different suits. If no one plays a pair, then whoever played the highest single card wins the trick. After five tricks, you score points if you've met your bid exactly. (If you bid a non-zero number of tricks but missed, you still score 1 point per trick taken.) What's more, if you want to play risky, you can place bets on your bids, giving you an additional way to win (or lose) points. Whoever has the most points after the designated number of rounds wins!

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Credits

Designers

1
Kristi B.

Artists

1
Eric Hibbeler

Publishers

1
Bink Ink LLC

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