As winter blows in and ghosts start to appear, play "tricks" to the past, present, and future.
As turns progress, your foes will play - out of order - to any of these time periods, and you will start to figure out who might "lead" each trick. Even though you can play to the tricks in any order, the tricks will resolve based on who was leading. Can you figure out who will be leading or manipulate the leader to set yourself up to win tricks?
Points are awarded to whomever has correctly bid on the number of tricks they thought they'd win. If you’ve played as many hands as there are players, the game is now over, otherwise keep playing! Whoever has the highest score and collected the most wreaths wins the game!
—description from publisher
Time Palatrix is a trick-taking game played in four rounds of three tricks each. First the cards are dealt out, and players bid on how many tricks they think they will win. Each player has a mat with three numbered spaces for cards, and on their turn plays a card in one of those spaces. If that card is the first to be played in that number space, it sets the suit for that space. Other players must follow suit on that space, or play on a different space. Once all three tricks are complete, the winners are determined, the cards are cleared, and the next round begins. Points are awarded if you correctly bid on the number of tricks you won.
—user summary
- Enjoys card games and this one has a different mechanic
- The twist of playing three tricks per round is interesting
- Card counting is necessary and strategic
- Allows for card tactics and setting opponents up
- The unique way suits are set and trump is determined is appreciated
- The game was enjoyed after understanding the mechanics
- The rules can be complex and may cause eyes to glaze over initially
- A couple of rounds are needed for the strategy to click
- Not a quick game, takes 30-40 minutes for a four-player game
- Christmas and Charles Dickens themes
- Rook
- Hearts
- Spades
- Opa
Mechanics (from transcript analysis)
- bidding — Players bid on the number of tricks they expect to take using green or red doors. Bids must be exact unless a red door is used, offering leeway but fewer points.
- Card play sequencing — The order in which cards are played into the past, present, and future slots influences who wins the trick and sets the trump for subsequent phases.
- Trick-Taking — Players take tricks by playing cards, with Hearts as the default trump suit. The twist is playing three cards per round to past, present, and future slots.
- Variable rules — Includes variants where bidding is less strict (points for every trick taken) or ramped up by playing four cards per round.
Video topics + discussion points
Quotes (from this video)
- you have suffered through another year of rolling Dice and taking names
- let's see if we can make it through another year together
- I'm enthused you're enthused I tell you what it was it was a struggle
- the enthusiasm is not there
- it's kind of like go ahead and whamageddon me let me I'm out of this
- this is one of their games and you wouldn't expect that from them
- this is right up there with um as far as Pillars of the Earth as far as understanding
- I mean from the style you need something like that to keep everybody involved
- We were done in under 30 30 no 40 minutes on the easy board with five people wow
- nothing says the holidays like despair crushing defeat like Robinson cruso
- I don't know what this is it's not an marit trash game it's not a Euro game I don't know what you call it which is why I was so intrigued about it and why I liked it so much
- it's not a resource management game at all there you know there are no resources it is it is so cleverly done and it's one of those I just wanted a different experience I didn't want to just be collect cubes and turning in cubes for victory points I wanted something else
- this is a heavy game
- The setup y'all 30 minute setup something like that
- it is a process let's just be honest it is a process
- I think this game is brilliantly designed
- The twist is you're literally playing three tricks per round
- it's a lot of mechanisms they list here cuz I guess they they do list worker placement I guess the worker placement is placing your students in your classes yeah or the buildings that you put on the board allow you to do something at that section
- Prestige is coming from everywhere so you got to watch that
- this is one of those games that falls in a weird spot for me
- it's elegant there's a great flow to the game
- The production is topnotch
- use our code if there's one on sale you get the sale price throw in our code you're going to get 30% off that so it's a great deal
- New Year's resolution
- not to make mistakes anymore while we're recording a podcast as that'll never happen
References (from this video)
- beautiful scoring and puzzle-like play
- presents a fresh twist on trick-taking
- scoring can be swingy
- Time-manipulation style trick-taking
- Trick-taking with a holiday/ghostly theme
- Puzzles with a festive twist
Mechanics (from transcript analysis)
- Compound Scoring — points influenced by when a trick is led
- Time-based scoring — points influenced by when a trick is led
- time-shift trick-taking — play cards to past/present/future
- Trick-Taking — play cards to past/present/future
Video topics + discussion points
Quotes (from this video)
- I absolutely love this game I think it really holds up over the years especially if you get into the bean farmer RP
- Adrenaline for the first time in a really long time on at a board game night here and oh my gosh what a great game
- this is a great activity you can do it even without actual game components and it's a staple of big board game night
- the artwork choices surprised me but I didn't expect to be as upset by it
- it's a classic of a Rosenberg game
References (from this video)
- Bidding system for tricks
- Tricks can resolve differently after cards are played
- Past, present, and future elements are interesting
- Not for beginners to trick-taking
- Trick-taking with temporal elements
Mechanics (from transcript analysis)
- bidding — Players bid on the number of tricks they expect to take.
- Set Collection — Implied through collecting tricks.
- Trick-Taking — Players play cards, and the highest card wins the trick.
Video topics + discussion points
Quotes (from this video)
- This is so streamlined it's so easy
- it is a really cool game each time you play it is different because of the way the cubes drop out
- this is a much lighter Feld it's a very cute game
- this is just such a classic Cooperative game
- there's never a time where I've played this game and there hasn't been some event that's come out of it that gets brought up years and years and years to come
- we're not going for a high scoore anymore we are simply going for having the most amount of fun talking through these cases in a funny British accent
References (from this video)
- Unique trick-taking resolution mechanism.
- Thematic integration.
- Solid core game, fun to play.
- Requires planning and adaptation.
- Overproduced components.
- Can take a long time to play a full round/game.
- Learning curve involves making mistakes.
- Past, Present, Future from A Christmas Carol
- Thematic integration through card resolution order.
Mechanics (from transcript analysis)
- bidding — Players bid on the number of tricks they will win, using 'doors' (purple for higher points, red for flexibility).
- Sequential trick resolution — Tricks are resolved in order (Past, then Present, then Future), with the winner of one trick leading the next.
- Trick-Taking — Players play cards into three distinct trick areas: Past, Present, and Future.
- variable scoring — Meeting bids scores points, with purple doors worth more than red doors.
Video topics + discussion points
Quotes (from this video)
- The player who played the second highest card in the lead suit wins the trick.
- You're trying to sting the other players with bees.
- If you collect the same valued bee, same color, same value, you get eliminated by going into anaphylaxis shock.
- This is the meanest trick taking game I've ever played.
- The market adds a lot of unique and interesting aspects to this game because of the way that everybody else can see it.
- The hierarchy gets really difficult to follow like there's so many different combinations that occur.
- The first phase is actually trick taking for cards. And the cards that you win, you'll be playing the second phase in a card shedding phase.
- The way that this game works is you'll shuffle those two decks together.
- I find it chaotically pleasing.
- I think that experience along with the trick taking is very unique.
References (from this video)
- Looks interesting.
- Ghosts
- Goes from past, present to future
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- That was the funniest thing I've witnessed.
- I remember talking to him at WSBG when he was there for a couple years. We were like, "We should play Tichu." And I was like, "I want to play teach with you." And then it just never happened.
- This uses trick taking in, I believe, area control uh, on a board.
- Time chasers is a weird trick.
- It's very heavy.
- But I again I haven't played it. So they're saying it's a card shedding game with double-ended cards.
- Shallow sea is the game for you because they sponsored this RNR show.
- Bad Comet is again a really great company with um, exceptional production quality as well.
References (from this video)
- love this game but struggle to describe it
- cards reveal and execute in temporal order, affecting future timelines
Mechanics (from transcript analysis)
- Trick-Taking — A trick-taking card game with the ability to play cards into past, present, or future, which resolve in temporal order.
Video topics + discussion points
Quotes (from this video)
- What board games have you played that don't seem to fit neatly into any category or type?
- They are their own thing.
- Here's a few games that I love, but I struggle to describe.
- Sign up for my newsletter at grantsgamerecs.com.
References (from this video)
- cute component
- brain burner
- giving me indigestion
- based on A Christmas Carol
- past, present, and future
Mechanics (from transcript analysis)
- bidding — So, you bid on how many tricks you think you'll win at the start of the game, and you track your bid.
- Simultaneous Play — You play tricks in the past, present, and future at the same time, one card at a time, following suit where you can, depending on the suit of the card first played in that trick, if it has one.
- Trick-Taking — So, you bid on how many tricks you think you'll win at the start of the game, and you track your bid, and each time you win a trick by placing wreaths on doors, which is really cute.
Video topics + discussion points
Quotes (from this video)
- Let me know what you think of these five time travel board games in the comments below.
- Necessity is the mother of invention, but invention is also the mother of invention.
- It's the heaviest game on the list, and it's also the most timey-wimey brain-burning.
- So you create a paradox.
- It's rated as the top 100 games of all time.
- Get it? Future.
- It sounds like a head-scratcher, like that tri-dimensional chess on Star Trek.
- It's chaotic, silly, and all about seeing how strange history can get when everyone is meddling with it.
- Everyone hates Bob.
- It's essentially a cop investigation where every reset makes you a little smarter about what you're going to do next time.
- I haven't played Temporum. Never heard of it. Stick a look on BGG.
References (from this video)
- Fantastic game.
- So cool and so interesting and so thinky.
- Works well for introducing trick-taking concepts to those familiar with the mechanism.
- Can be played any time of the year because it's that good.
- Can be too confusing for non-gamers if they don't understand trick-taking.
- The resolution mechanic can make it seem like you're winning tricks when you're not.
- Resolving tricks based on temporal order
- Christmas theme (past, present, future)
Mechanics (from transcript analysis)
- bidding — Similar to Spades, players bid on how many tricks they will take.
- Time-based resolution — Tricks are resolved in a specific temporal order (past, present, future), affecting the outcome.
- Trick-Taking — Players bid on the number of tricks they will win.
Video topics + discussion points
Quotes (from this video)
- tricktaking is like in the soil. It's in our in our DNA. It's in our our very soul.
- So, you're trying to play cards in the right order, but you don't know what everybody has.
- It is so stressful, but in like the most fun way possible.
- It's half the reason why we're married.
References (from this video)
- Interesting take on trick-taking.
- Curious to play it more.
- Has a competitive edge.
- Can be played without bidding, but bidding adds to the strategy.
- Took a long time to understand the rules.
- Felt overly complex for one player.
- Time traveling
- Hearts
Mechanics (from transcript analysis)
- bidding — Bidding how many tricks you're going to be able to win.
- Time manipulation — Tricks are calculated and determined based on the past, then the present, then the future, with the trump suit potentially changing.
- Trick-Taking — A trick-taking game where you play three tricks in one round.
Video topics + discussion points
Quotes (from this video)
- The worst thing about Scout is when somebody like um is able to play and beat the set that's in front and completely empty their hand. That's the worst feeling but it's like it feels good when you're able to do that.
- It's like trick taking but time traveling at the same time. So yeah, it's a very interesting take.
- I really like trick taking games so much that I just think that this one was like a almost too far too much too much.
- We're not calling these games because we don't like them we're calling them because they just don't like they don't hit the table enough.
- It's always nice when we get to cover our favorite publishers and our favorite games that's always the best part.
- It's basically like Christmas because you back something you kind of forget about it... but it finally gets here and you want to celebrate.
References (from this video)
- Innovative tri-area scoring with dynamic following rules
- Beautiful components and art
- Rules heavy; may require a longer setup for new players
- Alicorn of Dickensian specters in a card tableau
- Past, present, and future Christmas themes themed around ghostly visits
- Thematic, story-driven mechanics with a ghostly motif
- Empire's End (No Thanks bidding mechanic inspiration)
Mechanics (from transcript analysis)
- area_scoring_based_on_first_led — Scoring uses the first-led card in each area as the basis for you to compare others.
- color/suit_following_with_a_twist — Presence of a trump (red) and forced following rules with a twist based on area.
- tableau_building — Each player builds a personal tableau for each of the three areas.
- Trick-Taking — Players play to three different tableaux: past, present, and future.
Video topics + discussion points
Quotes (from this video)
- we have to say thank you to everybody out there for subscribing
- the energy of Pax unplugged was unbelievable
- the experience is driven by the person who's rolling the dice
- this is a long-term game for me