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Description
"A clever and interesting game for afternoon and evening parties."
Each guest is given a card and a time limit to resolve the clues. On each card are 32 rhyming couplets. The first line of the rhyme describes one word and the second line describes another word for which the correct answer is found by taking off the first letter of the first word. An example:
It's bright and sparkling, seen when dark.
Daub well your boat ere you embark.
First line = STAR. Second line = TAR
When "Time2 is called, the winner is the guest with the most correct answers.
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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 2
This page: 2
Sentiment:
pos 2 ·
mix 0 ·
neu 0 ·
neg 0
Showing 1–2 of 2
Video BJgqFU6fvhE
The Dice Tower Review at 0:15 sentiment: positive
video_pk 38402 · mention_pk 115632
Click to watch at 0:15 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Stunning artwork by Manny Trembley that elevates the theme
- Strong player interaction for a roll-and-write
- Combines rolling, drafting, and poker-hand mechanics for varied strategy
- Varied playthroughs due to different section focus and board setup
- Solid deck of components (cards, scoring sheet) that feel premium
Cons
- End-user scoring sheet can be visually overwhelming at first glance
- Color scheme (red/black) can be hard to distinguish for some players
- Fewer obvious combos compared to some other roll-and-write titles
- Initial learning curve can be steep due to multiple scoring routes
Thematic elements
- flip-and-write as a cunning card-based race through a whimsical court of cards and fables
- Alice in Wonderland-inspired world with Wonderland's War universe motifs; Jabberwock-inspired scoring and whimsy across a fantasy board
- story-forward but abstracted scoring zones; competitive interaction via card placement and deck manipulation
Comparison games
- Flip Town
Mechanics (from transcript analysis)
- card value manipulation — Face cards carry a fixed value of 10 in certain spots; teacups can be spent to shift a card’s color and thus its scoring location.
- End Game Bonuses — At the end, players submit the best six-card poker hand from the nine dealt, then accumulate all scoring from play and end-game hand strength.
- end-game optimization — At the end, players submit the best six-card poker hand from the nine dealt, then accumulate all scoring from play and end-game hand strength.
- Flip/Roll and Write — Players deal nine cards per round, reveal one card per player simultaneously, then record results on a personal sheet; the score is derived through positional decisions on the sheet (high/mid/low).
- pattern scoring with zones — Cards are placed into distinct zones (meadow, woods, keep) with color matches and adjacency rules driving points; completing Jabberwocky constraints adds bonuses.
- player interaction — Card placement and opponents’ card choices influence available high/mid/low allocations and potential scoring opportunities for everyone.
- Positive Player Interaction — Card placement and opponents’ card choices influence available high/mid/low allocations and potential scoring opportunities for everyone.
- roll-and-write — Players deal nine cards per round, reveal one card per player simultaneously, then record results on a personal sheet; the score is derived through positional decisions on the sheet (high/mid/low).
- Set Collection — From the nine cards received, players keep six after discarding three to form a final poker-like hand for additional end-game scoring.
- set-collection / hand-building — From the nine cards received, players keep six after discarding three to form a final poker-like hand for additional end-game scoring.
- Simultaneous Reveal — All players reveal their chosen card at once to determine ranking across suits and the corresponding scoring areas.
- variable scoring or direction choice — The board’s middle region contains opportunities (Wonderlands) that reward choosing a path that diverges from the center, influencing end-game points.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- This is a pretty good deck of cards.
- This is a deck of cards that you can just straight up buy.
- The artwork and cards are fantastic. Every time they put these out, the artwork is just great.
- This is solid for me. I’m a little lower, not much. 7.5.
- There you go folks, that is off with their heads.
References (from this video)
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Video oIYe_MYwnUo
The Dice Tower Playthrough at 0:18 sentiment: positive
video_pk 11844 · mention_pk 34685
Click to watch at 0:18 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- fun, flavorful Wonderland theme
- engaging teacup/eat me mechanism creates dynamic choices
- pacing is brisk with short rounds
- strong group banter and table talk enhances replayability
- scoring depth provides meaningful decisions without being opaque
Cons
- rule readability can be confusing for newcomers
- scoring board is intricate and easy to miscalculate
- thematic heavy elements may not appeal to all players
- chaos from simultaneous reveals may frustrate precision-focused gamers
Thematic elements
- Alice in Wonderland mash-up featuring whimsy, teacups, and strategic placement
- Wonderland-inspired setting with teacups and jabberwocky-themed tracks
- playful, humorous, party-game flavor with light storytelling
Comparison games
- Wonderlands War Kickstarter
Mechanics (from transcript analysis)
- hand/board interaction with mushrooms and colors — Players place numbers into color-coded mushrooms on the board; each mushroom segment must respect color and number placement rules, creating spatial scoring decisions.
- jabberwocky scoring modifier — Following a Jabberwock rule can double points in a given track, adding a risk-reward layer to the late game.
- multi-zone scoring (meadow/woods/tea party/etc.) — Points are earned across distinct areas; completing patterns in a zone unlocks additional scoring and bonus opportunities.
- Simultaneous card play — Players secretly choose a card from hand and reveal at the same time; higher or lower cards determine outcomes and scoring zones.
- Simultaneous Reveal — Players secretly choose a card from hand and reveal at the same time; higher or lower cards determine outcomes and scoring zones.
- teacup and eat me tokens — Special tokens let players move numbers to different zones or switch colors, providing strategic flexibility and potential score swings.
- Token Pairing — Special tokens let players move numbers to different zones or switch colors, providing strategic flexibility and potential score swings.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- This is a game in which we are going to be marking spots on our sheets here.
- No order. That's why I like my games.
- There's a Jabberwocky rule that doubles your final score as well, right?
- I love everything about that, Joey. Pull my four.
- Diamonds are high. Spades are low. Spades are high.
References (from this video)
No references stored for this video.
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