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Tricky Twist box art

Tricky Twist

Game ID: GID0450355
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Description
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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 1 · mix 1 · neu 0 · neg 0
Mentions per page
Showing 1–2 of 2
Video TP-p0UBmm_w Board Gaymes James Playthrough at 0:00 sentiment: mixed
video_pk 64791 · mention_pk 158285
Board Gaymes James - Tricky Twist video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • Beautiful card art and vivid components
  • The game has interesting twists on trick-taking mechanics
  • Fun thematic bonuses (alien, Galileo, Inquisitors)
Cons
  • Rules are confusing and complex; the five-card setup adds unnecessary complexity
  • Scoring system can be ambiguous and hard to follow
  • Needs clearer instruction or examples
Thematic elements
  • Competitive trick-taking with probability and color/suit matching
  • Abstract trick-taker with variable bonus and scoring cards; themed around alien/galilean/Inquisitors cards
  • Abstract, card-based scoring with decorative imagery
Comparison games
  • The Crew (cooperative trick-taking)
  • The Lord of the Rings (cooperative trick-taking)
Mechanics (from transcript analysis)
  • Bonus and scoring cards management — Eight bonus cards are revealed and set nearby; certain bonuses apply to scoring and tactics.
  • Bonus card purchases and usage — Collecting a seven allows taking a bonus card with specific effects (reversing a trick, changing status, extra points).
  • Compound Scoring — Edge scoring depends on matching the revealed scoring cards with the four variable bonus cards.
  • End-of-round scoring based on suits and odd/even values — Points are awarded according to total tricks, odd/even number cards, and suits dominance; some bonuses depend on odd/even cards.
  • False tricks vs real tricks — Tricks that do not win must be tracked and regulate scoring; false tricks can be redeemed or rearranged via bonus cards.
  • Five-card reserve and draw from pile — Dispose five cards randomly from the draw; players can pick up or interact with the reserve.
  • Multi-use cards — Collecting a seven allows taking a bonus card with specific effects (reversing a trick, changing status, extra points).
  • Pattern matching between scoring cards and variable bonuses — Edge scoring depends on matching the revealed scoring cards with the four variable bonus cards.
  • Trick-taking — Players must follow the leading suit if possible; otherwise play a non-follow card.
  • Trick-taking with must-follow rule — Players must follow the leading suit if possible; otherwise play a non-follow card.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This is a trick taker.
  • I really like Galileo.
  • Oh, they're pretty.
  • This is an interesting game, but these rules are very, very bad.
  • I had a lot of fun kicking the Inquisitors over to the tea room.
  • I bought the alien one.
References (from this video)
No references stored for this video.
Video aAsnzyKK7UM The Dice Tower Review at 0:40 sentiment: positive
video_pk 63896 · mention_pk 157415
The Dice Tower - Tricky Twist video thumbnail
Click to watch at 0:40 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • clever twists on classic trick-taking that add mitigation and decision meaningfulness
  • production quality is strong with durable, decorative cards
  • accessible to a wider audience while retaining strategic depth
  • quick rounds and modular bonuses offer varied play experiences
Cons
  • iconography and bonus-card effects can be confusing at first
  • teaching the system, especially the bonuses and seven-powers, requires a thorough rules explanation
  • some players may view the bonuses as optional clutter rather than integrated hooks
Thematic elements
  • trick-taking with misdirection and scoring puzzles
  • 1920s New York, stylized Prohibition-era urban setting
  • abstract, rules-driven puzzle with modular bonuses
Comparison games
  • Short Zoot Suit
  • Sears Catalog
Mechanics (from transcript analysis)
  • bonus/bonus-card deployment — bonuses collected via seven cards (lightning bolt) grant varying abilities or scoring opportunities
  • deck manipulation — each player removes five cards from their initial hand to form a draw deck they may draw from between tricks
  • false/trick control (false tricks) — players may off-suit play to create false tricks that are kept face-up and counted separately from regular tricks
  • personal draw deck customization — each player removes five cards from their initial hand to form a draw deck they may draw from between tricks
  • round termination and draw decisions — before a trick, players may draw from their personal deck; if a player cannot continue, the round ends and scoring occurs
  • round-based scoring with target parity — rounds consist of a fixed number of tricks; points are awarded for regular tricks and for matching false tricks with bonuses
  • Trick-taking — players follow suit when possible; highest card of lead suit wins the trick and collects the cards
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Tricky Twist. A high score of an 8.5. Give this one a seal of excellence from us here.
  • I think they're both really nice twists.
  • I love when you can end a round and you have, you know, four tricks face down, four cards face up. That feels so good.
  • If you like trick-taking games, you absolutely should try it.
References (from this video)
No references stored for this video.
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