Game Info
Year
2023
Players
2-5
Age
10+
Playtime
30 min
Collection
Ratings
Mechanic profile
Not enough video data yet
Vibe profile
Not enough video data yet
Description
Beach-themed trick-taking card game where players play cards two at a time to form pairs with four difficulty modes
Featured Videos
Playthrough
Twin Palms Playthrough
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Images
GID0452141.jpg
GID0452141_thumb.jpg
All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 8
This page: 8
Sentiment:
pos 7 ·
mix 1 ·
neu 0 ·
neg 0
Showing 1–8 of 8
Video X-KLCesuCRU
kovray Top 10 List at 1:47:47 sentiment: mixed
video_pk 84379 · mention_pk 214391
Click to watch at 1:47:47 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
- The option to play with one suit is great for beginners.
- The art and theme create a pleasant summer beach vibe.
- Playing two cards per trick offers flexibility.
- The bidding and double-downing mechanic is interesting.
- Scalability with the number of suits is a plus.
Cons
- The hierarchy can be very difficult to track with multiple suits.
- Can lead to analysis paralysis.
- The one-suit mode might be too simple for experienced players.
- Three suits can be overwhelming.
- It's not a game that comes to mind for recommendation by one host.
Thematic elements
- Abstract, with iconography like palm trees, dolphins, and sunglasses.
- Summer beach.
- null
Comparison games
none
Mechanics (from transcript analysis)
- bidding — Players bid on how many tricks they can make, with the option to 'double down' for higher points.
- card hierarchy — There's a defined hierarchy of which card plays beat others, including pairs and suit-based interactions.
- Set Collection — Collecting tricks is the primary goal.
- Trick-Taking — Players play two cards per trick.
- Variable suits — The number of suits in play can be adjusted (1 to 3) to change the game's difficulty.
- wild card — A wild card is present in the deck.
Video topics + discussion points
No key topics recorded for this video.
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)
No references stored for this video.
Video VbrhYpI-B40
Board Game Dad Top List at 4:54 sentiment: positive
video_pk 81015 · mention_pk 199086
Click to watch at 4:54 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Accessible to everyone
- Constructing card strength
- Flexible winning conditions (can win by never taking a trick)
- Kids like it
Cons
none
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
- bidding — The point of the game is not winning as many tricks as you can, but rather accurately bidding how many tricks you can win.
- Hand Management — You don't play a single card for each trick. You play a pair of cards.
- Trick-Taking — Twin Palms is a trick-taking game.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- In this game, you are a superhero and you are building your own origin story.
- It's a trick-taking game and every round you're mostly getting points for bidding and collecting the tricks that you want, but what's cool is that as you play, you keep acquiring new superpowers and these superpowers kind of change the rules for you with respect to how it is you take tricks.
- Origin story checks all of the boxes, but that first one, that approaching problem-solving. I'd like to see something a little bit more challenging, a little bit more strategic.
- It's the game Karuba.
- This is a tile-placing game where the objective is to build a route from the explorers to the treasures.
- This is a racing game where the end is triggered as soon as somebody collects all the treasures, but the winner is the person who has the most points.
- I've been playing it with my kids since they were five years old. It really is an awesome game.
- Again, this is Board Game Dad. Thank you so much for watching. I'll see you next time.
References (from this video)
No references stored for this video.
Video b9tzCpacpfo
Unknown Channel Top 10 List at 1:40 sentiment: positive
video_pk 66186 · mention_pk 160864
Click to watch at 1:40 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Unique two-card trick-taking mechanic
- Multiple play modes (one suit to extreme mode) increase variability
- Helpful reference card to track card hierarchy
Cons
- Team play requires coordination between partners
- May be less approachable for solo players
Thematic elements
- trick-taking with a bidding structure and paired-card play
- Tropical, palm-filled island neighborhood vibes during sunny rounds
- light, competitive, and strategic with a focus on card hierarchy
Comparison games
- Calico
- Parks
- Photosynthesis
Mechanics (from transcript analysis)
- Bid-based scoring — Before rounds, players bid how many tricks they expect to win, influencing scoring and sand dollars.
- paired-card play — Tricks are resolved via pairs, with a reference hierarchy guiding play.
- Predictive Bid — Before rounds, players bid how many tricks they expect to win, influencing scoring and sand dollars.
- Trick-Taking — Each trick consists of two cards; players aim to win tricks by playing higher-valued paired cards.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- these are games that bring a little sunshine into our lives
- the sunshine is ahead
- it's like a reminder that the sunshine is ahead
- it's a pick up and deliver almost and then there's like races for other goals
- I fell in love with my character I love the story lines
- the art in this game is absolutely stunning
- the sun slowly sets as the game continues
- it's a beautiful board with a lot of energy and life on the table
- this expansion makes the game more of a table hog, but that's a good thing
- you can draft and complete goals to secure points
- this game is gorgeous on the table
References (from this video)
No references stored for this video.
Video mlHmUfTZsQY
meeple university Review at 0:15 sentiment: positive
video_pk 65958 · mention_pk 160188
Click to watch at 0:15 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Accessible and light complexity
- Beach-themed aesthetic and setting
- Twists on traditional trick-taking with bidding and two-card play
Cons
- Prototype components and not-final rules or networks as per video description
Thematic elements
- trick-taking with twists and betting
- beach town
Comparison games
- Up and Down the River
Mechanics (from transcript analysis)
- bad_card — A 'bad card' is played face down to potentially win more dollars but risks losing the same amount.
- bidding_on_tricks — At round start, players bid how many tricks they will win; correct bid pays the bid amount.
- no_following_suit_restriction — There is no requirement to follow suit; players compare based on card ranks and suits.
- Predictive Bid — At round start, players bid how many tricks they will win; correct bid pays the bid amount.
- round_structure — Rounds repeat with new hands; 5-8 rounds depending on players; after rounds, person with most dollars wins.
- scaling_complexity — Different levels of complexity are available to accommodate players of varying experience.
- Trick-Taking — One player plays a card and the others respond; the highest card wins the trick.
- two-card_play — Each player plays two cards per round instead of one.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- grab twin palms and let's go to the beach
- the game is of light complexity
- there's no restriction like following suits
- you play two cards instead of one
- the components featured in this video are prototype so rules and networks are not final
References (from this video)
No references stored for this video.
Video _7sg_whki_Q
Board Game Dad Top List at 5:14 sentiment: positive
video_pk 40840 · mention_pk 123894
Click to watch at 5:14 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Unique approach to trick-taking mechanics
- Suggests strong player agency in building your own hand strength
Cons
- Mechanics may feel abstract to new players
Thematic elements
- Abstract card play with modular hand strength
- Abstract trick-taking setting with palm-tree motif
- Mechanics-driven rather than story-driven
Comparison games
- Dominion
- Azul
Mechanics (from transcript analysis)
- Hand-strength construction — Players construct and optimize their own trick-taking strength.
- Trick-Taking — Each trick uses two cards, with the strength of the trick determined by how cards are paired.
- Trick-taking with dual cards — Each trick uses two cards, with the strength of the trick determined by how cards are paired.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- for 14 bucks I'm buying it
- it's an excellent deal
- the grid moving mechanism just makes the game so much more interesting
- I loved how unique this is
- if you like Harry Potter World then you should buy this game period that's all
- for 39 bucks absolutely
- Planet is brilliant this is one of my first reviews that I did for this channel
References (from this video)
No references stored for this video.
Video iDw-j5By-9U
Board Game Dad Top 12 List at 2:05 sentiment: positive
video_pk 34879 · mention_pk 103999
Click to watch at 2:05 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Innovative two-card trick-taking structure
- Bluffing creates engaging decisions
- Underrated feel
Cons
- Availability and price variability
Thematic elements
- bluffing, hand management in a cooperative/competitive trick-taking frame
- tropical/island setting with trick-taking bluffing
- light, family-friendly
Comparison games
- Wingspan
- other card/hand-management games
Mechanics (from transcript analysis)
- Trick-Taking — two cards are played per trick to form a pair; players aim to control outcomes and bluff
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- these deals come from Amazon
- What's Next is a Cooperative Adventure game
- for 30 bucks oh and also the component quality here
- Apollo this is a really fascinating educational game
- Juicy Fruits I think is not very exciting
- Gloomhaven Jaws of the Lion is one of the most popular board games on Board Game Geek
- Oath is not an entry-level game
- Pan Am is a really smart thematic game
- Beyond the Sun is fantastic
- Gutenberg is a wonderful auctioning game
References (from this video)
No references stored for this video.
Video _fyx3tKjJ-U
Board Game Coffee Review at 0:30 sentiment: positive
video_pk 5339 · mention_pk 15877
Click to watch at 0:30 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Multiple difficulty levels (easy, normal, advanced) that scale with player experience
- Engaging timing and risk management in trick-taking
- Accessible entry points for beginners while offering depth for experienced players
- Cheat sheet provided to help new players learn rules
Cons
- High variance can lead to frustrating turns for new players
- Requires careful lead timing; missteps can snowball quickly
- Pricing and Kickstarter positioning may limit availability after release
Thematic elements
- Competitive trick-taking with sand-dollar bets and bluffing
- Beachside setting with seashore vibes and a bidding/trick-taking competition
- informal, satirical, instructional
Comparison games
- Hearts
- Spades
Mechanics (from transcript analysis)
- hand reveal and information deduction — Players look at their own hand and occasionally at opponents to gauge timing and risk.
- multi-round bidding and lead placement — The highest-value trick determines who leads the next hand, influencing timing and strategy.
- side bets with currency (sand dollars) — Players may place side bets based on round value, providing extra scoring opportunities.
- Trick-Taking — Players bid on the number of tricks they think they can take, aiming to take exactly that many.
- trick-taking with exact-tricks scoring — Players bid on the number of tricks they think they can take, aiming to take exactly that many.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- it's a 2-5 player trick taking game where the goal is not to take the most tricks but to take the exact amount of tricks
- taking the lead is a tough place to be because you're at the mercy of the other players cards
- lay your bid and bet cards face down in front of you
- there's a friendly screwing over frenzy that will fuel your desire to play more
- I like Twin Palms and if you're a fan of trick taking games I think you will too
References (from this video)
No references stored for this video.
Video OSrzjxBxDe4
Board Game Coffee Playthrough at 1:02 sentiment: positive
video_pk 2466 · mention_pk 7206
Click to watch at 1:02 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Easy to learn and teach for newcomers
- Colorful, appealing artwork and approachable theme
- Three-player dynamic adds depth and interaction
- Betting and side-bet mechanics heighten tension and decision-making
- Short, repeatable rounds suitable for casual play
Cons
- Significant luck element with card draws and side bets
- Zero-bid risk can be punishing and frustrating
- Two-player mode may feel imbalanced or less dynamic
- Can become chaotic with rapid bidding and trick cancellation
Thematic elements
- lighthearted tropical gambling/sonic trick-taking with palm-tree and dolphin suits
- Tropical island with palm trees and dolphins; sunny, beachy vibe
- bright, playful, beachy motif centered on bidding and luck
Comparison games
- Euchre
Mechanics (from transcript analysis)
- Bid to take exact number of tricks — Each player bids the number of tricks they expect to take; accuracy yields higher rewards than simply taking the most tricks.
- Color/suit interaction — Two-card sets (palm trees and dolphins) form the core suits; certain combinations cancel or beat others depending on pairings and color groups.
- Matching — Two-card sets (palm trees and dolphins) form the core suits; certain combinations cancel or beat others depending on pairings and color groups.
- Predictive Bid — Each player bids the number of tricks they expect to take; accuracy yields higher rewards than simply taking the most tricks.
- Side bets — Players may place a side bet on the round value, increasing risk/reward beyond the main bid.
- Trick-Taking — Players are dealt ten cards; the highest set wins the trick; round flow continues with the winner leading the next trick.
- Wild cards — Wilds (W) can be declared and must be named when played; they can alter bid outcomes and strategic plays.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- Twin Palms is not about taking the most tricks, it's about taking the exact amount of tricks you want.
- zero is risky it's risky business because somebody totally screw you
- it's easy to teach
- gambling aspect
- this game is not about taking the most tricks it's taking the exact amount of tricks you want that's the best play
References (from this video)
No references stored for this video.
Transcript Navigation
Showing 1–8 of 8