Table feel
Moderate interaction
An electronic music version of the trivia board game. Two teams sit in such a way that they are in between two of their opponents and facing everyone. The game is much like Hot Potato; a song and artist appears on the screen of the handheld device. The player currently holding it...
Players
?-?
Time
?-?
Age
?+
Weight
1.1
Rating
5.83
Should this hit the table?
Moderate interaction
Teaching signal
High replayability
Low interaction
Scales well
Deep strategy
Luck-sensitive
Moderate interaction
The Electronic Catch Phrase: Music Edition has a good replayability score. It offers a high degree of variability in each playthrough, with random elements and multiple paths to victory. The presence of expansions adds new content and gameplay elements, enhancing the replay value. The game also provides strategic depth, allowing players to improve their strategies over time. The player interaction score is moderate, and the game scales well with different numbers of players. While it may take some time to learn, the game offers a good balance between easiness and depth.
The final luck score for Electronic Catch Phrase: Music Edition is 5, indicating a balanced mix of luck and strategy. The game outcome is influenced by random elements like the selection of words or phrases, but players have substantial ability to mitigate the effects of randomness through strategic decisions and planning. While luck plays a role in the game, player strategy and decisions play a significant role in determining the outcome.
Overview
An electronic music version of the trivia board game. Two teams sit in such a way that they are in between two of their opponents and facing everyone. The game is much like Hot Potato; a song and artist appears on the screen of the handheld device. The player currently holding it must get one of their teammates to correctly guess the name of the song. They must do this without saying any part of a word on the screen, rhyming any parts of those words, or saying the first letter of any of those words. When a teammate guesses correctly, the device is passed to the left for the other team to do the same. The round ends when an internal timer runs out and a buzzer sounds. The team not holding the device at that time scores a point. There are two ways to play, and scoring is different in each. The first is similar to classic Catch Phrase. However, if you wish to incorporate singing into the game, the other version adds an extra point for any clue that is sung, if the team guesses correctly. The game has 9 categories to choose from each round: Pop Mix, 70s, 80s 90s, 2000s, Classic Rock, Hip Hop/R&B, Country, Oldies. The game requires 3 AAA batteries, not included.
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