Table feel
Moderate level of interaction and confrontation with a good balance between direct and strategic elements.
Mermaid Beach, a card game created by an eight-year-old, plays somewhat like a take-that version of Go Fish. Each player starts the game with a hand of beach cards: these cards include four copies each of items like beach balls, sunglasses, umbrellas, and so on; a dozen mermaids/...
Players
2-5
Time
?-?
Age
6+
Weight
1
Rating
5.84
Should this hit the table?
Moderate level of interaction and confrontation with a good balance between direct and strategic elements.
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
Luck-sensitive
Moderate level of interaction and confrontation with a good balance between direct and strategic elements.
Mermaid Beach has a high variability gameboard, offering different experiences each time it is played. The presence of expansions adds new content and gameplay elements, enhancing replay value. The game also provides deep strategic possibilities and room for players to improve their tactics. The player interaction score is moderate, and the game scales well with different numbers of players. While the easiness to learn score is relatively low, the game offers a good balance between depth and accessibility. Overall, Mermaid Beach has a strong replayability score of 7.9.
The final luck score for Mermaid Beach is 5.67. The game has a moderate level of randomness impact, where random elements have a notable but not exclusive impact on the game outcome. Players have a substantial ability to mitigate randomness through strategic decisions and planning, but luck still plays a significant role. The overall luck dependence is balanced, with a mix of luck and strategy influencing the game outcome.
Overview
Mermaid Beach, a card game created by an eight-year-old, plays somewhat like a take-that version of Go Fish. Each player starts the game with a hand of beach cards: these cards include four copies each of items like beach balls, sunglasses, umbrellas, and so on; a dozen mermaids/mermen; and seaweed, sneaker waves and a single sea monster. A deck of shell cards – with cards worth 1-4 points and starfish action cards – is shuffled and placed on the table. On a turn, a player can discard a mermaid/merman or matching pair of items to take the top shell card, discard a mean mermaid to steal another player's shell card, ask another player for an item card (a la Go Fish, drawing a card if you come up empty and scoring if you hit), play a sneaker wave to remove one opponent's shell card from play, or play seaweed to force someone to draw a beach card. If someone collects a shell card that is worth points, that player places the card on the table; if the shell card features a starfish, every player passes one beach card left or right as instructed. The game ends when a player has no cards left in hand or has only the sea monster in hand. In the latter case, this player must discard all of the highest-value shell cards that she has collected. The player with the most shell points wins.
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