Table feel
Moderate level of direct confrontation and strategic depth, with frequent interaction and limited emphasis on cooperation.
Despite its English title, this is a German word game, i.e., the 150 letter tiles are distributed and have values according to their frequency in German. Each player draws 10 letter tiles and makes them into a little crossword as quickly as they can. Once the first player manages...
Players
2-7
Time
?-?
Age
10+
Weight
1.13
Rating
5.95
Should this hit the table?
Moderate level of direct confrontation and strategic depth, with frequent interaction and limited emphasis on cooperation.
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
Luck-sensitive
Moderate level of direct confrontation and strategic depth, with frequent interaction and limited emphasis on cooperation.
Take Two has a high variability gameboard, offering different experiences each time it is played. The presence of expansions adds new content and gameplay elements, further enhancing replay value. The game provides deep strategic possibilities and room for players to improve their tactics and strategies over time. 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, it still offers a good balance between ease of learning and depth. Overall, Take Two has a strong replayability score of 7.79 out of 10.
Take Two has a moderate influence of luck. Random elements like dice rolls or card draws have a notable but not exclusive impact on the game outcome. Players have some ability to mitigate randomness through strategic decisions and planning. The game outcome is a balanced mix of luck and strategy.
Overview
Despite its English title, this is a German word game, i.e., the 150 letter tiles are distributed and have values according to their frequency in German. Each player draws 10 letter tiles and makes them into a little crossword as quickly as they can. Once the first player manages to put all his/her letters down, everybody draws two more letter tiles. This continues until each player has 20 letter tiles. Once a player manages to make their 20 letters into a crossword, the round ends, and players score the values of the letters they did not manage to use as negative points. After 5 rounds, the game ends. The player with the lowest negative score wins.
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