Table feel
Moderate level of direct and strategic confrontation with high interaction frequency, but low emphasis on cooperation.
This is a reprint of the Milton Bradley game Exit from 1983, despite the claim on the Tipsy box of it being an "original creation." The game uses a series of high-quality wooden games of the spin master brand Marbles, designed like a labyrinth. Then a black checker in the middle...
Players
2
Time
?-?
Age
8+
Weight
1.2
Rating
6.60
Should this hit the table?
Moderate level of direct and strategic confrontation with high interaction frequency, but low emphasis on cooperation.
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
Luck-sensitive
Moderate level of direct and strategic confrontation with high interaction frequency, but low emphasis on cooperation.
Tipsy has a high variability gameboard, with different experiences each time it is played. The presence of expansions adds new content and gameplay elements, enhancing replay value. The game offers deep strategic possibilities and room for players to improve their tactics. The player interaction score is average. Tipsy scales well with different numbers of players without compromising its appeal or balance. It is moderately easy to learn, providing a balance between depth and accessibility. Overall, Tipsy has a good replayability score of 7.8.
Tipsy has a moderate influence of luck. The game outcome is not solely determined by random elements, but they still have a notable impact. Players have some ability to mitigate luck through strategic decisions, but luck still plays a significant role in the game. Overall, Tipsy has a balanced mix of luck and strategy.
Overview
This is a reprint of the Milton Bradley game Exit from 1983, despite the claim on the Tipsy box of it being an "original creation." The game uses a series of high-quality wooden games of the spin master brand Marbles, designed like a labyrinth. Then a black checker in the middle and in a certain starting arrangement the blue and red stones of the two counterparties are placed. The trick: The game board stands on a central inverted pyramid and can be tilted by tapping in one of four directions. If it is your turn, roll the dice and tap. Each of the two players now tries by the clever inclination of the field to be the first to move all his pieces or the black stone through any of the four labyrinth exits from the board. Foresighted tactics are needed here.
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