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M
2017 · 2-4 players · 20min · weight 1.22 · 2,534 ratings
port: no portdifficulty: Easy
BGGv4 widev4v4 deep5Sources3Rules cardCandidate0.539Deep dive
Bayes
6.21
Users rated
2,534
Owned
5,114
Wishing
295
At a glance — v4 wide
Controlled-vocabulary primitives + 8-axis MDA aesthetic vector. Vocab v2.
Core loop (micro)
Flip face-down tiles to reveal animal or landscape, chain adjacent matches to extend your run, score longest chain.
MDA aesthetic vector (0–3)
Sensation
1
Fantasy
0
Narrative
0
Challenge
2
Fellowship
2
Discovery
2
Expression
0
Submission
1
Mechanic-interaction primitives (3)
- [3]spatial_memory— “memory_chain_flip_adjacency — track face-down tile positions through gameplay to chain animal/landscape flips”
- [2]combo_with_floor— “animal_or_landscape_connection — chain always scores at least 1 flip; extending chain is pure upside”
- [2]push_your_luck_escalation— “flipping next tile risks breaking your chain vs extending it; stop or push for a longer scoring run”
discovery_score: 0.042
Archetype fits — v4 deep
How well this game shape maps to mobile archetype templates. Composite is a weighted sum of the 10 fit dimensions.
| Archetype | Composite | LTF | Session | Combo | Arc | Share | 5in | Onboard |
|---|---|---|---|---|---|---|---|---|
| Snap 20-min round-elimination is closer to Snap's match cadence than most in this batch, and partial_observability + memory pressure echoes location-reveal tension. But solo memory load doesn't translate to async PvP and there's no factional roster axis. | 6.10 | 7.0 | 7 | 3 | 7 | 5 | 8 | 9 |
| Wordle memory_chain_flip_adjacency in solo daily form is genuinely Wordle-adjacent — single 60-90s spatial-memory puzzle with a daily seeded board. Procgen card layouts give strong content_extensibility. The strongest Wordle-shape signal in this batch. | 6.10 | 8.0 | 6 | 2 | 7 | 6 | 8 | 9 |
| Balatro Pure memory_chain_flip_adjacency — no engine growth, no combos. Knockout elimination per round is closer to a single-shot puzzle than a Balatro escalating run; combo_scaling_depth is essentially zero. | 5.50 | 6.0 | 7 | 2 | 6 | 4 | 8 | 8 |
| Cozy No Hard/Open/Coop-or-Solo trigger, no obvious tonal-cozy primitive (no polyomino/set-collection of the cozy shape) — falls to Unknown tier. Round-elimination knockout has a punitive edge inconsistent with cozy register, score loss_tolerance to feel: 4. | 5.30 | 4.0 | 7 | 2 | 6 | 4 | 8 | 9 |
| Coop Adversarial last-pirate-standing — no shared fail-state, no info-channel constraint. The bluff_info_asymmetry signal here is parallel-solo memory recall, not coop coordination. | 5.20 | 5.0 | 7 | 3 | 6 | 4 | 8 | 8 |
Translation candidate
Composite fit_score = bayes×0.30 + wish×0.18 + compress×0.17 + difficulty×0.20 + headroom×0.15.
bayes_norm×0.300.035
wish_norm×0.180.048
compress_norm×0.171.000
diff_norm×0.201.000
port_headroom×0.151.000
fit_score (total)0.539= 0.539
Difficulty reasoning
Memory-chain card game with variable-position tiles is a perfect mobile solo or pass-and-play format; short rounds and a gentle memory curve.
Closest loop translation
none yet
Sources (3)
Inputs to rules-card synthesis. Click any pill with ↗ to open the original source.
BGG tags
Mechanisms (3)
Categories (5)
AnimalsCard GameMemoryNauticalPirates