← all games
R
1999 · 3-5 players · 30min · weight 1.33 · 1,109 ratings
no digital port yet
BGGEnrichedDeep analysis5Sources1RulesPickDeep dive
Rating
5.71
Users rated
1,109
Owned
1,653
Wishing
90
At a glance
What playing it feels like, broken down.
Core loop
Simultaneously play one card; highest takes blue sticks, lowest takes red; red cancels blue; minimize total stick count.
What it gives you
How strongly each kind of experience comes through (0–3)
Sensation
0
Fantasy
0
Narrative
0
Challenge
2
Fellowship
1
Discovery
0
Expression
1
Submission
2
How it works (3 mechanics)
- [3]simultaneous_action_selection— “basic game has players simultaneously playing cards; highest card played will take the blue sticks and the lowest card will take the red”
- [2]hand_management_under_draw— “red stick cancels a blue stick; goal is to score as few points as possible”
- [3]_other:dual_extremes_scoring— “highest card played will take the blue sticks and the lowest card will take the red sticks”
Under-the-radar score: 0.19
Archetype fits
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 |
|---|---|---|---|---|---|---|---|---|
| Wordle At 5 min session length and a single-outcome resolution the loop structure resembles Wordle's arc, but the game produces no shareable emoji grid — the dual_extremes_scoring result is a stick count, not a visual social object. Content is very low (extensibility_score=1). | 5.50 | 8.0 | 8 | 1 | 7 | 4 | 9 | 9 |
| Snap Simultaneous reveal is Snap's core tension, and dual_extremes_scoring creates a bluff-lite dynamic. But hand_management_under_draw is shallow (no faction identity, no synergy cards), so combo depth stays near 2. Content extensibility is near zero. | 5.40 | 5.0 | 8 | 2 | 6 | 4 | 9 | 9 |
| Balatro The simultaneous_action_selection and dual_extremes_scoring primitives have no multiplicative combo scaling — there is no engine_growth or card synergy chain akin to Slay the Spire jokers. Session at 5 min is too short for a satisfying Balatro arc. | 5.00 | 7.0 | 6 | 2 | 5 | 3 | 9 | 8 |
| Cozy BGG lists Trick-taking — no Hard-tier triggers fire, but no Pattern Building / Set Collection either. Cozy tier is Unknown; loss is not punitive but the competitive extremes scoring (someone must be highest, someone lowest each turn) creates mild Open-tier feel. Capping at 5 for loss_tolerance_fit as the mechanism creates forced losers each round. | 4.70 | 5.0 | 7 | 2 | 5 | 3 | 9 | 9 |
| Coop There is no cooperative mode; simultaneous_action_selection is inherently competitive. Info asymmetry (bluff_info_asymmetry=2) is opponent-read only, not communication-constraint coop. This archetype is a poor fit across all dimensions. | 4.10 | 5.0 | 6 | 1 | 4 | 2 | 9 | 9 |
Sources (1)
Inputs to rules-card synthesis. Click any pill with ↗ to open the original source.
LLM memory0.10
BGG tags
Mechanisms (3)
Categories (1)
Card Game