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H
2010 · 3-6 players · 60min · weight 2.09 · 1,114 ratings
no digital port yet
BGGEnrichedDeep analysis5Sources1RulesPickDeep dive
Rating
5.73
Users rated
1,114
Owned
1,800
Wishing
124
At a glance
What playing it feels like, broken down.
Core loop
Play a price card simultaneously as bid and room rate; tourists fill cheapest hotels, highest bid wins upgrade tile.
What it gives you
How strongly each kind of experience comes through (0–3)
Sensation
0
Fantasy
0
Narrative
0
Challenge
2
Fellowship
2
Discovery
0
Expression
1
Submission
1
How it works (3 mechanics)
- [3]simultaneous_action_selection— “players simultaneously choose one of their price cards — indicates bid for upgrade and room price”
- [3]sealed_auction— “Simultaneous Action Selection + Auction / Bidding — price card revealed; hidden stake mechanic”
- [3]multi_use_card— “price card indicates both bid for building upgrade and price set on hotel rooms — dual use”
Under-the-radar score: 0.18
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 |
|---|---|---|---|---|---|---|---|---|
| Snap Sealed_auction with multi_use_card perfectly mirrors Snap's hidden play → reveal tension, and bluff_info_asymmetry is the highest dimension here: you must read what price others will play to underprice them. But 15-min session is far from 3-min Snap and there is no faction/location identity to anchor the meta. | 4.90 | 4.0 | 4 | 3 | 6 | 4 | 7 | 6 |
| Balatro Multi_use_card (price card as bid and room rate) creates dual-axis tension, and sealed_auction with simultaneous reveal gives some combo-depth feel. But engine growth is shallow — tourist accumulation is additive, not multiplicative like joker stacks. No late-game exponential payoff exists. | 4.80 | 6.0 | 5 | 3 | 6 | 4 | 6 | 6 |
| Cozy BGG: Auction / Bidding — Open tier fires (cap 5). Tourists preferring cheapest hotels means outcompeting rivals is the core fun, which clashes with cozy no-fail tone. No Pattern Building or Tonal-cozy primitives present. Multi_use_card creates tension, not comfort. | 4.30 | 5.0 | 5 | 3 | 5 | 3 | 7 | 6 |
| Coop No cooperative mode. Simultaneous_action_selection + sealed_auction is inherently competitive. Bluff_info_asymmetry (reading opponent price cards) is PvP inference, not communication_constraint. There is no shared-fail-state mechanism available without fundamental redesign. | 4.30 | 5.0 | 5 | 2 | 5 | 3 | 7 | 6 |
| Wordle 15-min session is 10× Wordle's target. No procgen puzzle seed and no shareable grid output — the result is a cash total, not a colored grid. The dual-use price card is clever but maps to zero Wordle affordances. | 4.00 | 6.0 | 3 | 1 | 5 | 3 | 7 | 6 |
Sources (1)
Inputs to rules-card synthesis. Click any pill with ↗ to open the original source.
LLM memory0.10
BGG tags
Categories (1)
Economic