Turnabout: Beginners
At this current point, it's fair to say that anyone other than myself or my loved ones is more or less a beginner at Turnabout. I've played it enough times with all the different colours that I know which is which. I play Turnabout more for the experience, so some are my preferred pieces because they keep me involved with the other players for most of the game. I think you could open up Turnabout today and start playing with friends and family using any colour. However, based on how the game goes and the nature of each player colour, I believe there is such a thing in Turnabout as "beginner" level player piece.
In order of beginner to advanced, here are the six different player pieces that you can choose to play, and why I recommend them for that level:
Beginner:
1. Red - The Warden. Red is about as basic as can be. It avoids punishment when it lands on the red square. Other players don't dare to mess with it because it has less to lose in a duel. In turn, the red player can pick fights with others understanding the advantages its ability has. It also gets to roll first at the start of the game, so it gets that advantage right out of the gate.2. Blue - The Speedster. The blue piece is the fastest piece, and has very little interaction with the other player pieces unless they decide to target it. It starts with one less post to have to collect, and is able to teleport from one active blue square to another. This is ideal for a beginner to move about the board more freely, and to learn from observing how other colours behave. They are vulnerable to the elements, though, and can be held up by punishments, chance cards and obstacles bought from the Shop.
Moderate:
3. Purple - The Protected. Purple requires some familiarity with the squares, but can generally get through the game much like blue, with the additional comfort of being free of any negative chance cards.
4. Orange - The Card Reader. Orange is a lot of fun to play because they know what's in the cards for everyone much of the time. Being familiar with all 48 cards and knowing their meaning helps you to navigate your odds when picking them up, especially when you can put back the ones you don't want!
Advanced:
5. Yellow - The Shopkeeper. Being the shopkeeper means you have the duty of minding the shop, but also keeping tabs on where everyone and everything is on the board. It's fun to play if you don't mind a little extra management and focus.
6. Green - The Banker. It's a funny one and a tough one to work with if you really want to use it as a campaign. It doesn't have much power that you can see in the "magical" sense, but has absolute power over human nature-- Enough money to negotiate with anybody on the player's turn. Nothing is out of the question, and there is a bit of meta involved in these deals if everyone can agree to it. Green has to hand coins to everyone that lands on green, and also collects money from shop sales. Banker can have the most fun when used properly, hands down!
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