Turnabout: Can You Go the Six-Player Distance?
An important
question people have before they belly up to the gaming table is how
long the game is going to be? As the
creator of Turnabout and a guy who has played it six ways (literally)
until and on every Sunday, allow me explain it in simple terms because it becomes
exponentially more complicated cutthroat intriguing as more players are added.
- Two players: 30-60 minutes.
- Three players: 45-90 minutes.
- Four players: 60-120 minutes.
- Five players: 75-150 minutes.
- Six players: 90-180 minutes.
This can be can used as a fair measure until you are more familiar with Turnabout and your playmates.
Time passes quickly, regardless of the estimated game length. The game will seem fast at first with six players but the pace slows to a deliberate pace as more and more squares become active over time and in-game strategies develop.
Your opponents start to remove posts from their squares, thus activating them and stacking the deck for or against you - depending on their personal strategy to win. With six players with six different plans, there is bound to be some interaction or conflict between the different schemes.
Your opponents are just winding up, too. Not only are their special abilities ready to hit the ground running but they have be progressively collecting assets on their journey. Chance cards, Shield cards, coins and Shop items are stacking bit-by-bit in front of them and they’re ready to use them. How does your toolbox compare?
If the game pieces are all chosen voluntarily (versus by random rolls at the beginning) I have found that players will often choose their colours based on their personalities. Be ready for the green player to wheel and deal with you or others. Watch alliances form between the more aggressive players against the passive ones who are quietly snatching posts and are on their way to the finish line. Pay attention to how many potential dice rolls one needs to reach their next post.
Chance cards are each unique. This is a vital strategy for those who don’t like to gamble. If you dispose of a Chance card at the bottom of the deck, you very likely won’t see it again in a game. Even 48 cards won’t all see daylight in a three-hour game. So, if you put away a card that tells you to remove all barricades from the board (INVENTOR TIP!: there are only two cards that give that command), so it might be safer to put your barricade down now.
As the Turnabout posts are claimed and collected, players become more desperate and crazed-- in that GOOD way. The frantic pace can be exhausting but rewarding as the mad dash for the final post may be between two or all players at the same time. This is the peak of the game play and not something to miss if you’re a spectator! All stops are pulled, all alliances are up in the air and it’s time to shoot the works!
Enjoy Turnabout if you’re looking for a special new racing game that anyone can play but only one person can win!
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