Turnabout: Where's the Theme?


Turnabout is hardly the stripped-down game that it might appear to be on the surface. In fact, I designed it with the direct intention of exposing Turnabout's fun game mechanics for its nuanced underbelly rather than mask it with a veneer of fantasy or sci-fi. In essence, it is what it is, and I am more than sure you'll appreciate it for that very reason. No need to immerse yourself in another character in another world, no-no. Instead, you're you, having a grand old time with friends and family! Turnabout is FUN for countless reasons, but it has a candy-like investment that calls you in.

Sure, as a marketing strategy, I worked to give it the appearance of a late-seventies/early-eighties board game that you'd find under the tree or by the fireplace one splendid Christmas morning. Absolutely, that was what I was going for, and I believe I stuck that properly on a pigpost for all to see. Gaze in awe, if you will, at the interior of the game, which may as well be a modern 1960s board game renaissance if others take this lead. This is exactly how I wanted Turnabout to look from the moment it hit the presses to the day I leave this earth (with a few minor changes here and there).

I also believe that this quickens the game play, allowing for the barebones mechanics to take front and center, and returning the objective to board game audiences. Each round is rapidly paced and fresh when it comes back around to any players' turn.
But enough about what I think. How do you feel about Turnabout's design, aesthetically?  

 I write this post to share some of my thoughts while I designed Turnabout. For posterity, if for no other reason, but I do hope it finds you amused.

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