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Fliptown is a flip-and-write game in which you are trying to earn stars by exploring a wild west town. The game uses a standard poker deck to drive an open world-style of game play, along with dry erase boards or print-and-play sheets that serves as each player’s map.
Each turn, flip over three cards, assigning one card to represent your suit, one card to represent your value, and one card to represent your poker card. The suit dictates which of four regions you activate, the value dictates which site within that region you get to circle, and the poker card goes toward a five-card poker hand that is resolved at the end of each round. Each of the four regions — Trail, Badlands, Mine, and Town — offers a different puzzle to master, while each site within a region provides a unique reward such as cash, gold, helpful items like guns, horses and tools, or bonus actions to create powerful combinations.
For solo play, you can play to achieve a high score or compete against one of four “cowbot” robot opponents, each with its own motivation.
For multiplayer play, players use “community cards” in the center of play, with players resolving each turn simultaneously. Additionally, bounty cards add competitive goals that players are racing to achieve.
In addition to the standard game, you can play as one of 14 wild west characters. Each character has a unique set of starting resources and a unique special ability.
—description from designer
Ages | 14+ |
---|---|
Players | Solo, 2 Players, 3 Players, 4 Players |
Play Time | 30m – 30m |
Designer | Steven Aramini |
Mechanics | End Game Bonuses, Paper-and-Pencil, Solo / Solitaire Game, Tech Trees / Tech Tracks, Track Movement |
Theme | American West, Print & Play |
Publisher | Lavka Games, Mosaico Jogos, Write Stuff Games, Maldito Games |
adel9591
Can feel like it ends too fast. Not sure how much strategy is involved but I will enjoy this for solo play for the time being. The only player interaction is racing for bounties, though I have not played with all of the characters yet.
awjoel
For a mix of reasons, I find myself prone to impulse pledging on Kickstarter, too many of which I regret once the game arrives. Fortunately, these impulses are typically triggered for small, light, and inexpensive games, so it's usually no big deal. I shake my head and promise to wait for more reviews and experiences to be shared by others before my next pledge. And then something shiny sparkles on Kickstarter (or Gamefound) and I'm off to the races again. But every so often, the pledge decision is right on target. That's the case with Fliptown, which is a fantastic flip and write, a perfect example of the best this genre has to offer, at least based on what I'm looking for. It is a small footprint game that is extremely quick to set up and put away. Each game plays out briskly. Each game is different, as the cards never come out the same way. Each game presents you with a range of real decisions. And yes, the game as a whole - the artwork, the use of regular cards, the poker hand, the action categories - are all wonderfully thematic and immersive. I'm loving it! It's a bit tricky to pick up at first from just reading the rule book. It's not at all complicated, but some of it can be a bit hard to grasp (nuggets, dollars, stars, etc.). I watched one of the terrific playthroughs that are out there and that made it all very easy. I love that it includes variants not only for multiple players (haven't tried those) but also for different solo modes. I recommend going "standard" for a bunch of plays and then experimenting with variants. I really like the "texas hold'em mode" as it makes the poker hand aspect more fun. (Playing straight poker with no wild cards and without betting or bluffing - well, not that much fun on its own). Overall, I think this is terrific and am glad I gave into my impulse to back it!
BankofDracula
Ultimately, my feelings about Fliptown came down to this: would I enjoy this less if I were playing by myself? And the answer is, "Not really." The central scoring cards add a little bit of a race quality, but in my first play it didn't really feel like enough. That's different in something like Circle the Wagons, where I'm actually giving and taking cards from my opponent. I had hoped I'd find a similar surprise here, but I just didn't see it.