Festival Dates:
October 6 - 8, 2017
Downtown Los Angeles

TAKAT

Takat is a tile matching card game of bluffing and deduction. Your goal is to try and score points for your opponents colors without giving away your own color.

About TAKAT

In Takat is you are secretly assigned one of four goal colors when the game starts.
This color will be used to determine your score at the end of the game.
On your turn, you will match colors and make shapes by playing a card from your hand onto the shared board.
Points are awarded at the end of the game for each shape of your color based on the umber of cards used to make a shape. Whoever scores the fewest points wins the game.


Trailer

Screenshots


About Tyler Kilgore

Tyler makes games in his spare time. He typically relies on self-deprecation and humor to navigate most social interactions except when he is playing and making tabletop games. Tyler's passion for gaming is so great that it outweighs the anxiety derived from talking about himself in the third person and submitting his games for public scrutiny.

Developer's Artistic Statement

I wanted to make a game that was easy to learn and fun to play which also produced something appealing to look at. The cards have no text and there is no theme for the game. This allows for easier translations so that anyone anywhere can play it. The scoring system was built in such a way that it would allow for bluffing which is novel for a tile placement game. Hidden identities within a simple tile laying game was something that I have not seen before and when I stumbled upon it, the rest of the game fell into place. Math as much as art dictated the final game. The tiles shapes are generated based on all the iterations of two shapes, corners and arcs, on three corners of a square card. The decision to use 25 cards allows for a game length that feels appropriate. It also provides 24 plays within a game which is 12 plays in a 2 player game and 8 for three players. There are only two color orientations for the game, which I refer to as clockwise and counterclockwise. This makes it so that all pieces have a 50% chance of being playable in any side position and a 100% chance of being at least playable at the corner of a piece. I didn't want the tiles to be too limiting on a player's options and this setup feels good in that regard. The depth of game play really lies in the ability to bluff. Bluffing also helps new players, because plays that might typically be seen as an error can give advanced players false information about the state of the board. With known goal colors the game feels very solvable, but when these goals are hidden, there is an additional level of play that helps to even the playing field for beginners and advanced players.







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