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From the designer of Bohnanza comes this game in which players must form a number sequence from four related coins. Sounds easy? Not when both sides of the card come into play!
Players: 2 - 4
Time: 20 - 30 minutes
Ages: 10 and up
Weight: 110 grams
Language Requirements: Game components are language-independent. Manufacturer's rules are printed in multiple languages (including English).
- 54 coin cards
- 12 victory point cards
Average Rating: 2 in 1 review
Sometimes the simplest game ideas can create wildly exciting (like Pit) or strategically interesting (like Othello) games. Other times they can be just a little too plain. I almost gave Titus a 3 star rating, but it was a bit too flat.
The cards show coins with numbers on them: 1 to 19. The card backs also show coins with numbers. The difference between the number on the front and on the back is never more than two. So if you see a seven card, it could have a five, six, seven, eight, or nine on the back. Then there are victory point cards marked from 7 to 18. You are trying to build stacks upwards in sequence. If you have a stack of four or more, you can score it.
On your turn, you take a card from the draw pile and either play it in front of you without turning it over, or swap it for a single (unstacked) card in front of another player. In this case you must turn his card over and then play it in front of you. If you can stack it when you play it (4 on 3, 17 on 16, etc.), then you continue your turn. Otherwise your turn ends.
You can also combine your stacks and singles into larger stacks. If you have a stack of four or more cards, you score them by taking the largest victory point card left and putting your stack on it.
Instead of the draw pile, you can draw a card from the top of another player's already-scored stack. In this case, you must turn the card over and play it in front of yourself.
That's it. Building up a series of numbers. It rises above Rack-O only with the calculated risk of flipping over a card to play the one on its back. Actually this is a calculated risk at first--since it could be one of five numbers. Later this may change to a memory game, as one player might remember that Fred's fourteen had a sixteen on the back.
I'm not too keen on memory games, and I wouldn't want to play Titus with someone who was good at memorizing cards. Otherwise this is just a game where you try to be lucky enough to get those sequences early and grab the high scoring victory point cards. Titus is unfortunately low on decisions to make, and there isn't much variety between turns. I like the ideas of double-fronted cards and the victory point cards, but there isn't much game here to hold them together.