# Tempo ## General Info - **Year Published**: 1974 - **BGG Rating**: 5.9 - **BGG Rank**: — - **Players**: 2-6 (Best with: 3, 4) - **Duration**: 20-30 min - **Weight**: 2.00 / 5 - **Designers**: Wolfgang Kramer - **Publishers**: ASS Altenburger Spielkarten, CBS Brinquedos - **Categories**: Racing - **Mechanics**: Betting and Bluffing, Hand Management ## Verdict If you like fast races and strategic betting, Tempo serves up fun in half an hour.Dynamic racingExciting bettingSimple hand managementVery basic componentsLimited replay valueRECOMMENDED ## Description Tempo was Wolfgang Kramer’s debut publication and still bears the 1970s charm. Each player gets a hand of cards that will dictate the movement of six colored pawns around a simple track. First comes the betting phase: based on the cards in hand, everyone places wagers on which runner will cross the finish line first. Then the race kicks off – players lay down their movement cards, trying to steer the pawns so that their predictions come true. The core challenge lies in hand management: you must balance high‑speed cards that can be decisive but may be wasted if played too early, with lower‑value cards that keep the pace steady. A single round lasts about 20‑30 minutes and supports 2‑6 players, making it great for both intense duels and small family sessions. Though the rules look straightforward, you need to watch opponents closely, as a well‑timed bluff can flip the winner in an instant. Tempo later became the abstract predecessor of Kramer’s famous auto‑racing card series, spawning titles like Top Race and Downforce. If you enjoy racing games, betting mechanics, and a dash of card strategy, Tempo offers a nostalgic yet lively experience. ## How to Play Game Objective In Tempo, players are trying to sing musical notes following a rhythm dictated by a metronome. The goal is to avoid mistakes and accumulate as many points as possible. The player with the most points at the end of the game is the winner. Setup Choose one player to be the metronome. They will be responsible for keeping the rhythm and distributing the cards. The metronome chooses the cards according to difficulty and shuffles them. For the first few times playing, it is suggested to start with cards of value 1 and 2. The metronome deals one face-up card to each player. Gameplay Flow The game progresses in rounds, where one player acts as the metronome. A round consists of the following steps: The metronome begins to mark a time signature (one, two, three, four), repeating it throughout the round. This sets the rhythm to be followed. After the first time signature (one, two, three, four), the other players sing the note on their card simultaneously. In each time signature, before the number three, the metronome will give a new card to one of the players. These players will then have to alternate between their notes from then on. For each number of the time signature, they will sing a note. A player should never have two more cards than another. Actions and How to Play Players perform the following actions during the game: Sing the Note: Players sing the note on their card according to the rhythm dictated by the metronome. Note Duration: If the player has a crotchet card, it will last the same amount of time as one beat of a 4/4 time signature. A quaver will make the player sing two syllables in that same beat. A triplet quaver, three syllables. A semiquaver, four syllables. Alternate Notes: If a player receives a new card during a time signature, they must alternate between the notes on their cards from that moment on. SILENCE The metronome monitors for errors: If at any time the metronome detects an error, they stop the music by shouting 'TEMPO!'. All players keep their highest scoring card, except the one who made the mistake, who gives their highest scoring card to the metronome. If no one makes mistakes and all players manage to sing their 4 notes during a time signature, each keeps their highest scoring card and the metronome gets none. Solo / Cooperative Mode Refer to the manual for details on this section. End of Game and Scoring The game ends when all players have acted as the metronome once. Scoring is counted as follows: Each player keeps the highest scoring cards they managed to accumulate during the rounds. The player with the most points wins. Tips for Winning Refer to the manual for details on this section. ## FAQ ### How many players can play? 2 to 6 players, perfect for small groups or head‑to‑head duels. ### How long does a game take? Approximately 20–30 minutes, depending on player count. ### What is the rule complexity? A light game, about 2/5 on the weight scale, easy to pick up in minutes. ### What components are included? A deck of movement cards, six colored pawns, and betting tokens. ### Who is the game best suited for? Fans of racing, betting, and quick card play, including families with older kids.