When I hear "Tik-Tok," my mind doesn't stay on the modern app for long. I end up thinking about an odd little 1882 game from McLoughlin Brothers, the kind of forgotten curiosity that makes collectors stop scrolling and look closer. If you like vintage tabletop games, you know the feeling. One strange picture, one high price tag, and suddenly you're down a rabbit hole trying to figure out what this thing is, how rare it might be, and whether the game itself is any good. That is exactly where this old board game pulled me.
The antique game listing that caught my eye
I found Tik-Tok the way I find a lot of old game oddities, by browsing antique game listings and seeing what turns up. Most of the time I find familiar McLoughlin titles, well-worn race games, or the usual educational card sets. Then this one appeared, and the art grabbed my attention.
What I saw first was the circle of dice faces. It didn't look like a normal board, and it didn't look like a standard spinner game either. The design had that offbeat charm that old McLoughlin products often have, where a simple idea gets dressed up with lively Victorian color and strong graphic shapes.
Then I saw the asking price, about $129.95, and that shut down any thought of buying it on the spot. It was well outside what I wanted to spend.
A few things hit me all at once:
• The graphic was unusual enough that I wanted a better look.
• The McLoughlin Brothers name made me expect something worth researching.
• The scarcity hinted that I wasn't looking at a common throwaway title.
That mix is hard for me to ignore. McLoughlin Brothers published a huge range of children's books, toys, and games, and once I see a title I don't recognize, I want to know where it fits. Was Tik-Tok a forgotten hit, a small-run experiment, or simply a minor game that never got much traction?
Why Tik-Tok looks like a real rarity
The first clue came from the AGPI catalog, which lists Tik-Tok as a McLoughlin title copyrighted in 1882. That gave me a date and a publisher, which is a solid start. From there, I checked old McLoughlin trade catalogs to see where the game showed up.
What surprised me was what I did not find.
The game wasn't in the 1882-83 catalog, where I expected it to appear. It also didn't show up in the 1887 or 1889 catalogs I checked. If you want to browse those sources yourself, AGPI's McLoughlin Bros. trade catalogs are a useful place to start.
That absence matters. Plenty of old games are uncommon, but still easy to trace through catalogs, ads, or later reissues. Tik-Tok seems harder to pin down. It was real, but it doesn't leave much of a paper trail in the obvious places.
I found enough outside evidence to feel confident it wasn't some catalog error. Another copy had sold on eBay for about $138. A few auction photos existed. I also ran across archival McLoughlin material through The Strong's McLoughlin Bros. archive entry, which fits the broader trail of surviving game records from that period.
The game appears to include four scorecards, and each scorecard has an arrow mounted in the center. That arrow works like a spinner hand, though it isn't spun in the usual sense. Instead, players move it around the printed circle as they play.

Each circle is made of dice faces, but not the full set you might expect. The track only shows 4s, 5s, and 6s. That is the game's whole visual trick, and it gives Tik-Tok its character.
There's also a red star marking the starting point. That matters, because the goal is to travel around the circle and return to that exact spot. One surviving photo hides the star, but the intended start position is clear enough once you piece the layout together.
The box also came with a dice cup. Some photos appear to show two dice, yet the rules only mention one die. I trust the rules over the photo on that point, so I read Tik-Tok as a one-die game.
How Tik-Tok plays (the rules are “cleverer” than I expected)
At first glance, Tik-Tok sounds almost too simple. Roll a die, move your aroow, race around the dial to the starting point. The first player to return to the star by exact count wins.
A quick reference table makes the movement easier to read:
Die roll What happens
4, 5, or 6 Move forward to the next nearest space showing that same number
1 or 2 Move backward, anticlockwise, that many spaces
3 If your arrow points to a 6, move forward 3 spaces;
if it points to a 4 or 5, nothing happens
That means the board itself is doing part of the work. You are not counting every pip around the circle on a 4, 5, or 6 result. Instead, you jump to the next matching face.
This is where Tik-Tok becomes more than a flat roll-and-move race. The die does not always push you forward in the same way.
The “3” is the interesting result. It only works when your arrow is sitting on a 6. If you're on a 6 and roll 3, you move forward three spaces. If your arrow points to a 4 or a 5 and you roll 3, your turn simply ends with no movement.
That one rule gives the game a strange stop-and-go feel. Sometimes a 3 is useful. Sometimes it is dead weight.
You must finish by exact count
The endgame is clever as well, and also the most annoying if you don't like chance-heavy games. To get back to the star, you have to land there by exact count.
If you're on the right 6 near the finish, a roll of 6 can bring you home. A roll of 3 can also work from a 6 in the right place because of the special 3 rule. But if you land near the end on a 4 or 5 and the move would carry you past the star. You don't get to finish that way.
So a player can get stuck in a situation where moving backward is the only way to set up a winning move. That is funny, because the game looks simple enough for small children, yet the ending has a mildly nasty twist.
There isn't much strategy here. I wouldn't oversell it. This is still a game of chance. Still, the movement rules make it more memorable than a plain race-around-the-track board.
Why this small McLoughlin game is still worth trying
I don't think Tik-Tok is a great game. I don't even think it is a strong game. If I'm being blunt, it is a bit “meh”. There is no deep decision-making, no bluffing, no die-result management, and no tactical puzzle to solve. You roll and accept what the die gives you.
Even so, I like it.
A rare McLoughlin title with unusual graphics already has collector appeal. Part of it is the rules. They are light, but they are not dull in the same way as many old race games. The non-spinner spinner is a nice touch, and the odd use of 3 keeps the game from feeling totally flat.
I can also see Tik-Tok working as a gentle gateway game for kids. The track teaches number recognition and die faces in a simple way. Young players can follow the motion, count spaces on backward moves, and learn the idea of exact finishing.
For adults, the fun is less about play depth and more about the artifact. It is the kind of game that makes me imagine a family table in the 1880s, with a cup, a die, four little scorecards, and a few minutes to spare before bedtime.
McLoughlin Brothers were in a strong period at that time. Their 1882 catalog was large, packed full of books, toys, and games, including many versions of titles such as Authors. Prices that once ran from a nickel to 25 cents feel tiny now, though after well over a century those cheap amusements have become collectible pieces of boardgame history.
Tik-Tok also has one practical advantage: it would be easy to recreate. If you copy the circular track of 4s, 5s, and 6s, add a pointer, and use one die, you can play a working version without owning a rare original.
Where I would look next for more vintage game history
When I run across a title like Tik-Tok, it usually leads me back into the larger McLoughlin catalog, and from there into more forgotten family games, educational card sets, and little paper-box productions that barely survived.
If you enjoy that kind of hunting, the NewVenture Games Game History playlist has more of the archival side of the hobby.
Also visit the NewVenture Games Facebook page for more vintage game discussion.
Final thoughts
Tik-Tok is the kind of rare game that matters more as a surviving object than as a brilliant design. I don't come away from it thinking I found a lost classic. I come away thinking I found a peculiar little survivor from an era when publishers were willing to print all kinds of small experiments.
That is enough for me. A scarce McLoughlin game with odd components, simple rules, and one memorable twist is worth remembering, even if the play itself is modest.