Sorry 'bout the late post, college precal has been trying to grind me into an imaginary number. On to Citadels!
You've finally been able to amass enough gold for an insanely expensive building, but you're looking at the character cards and the thief is missing! Which means either Uncle Bob or Mom has him, and will try to take your hard-earned treasure. Or the thief could be lying face-down in the middle of the table, out of reach of those potential..uh..thieves. But you can't take that risk! What character will they think you'll pick? Should you pick the Magician, because no one would ever think you'd pick the Magician. Or would they think you thought they'd think that, and steal from the Magician anyway? The game's afoot!
Citadels is a deceivingly simple card game of city building, gold, and power. Play revolves around 8 characters with unique powers, which players shuffle and choose from every round. You hoard gold in order to build districts, using the characters to boost your income or hinder your opponents. The real meat comes when a player is attempting to hurt another. Assassins or thieves must state a character(not a person) to attack, but no one knows for sure who is playing what character. You can make educated guesses off of what characters you saw when you were picking yours, or other small details, but there's almost always the chance of attacking a unused character or the wrong person.
Aside from character intrigue the game is simple: On your turn you can take two gold or two cards and keep one(these are city district you can build). You can build one district if you wish, and use your character special. That's it, and play continues until someone builds 8 districts and you tally up points, which is largely the cost of all your districts.
The art is great but has a slight grisly feel, depending on the different cards.(Ex.The prison has a very different feel than the ball room) But it's nothing a sharpie can't fix, My brother turned a falling guy into a bird with the power of Sharpie.
The game is very compact. In fact, I've been carrying it to school hoping I can fit in a game during one of my hour breaks.
Picking characters is a little slow, especially when first learning and no one knows what the characters do.
The edition that I have comes with the Dark City expansion, which adds new characters you can replace old ones with as well as more special "purple" district, both of which boost replayability.
One of it's main good points is that anyone can play it, but the game rewards those who think deep about the possibilities of who has what character. What's fun is when the deep thinkers are so wrapped up in competing against each other that they don't notice when the "lesser threat" wins the game by being completely unhindered.
11/2/2010 Edit: The character cards can get rather frayed after a lot of games, I recommend getting some plastic card sleeves. It makes them harder to fit in the box (there's enough room) but eliminates the possibility of "He's got the thief since the thief has a ripped corner!" Which takes 60% of the fun out of the game. If I can't spend my board game time stealing my friends' money, what's the point of playing? :)
4/15/2011 EDIT: I made an article about Citadels for small groups of people here.
Summary
Publishers: Fantasy Flight Games
Players: 2-7, but it's built more for 5+
Ages: 10+
Game Length: 40-60 min.
Pros:
-Very well designed
-Simple
-Bonus cards help replayability
-Great art
-Very compact
Cons:
-If you don't like intrigue, a fair bit of back-stabbing and deep thinking, this is definitely not your cup of oatmeal
-Some card art is disturbing, keep your kids in mind. Sharpie Time!
I give it a 8.9, a little bit better than Castle Panic.
Photo from Board Game Geek User Shadow Dragon
Showing posts with label simple. Show all posts
Showing posts with label simple. Show all posts
Thursday, October 14, 2010
Thursday, October 7, 2010
Board Game Review-Castle Panic
So far, the only game made from Fireside Games. Let's look at the theme-setting writing everyone scrawls on the box.
"The forest is filled with all sorts of Monsters. They watched and waited as you built your Castle and trained your soldiers, but now they’ve gathered their army and are marching out of the woods." No, not all at once. They form into polite little pairs and run at your castle 2 at a time, so that a tiny stone hut of a castle with absolutely no allies will be able to wipe out an entire orc army.
But those are problems with the plot of Defend Your Castle genre of game, not with Castle Panic. In fact, Castle Panic catches the most invigorating feeling from DYC games. That is, complete and Utter Panic as wave after wave of evil baddies fling themselves at(and somehow manage to destroy) your defenses.
There are 3 modes of play:
Standard, all the players defend the castle, and, assuming the castle survives, the player with the most points(kills) wins.
Co-op, the players win or lose as a team.
Overlord, one player controls the monsters.
In Standard it seems like the company tried to put in some player spite(or player interaction, a rose by any other name...)(Example: No, I'm not gonna trade you my knight, you'll kill that troll and win!) but, at least with my family, the defenders are so focused providing the optimum protection for the castle that whoever wins is a matter of who's lucky. I guess my family isn't competitive enough.
It's well done in terms of difficulty. Despite my previous comments, a group's first game is well balanced, with either the players heaping curses on that last orc or symbolically crawling from the single remaining tower of their base, ecstatic to be alive. So the first game leaves you with a little more breathing room than Pandemic, which will grind your delusions of how awesome you are into dust the 1st go around. As you get better it's necessary to add twists to the main game to make it harder. In detail: The game starts off throwing punches, surrounding your castle at the start, and keeps sending a steady stream of monsters, and mixing up the basic systems with Giant Boulders, moving certain monsters closer, and Boss Monsters.
Player interaction while co-operating is still good, as players must trade cards and plan together to hold off the hordes.
As with all co-op games, you run the risk of having one player become self-proclaimed Head Politician and telling everyone what to do. The fact that 80% of a person's hands changes each turn helps curb that, though, and usually keeps advice to within the pleasantly helpful level.
Meh. The art could have been better, but you don't look for good art from a small publisher's first game.
Fireside Games has released some more Alternate Rules here! I haven't played with 'em yet, but they look great!
This is what I call a moddable game, because, while it's a good, self-contained game, it's gameplay mechanics makes it easy for user made content to fit in.
Summary
Players: 1-6 (or 7 if using Overlord)
Ages: 10+
Game Length: Appr. 1 hour
Pros:
-Co-op
-Has many variants to the game made by Fireside, which boosts the replayability-Simple enough to grasp easily, but still be complex enough to be engaging to "serious" gamers
-Anyone can pick it up and play for an hour, without thinking the game is personally insulting their intelligence
Cons:
-Art could be better/more varied
Neutral:
-Doesn't have difficulty levels, just ways you can tweak the game away from Standard
I'd give this a solid 8.5 out of 10.
Photo lifted from Fireside Games section, here.
"The forest is filled with all sorts of Monsters. They watched and waited as you built your Castle and trained your soldiers, but now they’ve gathered their army and are marching out of the woods." No, not all at once. They form into polite little pairs and run at your castle 2 at a time, so that a tiny stone hut of a castle with absolutely no allies will be able to wipe out an entire orc army.
But those are problems with the plot of Defend Your Castle genre of game, not with Castle Panic. In fact, Castle Panic catches the most invigorating feeling from DYC games. That is, complete and Utter Panic as wave after wave of evil baddies fling themselves at(and somehow manage to destroy) your defenses.
There are 3 modes of play:
Standard, all the players defend the castle, and, assuming the castle survives, the player with the most points(kills) wins.
Co-op, the players win or lose as a team.
Overlord, one player controls the monsters.
In Standard it seems like the company tried to put in some player spite(or player interaction, a rose by any other name...)(Example: No, I'm not gonna trade you my knight, you'll kill that troll and win!) but, at least with my family, the defenders are so focused providing the optimum protection for the castle that whoever wins is a matter of who's lucky. I guess my family isn't competitive enough.
It's well done in terms of difficulty. Despite my previous comments, a group's first game is well balanced, with either the players heaping curses on that last orc or symbolically crawling from the single remaining tower of their base, ecstatic to be alive. So the first game leaves you with a little more breathing room than Pandemic, which will grind your delusions of how awesome you are into dust the 1st go around. As you get better it's necessary to add twists to the main game to make it harder. In detail: The game starts off throwing punches, surrounding your castle at the start, and keeps sending a steady stream of monsters, and mixing up the basic systems with Giant Boulders, moving certain monsters closer, and Boss Monsters.
Player interaction while co-operating is still good, as players must trade cards and plan together to hold off the hordes.
As with all co-op games, you run the risk of having one player become self-proclaimed Head Politician and telling everyone what to do. The fact that 80% of a person's hands changes each turn helps curb that, though, and usually keeps advice to within the pleasantly helpful level.
Meh. The art could have been better, but you don't look for good art from a small publisher's first game.
Fireside Games has released some more Alternate Rules here! I haven't played with 'em yet, but they look great!
This is what I call a moddable game, because, while it's a good, self-contained game, it's gameplay mechanics makes it easy for user made content to fit in.
Summary
Players: 1-6 (or 7 if using Overlord)
Ages: 10+
Game Length: Appr. 1 hour
Pros:
-Co-op
-Has many variants to the game made by Fireside, which boosts the replayability-Simple enough to grasp easily, but still be complex enough to be engaging to "serious" gamers
-Anyone can pick it up and play for an hour, without thinking the game is personally insulting their intelligence
Cons:
-Art could be better/more varied
Neutral:
-Doesn't have difficulty levels, just ways you can tweak the game away from Standard
I'd give this a solid 8.5 out of 10.
Photo lifted from Fireside Games section, here.
Saturday, October 2, 2010
Card Game Review-Blink
This is an uber-simple match 'n slap. Because I'm reviewing a simple game first, people might assume my focus is simple games. It's not. I'll be getting into the serious games soon enough.
Blink is short and fairly sweet. It's designed for 2 players, but can be played with 3 or using it as a single-elimination tournament.(This is right off the wrapper, you could probably tweak it for even more simultaneous players with very little imagination)
For adults/parents: This is a game to get if you have kids. The box says 7 and up, but I don't trust wrappers. And that's what a box is, a flashy, tougher wrapper. It's a good enough game that after watching your kids frantically fling cards(or flinging cards with your kids) you might fling a round or two with your spouse. When playin' strict adults(teens and up) its a nice 2-minute-a-game distraction, but I lost interest fairly quickly when my mother beat me 3 games to 1. She has the reflexes of a walrus, and she creamed me. Ugh.
How it's played:
It's Set with easier, quicker play and fewer players. The deck of cards has five shapes, five colors, and cards with five different numbers of shapes, as you can tell if you squint at the illustrious photo I've provided you with. You split the deck between the players, each player lays one card face-down in the middle of your play area. Everyone draws three cards from their pile, and simultaneously flip their center card. There are no turns, each person tries to play their cards on one of the stacks, and you can only play a card if it matches color, number, or shape. First guy with no cards wins!
Pros:
Quick and simple
Good for kids
You can pick it up at Kmart or other general stores for $6. No board game store necessary.
Cons:
Too shallow to hold adults in its spell for long.
I'd give it a 6.2 out of 10. It really depends on whether you have young whipper-snappers or not.
I was going to write a post about how I would review things but decided I should just go ahead and review a game instead of telling you how I'm going to review a game.
Any ways I can improve? Liked my review? Think I'm a bag of hot air? If you're viewing this on the main page you can leave a comment by clicking on the (Some number) comments thing below.
Photo taken from Out of the Box Productions' resource download page.
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