Castell

2018 · Sporty

Castell

Hráči řídí tým castellerů, který cestuje po Katalánsku, nabírá a trénuje castellery a vystupuje na vesnických a městských slavnostech. Hra probíhá během deseti kol, ve kterých hráči najímají castellery z různých regionů, rozvíjejí dovednosti, jako je rovnováha a síla, a stavějí lidské věže různých výšek a uspořádání podle očekávání publika na slavnostech. Body se získávají za vyšší, širší a rozmanitější vystoupení i za přizpůsobení věží místním slavnostem; hráči plánují nábor, trénink a stavění tak, aby maximalizovali svůj konečný výsledek.

Hráči
2–4 nejlépe pro 3
Herní doba
60–90 min
Věk
12+
Složitost
3,1 / 5
6,3 na LudoyaSběr sadPohyb po oblastechTvorba vzorů
59
Zapsané partie
101
Hráči
1h 36m
Průměrná partie
29
Ve sbírkách
11
Na seznamech přání

6,3/10

z 15 recenzí na Ludoya

  • BarbutIndepe7,0

    Diversió 4/5 · Interacció 4/5 · Atractiu 4/5 · Originalitat 5/5 · Rejugabilitat 4/5 · Accessibilitat 3/5

    Žádné zaznamenané partie

  • Evan3,0

    In this game, players move around the map collecting man tiles, arranging those tiles in ways that will complete first-come-first-serve achievement tiles, and/or competing with other players in contests for who can meet the contest tile's requirements best. There are some cute and semi-thematic rules for how these man tiles can be arranged, and to assist the game has a few tech trees you can increase all of which alter your build abilities in different ways. While you can do a little planning between turns, there isn't a ton to think about when it's not your move, and the downtime between turns can be quite long as people fiddle with their towers. There is also a limited amount you can effect other players, so the multiple player contests are somewhat lacking in tension. Looking at the game everything about it tells me it's exactly the type of game I should love, but in actually playing it I can't help but feel a little bored. It's sort of the problem that the only substantial decision points in the game come from the very start where you generally plan your path around the map to hit as many contests as you can, and then along that path you make fairly low interest tactical decisions about which man tiles to buy or which skills to up. Looking at the different technologies you can pump up, it seems strange to me that there are two balance tiles on the training wheel, vs 1 of the others, and then also essentially a copy action, and then mechanical difference between base and width seems fairly inconsequential. I would have enjoyed seeing a little more creativity in this area of the design. ★ Art, Iconography and components functional ☆ Clever or interesting mechanisms ☆ Reasonably low downtime between turns with mildly AP players ☆ Multiple plays stay interesting ★ Low or mitigatable luck elements ★☆☆☆☆ Raw enjoyment

    První dojmy · 2 partie

  • Onbase8,0

    + Unique puzzle with opportunity for lots of depth + no pressure to be competitive + I don't mind losing at all; it's fun to help others with their castells ++ represents my culture Played with CV, Tristan and Olwyn: everyone loved it - strategy is simplified in the 2-player game. There's not much limiting your decision space and there's little competition with the other player. You can pretty much do everything you want, which feels much less satisfying than the more hectic 4-player game. I would have liked to have seen a reduced board for 2 players (just make some regions off limits). - significant confusion over city colors

    Žádné zaznamenané partie

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