Castell

2018 · Sport

Castell

Die Spieler verwalten ein Castell-Team, das durch Katalonien reist, um Castellers anzuwerben und auszubilden sowie bei Dorffesten und Stadtfesten aufzutreten. Das Spiel erstreckt sich über zehn Runden. In dieser Zeit stellen die Spieler regionale Castellers ein, entwickeln Fähigkeiten wie Gleichgewicht und Kraft und bauen menschliche Türme unterschiedlicher Höhe und Anordnung, um die Erwartungen des jeweiligen Festivalpublikums zu erfüllen. Punkte gibt es für höhere, breitere und abwechslungsreichere Aufführungen sowie dafür, die Türme an die örtlichen Feste anzupassen. Die Spieler planen Anwerbung, Training und Bau, um ihre finale Punktzahl zu maximieren.

Spieler
2–4 am besten mit 3
Spielzeit
60–90 Min.
Alter
12+
Komplexität
3,1 / 5
5 auf LudoyaSets sammelnGebietsbewegungMusterbildung

Über das Spiel

Fotos von Ludoya-Tischen

Alle Fotos in Ludoya
  • Castell auf dem Tisch, Foto von David
  • Castell auf dem Tisch, Foto von David
  • Castell auf dem Tisch, Foto von David
  • Castell auf dem Tisch, Foto von David
  • Castell auf dem Tisch, Foto von David

Wo kaufen

Shop-Preise und gebrauchte Exemplare, täglich geprüft.

Alle Preise in Ludoya vergleichen

An Ludoyas Tischen

Alle Statistiken in Ludoya
57
Erfasste Partien
95
Spieler
1h 37m
Durchschnittliche Partie
29
In Sammlungen
10
Auf Wunschlisten

5,0/10

aus 15 Ludoya-Rezensionen

  • Spaß8,0
  • Interaktion8,0
  • Wiederspielwert8,0
  • Einzigartigkeit10,0
  • Optik8,0
  • Zugänglichkeit6,0
  • Vic Granell8,0

    Amazing semi light eueo game about one of the top traditions of my birthplace, Castells or human towers. Always lots of choices in 10 turns.

  • Evan1,6

    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. :star: Art, Iconography and components functional :nostar: Clever or interesting mechanisms :nostar: Reasonably low downtime between turns with mildly AP players :nostar: Multiple plays stay interesting :star: Low or mitigatable luck elements :star::nostar::nostar::nostar::nostar: Raw enjoyment

Rezensionen lesen und bewerten

Spieldaten (Spieler, Spielzeit, Alter, Mitwirkende) von BoardGameGeek.