Castell

2018 · Deportes

Castell

Los jugadores gestionan un equipo de castell que viaja por Cataluña para reclutar y entrenar castellers y actuar en festivales de pueblos y ciudades. La partida se desarrolla a lo largo de diez rondas en las que los jugadores contratan castellers regionales, desarrollan habilidades como el equilibrio y la fuerza, y levantan torres humanas de distintas alturas y formas para adaptarse al público de cada festival. La puntuación recompensa las actuaciones más altas, más anchas y más variadas, así como la capacidad de adaptar las torres a los festivales locales; los jugadores planifican el reclutamiento, el entrenamiento y la construcción para maximizar su puntuación final.

Jugadores
2–4 mejor con 3
Duración
60–90 min
Edad
12+
Complejidad
3,1 / 5
5 en Ludoyadesde 59,95 €Movimiento por áreasColección de conjuntosConstrucción de patrones

Sobre el juego

Fotos de mesas de Ludoya

Todas las fotos en Ludoya
  • Castell sobre la mesa, foto de David
  • Castell sobre la mesa, foto de David
  • Castell sobre la mesa, foto de David
  • Castell sobre la mesa, foto de David
  • Castell sobre la mesa, foto de David

En las mesas de Ludoya

Todas las estadísticas en Ludoya
57
Partidas registradas
95
Jugadores
1h 37m
Partida media
29
En colecciones
10
En listas de deseos

5,0/10

de 15 reseñas en Ludoya

  • Diversión8,0
  • Interacción8,0
  • Rejugabilidad8,0
  • Originalidad10,0
  • Atractivo8,0
  • Accesibilidad6,0
  • 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

Lee las reseñas y valóralo

Datos del juego (jugadores, duración, edad, créditos) de BoardGameGeek.