Castell

2018 · Sports

Castell

Les joueurs gèrent une équipe de castellers parcourant la Catalogne pour recruter et entraîner des castellers, puis se produire lors de fêtes de villages et de villes. La partie se déroule en dix manches au cours desquelles les joueurs recrutent des castellers de différentes régions, développent des compétences comme l’équilibre et la force, et assemblent des tours humaines de hauteurs et de configurations variées pour répondre aux attentes du public des festivals. Les points récompensent les performances plus hautes, plus larges et plus variées, ainsi que l’adaptation des tours aux festivals locaux ; les joueurs planifient leur recrutement, leur entraînement et leurs constructions pour maximiser leur score final.

Joueurs
2–4 idéal à 3
Temps de jeu
60–90 min
Âge
12+
Complexité
3,1 / 5
5 sur LudoyaCollection d'ensemblesDéplacement par zonesConstruction de motifs

À propos du jeu

Photos des tables de Ludoya

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  • Castell sur la table, photo de David
  • Castell sur la table, photo de David
  • Castell sur la table, photo de David
  • Castell sur la table, photo de David
  • Castell sur la table, photo de David

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Toutes les statistiques dans Ludoya
57
Parties enregistrées
95
Joueurs
1h 37m
Partie moyenne
29
Dans des collections
10
Dans des listes de souhaits

5,0/10

sur 15 avis Ludoya

  • Amusement8,0
  • Interaction8,0
  • Rejouabilité8,0
  • Originalité10,0
  • Esthétique8,0
  • Accessibilité6,0
  • 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

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