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Bezier Games BEZ00011 - Castles of Mad King Ludwig (I Castelli del Re Ludwig), Gioco da tavolo [lingua inglese]
|Prezzo:||EUR 83,00 Spedizione GRATUITA.|
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- Players build their own castle, room by room according to the wishes of the Mad Kin
- Buy room tiles from other players, and price your own tiles to gain cash
- At the end of the game, castles tell a story and look like a floorplan from above
- 12 different sized and shaped rooms, including Dungeons, Throne Rooms, and more
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In the tile-laying game Castles of Mad King Ludwig, players are tasked with building an amazing, extravagant castle for King Ludwig II of Bavaria...one room at a time. You see, the King loves castles, having built Neuschwanstein (the castle that inspired the Disney theme park castles) and others, but now he's commissioned you to build the biggest, best castle ever subject, of course, to his ever-changing whims. Each player acts as a building contractor who is adding rooms to the castle he's building while also selling his services to other players.In the game, each player starts with a simple foyer. One player takes on the role of the Master Builder, and that player sets prices for a set of rooms that can be purchased by the other players, with him getting to pick from the leftovers after the other players have paid him for their rooms. When a room is added to a castle, the player who built it gains castle points based on the size and type of room constructed, as well as bonus points based on the location of the room. When a room is completed, with all entranceways leading to other rooms in the castle, the player receives one of seven special rewards.After each purchasing round, a new player becomes the Master Builder who sets prices for a new set of rooms. After several rounds, the game ends, then additional points are awarded for achieving bonus goals, having the most popular rooms, and being the most responsive to the King's demands, which change each game. Whoever ends up with the most castle points wins.Players 1-4Playing time 90 minutesSuggested age 10
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Castles of Mad King Ludwig has some similar elements from Suburbia, also by Bezier Games, also designed by Ted Alspach. You are building something, tiles, score track, market track, when you build a tile, you get points for the tile and for how it interacts with other tiles already built. However, there are substantial differences that make this very much NOT a re-skin of suburbia.
First off, the castle theme is fantastic. I just want to play with the tiles and build a castle. I plan to do a time-lapse video of this game to show how the castle builds up. The theme and the components are compelling, at least for me. I hope the expansion (do we get an expansion Ted?) includes walls and gatehouses and such. I saw this game being demo'ed at gencon and was hooked by the theme even before I had any clue how the game played. The theme is suburbia is good, the theme here is better. When you are done with the game, your castle is an interesting, and yes slightly mad, creation. My group has fun looking at the castles and trying to figure out the story behind the castle. This one has a lot of outdoor space, that one is mostly underground, the other one is full of kitchens and food related rooms.
Second, the scoring is different. It's a little simpler here. The score track doesn't have the red lines that make it harder to progress as your creation gets bigger. If you like complex games, that's a win for suburbia, but I don't think it takes away from this game at all. The red lines in suburbia help reflect the theme of city planning getting harder as the city grows, it would be out of place in Castles. Each upstairs room scores it's listed value, as well as scoring for rooms it connects to, or you lose points for rooms adjacent to entertainment rooms. Each downstairs room scores points for every room of a certain type you have built upstairs. There are 4 common goals that everyone is trying to max out for end of game scoring. As you complete rooms, by connecting every doorway in the room to another room, you have the opportunity to get cards that provide hidden scoring goals for you.
The big difference is in buying the tiles. Each turn one player is the master builder. Unused tiles from previous turns get a 1,000 coin token each, to encourage people to buy them. Then the master builder draws cards to determine which rooms are added to the mix. The master builder then assigns a value to each room on the buying track. In suburbia, tiles get cheaper over time, in Castles, the master builder sets the price. Then players take turns buying tiles, with the master builder buying last. The real trick is that all the other players pay the master builder. Selling rooms is how you get your money each turn. The master builder buys from what is left, and he pays the bank. This makes setting the price of the room tiles very important. You can make the high scoring rooms more expensive for your opponents, maybe even too expensive. When buying rooms you can take lower scoring rooms, and deprive your opponents of money they might need to buy their own rooms.
The whole master builder mechanic makes this game much more involved than it appears. If you know what your opponents are trying to do with their castle, and what will score them more points, you can influence what they build, or how much they spend. Completing outdoor rooms gets you bonus money, which feels like a good idea, but it scores fewer points, and can be a very attractive distraction from actually winning the game. I highly recommend this game, if the castle theme appeals to you.
1. Whoever said they think it'll be a Spiel des Jahres contender is spot on. This fulfills a criterion I have for a great game, which is that it is elegant, by which I mean that the gameplay is self-evident and makes sense within itself. There are no rules which seem out of place, it all fits together logically and simply.
2. It has high replay value; we've already played it multiple times and I think it will easily become as popular with us as Carcassonne.
3. It works well with kids: our 13 year old daughter and 12 year old son enjoy it, and when my wife and I played by ourselves, the kids wanted to see the pictures of the castles we made so they could enjoy the layout and talk about it.
4. It works well for 2, 3 or 4 players. Some games are much better with certain numbers of players, but so far we have found no difference in enjoyability. There are differences in dynamics, but not in the fun. My wife also played by herself, by the way (and my son used all the pieces to make one mega-castle, just for the fun of it!), and had fun with it that way too.
5. So far, one change we make to the rules: add in more room cards. For example, with 2 players you're supposed to use 22 cards - we used 34 cards last time and it worked excellently. The game didn't seem overlong at all (I didn't time it, but it seemed to fly by!) and the castles were much more impressive! With 4 players, use all the cards.
6. Make up a story about your castles! Last time, mine was the 'party castle' (lots of entertaining rooms, gardens, and a nice pumpkin patch off the royal bedroom!), my wife's was the introvert's castle (all private rooms and dungeons, and oddly enough, a vestibule at the far end of the underground rooms, a sort of doctor's waiting room for the torture chamber perhaps?).
7. I can see a lot of potential for expansions for this game. I'll be keeping an eye out...