One of my favourite board games is
Citadels:
http://www.boardgamegeek.com/boardgame/478/citadels
Generally, I dislike excessive random factor in games. Limited randomness, however, is good as it introduces more variety without making cunning irrelevant. I know no two games are exactly fair, but you can always play a few more matches and it becomes apparent who's better (if that's what you care about the most). Games with no randomness run into risk of being formulaic (yes, I mean Chess).
Citadels strikes the sweet spot for me. It has the variety of a random game, it rewards planning - and adapting. Few other games reward ability to adapt and predict opponent's choice as much as Citadels. The way the rules work, as soon as you become predictable, you become easy target for assasination or thieves. Turns are partially simultaneous, so you have to plan in advance to be most succesful.
It's not strictly a
board game, it's a card game. To simplify, each round consists of two phases:
1) each player chooses one character he wants to influence, and passes the rest (face down !) to the next player.
2) Each player does his turn. Order is determined by who got which character. During his turn, a player may use his character's abilities, perform an action (earn 2 gold or take 1 of 2 district cardscards), and build a dustrict.
The game ends in the round where a player builds his 8th district (no, really). They the score is calculated for each player, with bonuses for things like finishing first, or having 1 district in each of 5 colors.
District drawing is the only truly random part of the game. The core - character choice - is mostly deterministic. Some of characters:
- Assasin: name a character. Player who controls that character loses a turn
- Thief: take all of named character's gold
- warlord: you can pay to demolish another player's building
- Merchant: gain 1 gold for each green district. Additionally take 1 gold at the end of turn.
- Magician: "
exchange your hand"
with another player, or with the common deck.
- King: 1 gold for each yellow district. In next round, you take the first pick at choosing characters.
(...)
So, for example, having lots of green districts lets you to earn a lot of gold quickly with Merchant. But if you have a lot of green districts, people will expect your choice, and you're likely to be assasinated or robbed. Accumulating a lot of cards on hand tempts others to take Magician. Trying to finish first by building very cheap districts makes you a target for Warlord.
Playing it safe is not necessarily the best route, either. If others sense your character choice is very random and mostly harmless, they can capitalize on your inaction by picking more focused characters. So this game is a lot about adaptibility.
District cards are usually quite boring, most of them differing only in color (which interacts with various characters' abilities) and price (which matters for calculating victory points at the end). Some of them, however, change the game quite a lot, for example by allowing you to earn gold by discarding, or making your other buildings more expensive to demolish.
Overall, I'd say Citadels has quite simple rules, which result in deep Machiavellian gameplay. Random factor isn't big, and it's unlike any other card game I've played so far. Additional pros:
- easy to teach to other people
- scales very well with number of players. 2-9 is possible, although most players seem to prefer 4-6.
- fresh concept (at least for me)
- nice, a bit dark atmosphere
- very good artwork and style
- pretty inexpensive (non-collectible card games generally are)
- in many countries, (Poland etc) new edition includes Dark City exansion, which may not be amazing but is nice to have
- promotes guessing your opponents' actions, and adapting to situation
- good gateway game, despite being fantasy-themed
____________________________
http://www.gamasutra.com/features/20051128/adams_01.shtml
[Last edited by b0rsuk at 12-29-2009 05:32 PM]