It sounds pretty simple, right? Well, the twist comes in with the roles/characters. There are 8 characters, each with its own special ability. The thief can steal gold, the merchant gets a gold bonus, the architect gets extra cards, etc. The cards are passed secretly around so that you can select your role - and try to guess what the person before you took, and what the person after them took. It's not as easy as it sounds to pick a role. If you want more gold, you'll be tempted by the merchant - by the assassin might want to prevent you from getting that gold and will kill the merchant. It's all about strategy, and who you pick can make or break the game.
2-7 players. 45-60 minutes. Dark City expansion available. Medium learning curve.
Becky says:
For some reason, Citadels tends to fly under my
radar. I'm never dying to play it, and I
don't think I'd ever suggest it, but if someone else suggests it I'll
definitely play. I just tend to forget
about it, mostly. It is a fun game, it
just isn't a stand out for me like some of the others that we've played.
Our group tends to have a rather large problem that
others might not experience, and that's how much downtime there seems to
be. We play with many people that really
take a lot of time to strategize and plan out exactly what move they're going
to make. The process of choosing what
role you want and then pass the cards around can take over 5 minutes for
us. I've heard from other people that
their games don't take nearly this long, so this might only be a concern if you
know you play with a group of people that like to take their times with stuff
like this. Also, once the round begins,
you take your turn one player at a time, and the majority of other players
turns don't affect you, so there's some down time there as well.
But on to the good things: it does take some interesting
strategy to try and win the game. If you
want to do well you'll be tempted to take the more powerful characters, like
the merchant, who gets plenty of extra gold.
But the powerful characters also have a big target on their backs, so
you can be sure the assassin and the thief are after them. You not only have to make good decisions for
yourself, you have to predict what you think your opponents will do and how it
will affect you. And they're doing the
same thing, so they might do something different than they normally would if
they're thinking about what you're doing.
It's definitely a game where it helps to know your opponents and their
style of game play.
One other comment - the two player version of this game
is a big flop, in my opinion. Even
though they try to change the rules up to make it less predictable, it doesn't
really work. You can still tell pretty
easily what your opponent has chosen.
Plus, the person that goes first seemed to have a gigantic advantage and
pretty much controlled the game. I
wouldn't bother with it if you've only got 2 players.
Overall, we play Citadels infrequently enough these days
that I enjoy it when it does come out, but I'm never dying to play it. It's good when we need a change from the
regular games we've been playing. I'm
also surprised to find out that Jason enjoys it much more than I realized, as
you'll see below. As for me, I give it a
6 out of 10.
Jason says:
Citadels.
It's a game.
Yep.
It's one of my
favorite games, actually.
What stands out
about this game is the characters and how much sway their powers hold.
Picking the wrong character can cost you a turn, or all of your gold, or
a large portion of your points, maybe a combination of the three. So
basically, the stakes are really high every turn.
Also interesting
is that it isn't a matter of numbers or excellent strategy, it's actually a
matter of understanding your opponents' motivations. When you lose your
gold, it's because someone else decided to steal from your character; tough
luck, you might've avoided it had you considered that that person would steal
from the character you picked. Lots of people suggest that they just have
rotten luck playing this game. However, I say that luck really isn't much
of a factor in this one. Instead, it's about figuring out what everyone
will do and how you can maximize your profits from the way things will go.
The strategy eludes lots of people, and lots of other people just don't
want to put forth the effort to think things through. Of course, flying
by the seat of your pants is a legitimate strategy, but if you're playing with
someone who is really attentive, it is also a losing strategy.
So my short
description of the game's great qualities is this: the strategy is
person-centric and relies only a little on luck; any single turn in this game
is high-stakes, giving the game an extra sense of intensity; the game is simple
to learn, but monolithic to master.
Citadels has drawbacks
too, and one of them is that some people will be intimidated or discomforted
from the intensity of the game. Some people show this through
nervousness, while others simply fail to see why it is so intense. The
game is not for everyone.
So, when playing
with those kinds of people (the people that this game isn't for) you get
several phenomena; they get distracted during character picking, or they stop
caring because they don't "get it." Unfortunately, this brings
the game down for everyone, because it's such a person-centric game. I'll
admit, it feels like a slow game, but it will only feel slow if you fail to see
the value of paying attention to the important decisions.
This was a tough
review, because no words can truly describe what it feels like to play a good
game of Citadels. I will give Citadels a 8.8, and that is out of a
possible 9.999995, but since 99.99995% (also known as 5σ) is good enough to
declare a discovery in high-energy physics, it's as good as a 10 for me.
So, 8.8/10.
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