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Game Review: Citadels

John Clair
United States
Los Angeles
California
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From http://jesterstadium.blogspot.com/2011/10/game-review-citade...

The beauty of Fantasy Flights top selling game, Citadels, is in the player interaction. Players attempt to build the biggest brightest city by collecting money and constructing buildings. At the start of each round a group of character cards are passed around, and each player selects one character face down. Turns then play out based on which player chose which character. The characters that go early have weaker abilities (usually, though it depends on the circumstance) but they can mess with players who chose more powerful characters that take their turn later.

The key strategy to the game is guessing which character each player chose, or will choose, and predicting what decision they will make with that character. This repeated mechanic makes for fabulous mind games and builds in intensity and importance as the game progresses.

A nice element that I've found by playing the game many times, is the ability for a come from behind win. The advantage definitely falls to the players in the lead, which is good. I dislike games where those winning always get screwed so that there's no point to being in the lead except at the last possible moment. However, my dislike is even greater for games where the player with an early lead becomes virtually impossible to beat. Citadels finds a great middle ground. A few well executed masterstrokes from players in the back of the pack can get them right back in it, while a front runner who can skillfully dodge the assassination and theft attempts of those behind him can hold an early lead to the finish.

While the character choosing at the start of each round does slow the game play down, especially if you get players who love to deliberate on every decision, the game is worth it.

One warning; watch out for some of the building cards in the expansion set. Some are great and make the game more fun. Others are way too powerful for no extra cost and add an unwanted layer of luck for those fortunate enough to draw them.
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Subscribe sub options Thu Oct 13, 2011 7:00 pm
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Chris Talmadge
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Which building cards in the expansion set do you consider to be "too powerful"?
 
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  • Posted Sat Oct 15, 2011 8:48 pm
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John Clair
United States
Los Angeles
California
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In general, many of the purple buildings in the expansion seem quite strong, yet still are bought at 1 gold per 1 point gained. I think a better balance would be to have many of these buildings cost the same, but give one less point. Specific buildings include the 'Bell Tower,' 'Museum,' 'Poor House,' 'Park' and possibly the 'Map Room,' 'Wishing Well' and 'Imperial Treasury.' I also think 'School of Magic' is a broken, though that's from the base game.

The argument that purple districts are weakened by the fact that no character card benefits by having more of them is valid. The real problem is that not all purple districts are made equal, and because of that, they take away from the pure strategy of the game. One person draws a particularly powerful purple district, like 'Poor House' that gives them an advantage for the rest of the game, and another gets a crummy one, like 'Ball Room.' Both cost the same and give the same points, but 'Poor House' gives a monetary advantage, that lasts till the game's finish. Also, some purple cards combo really well. A lucky combo and your sitting pretty, no thanks to you.

For me, these cards add an unwanted randomness to an otherwise, very sleek, game theory-intensive game.
 
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  • Posted Thu Oct 27, 2011 8:05 am
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