We don't tend to worry about release dates when we do our reviews but we may be pushing things a bit with Citadels by Bruno Faidutti, released 25 years ago next month.
Despite it's age, Citadels stands up as a great experience. We played a game with 7 players (it can accommodate up to 8 with the Dark Cities expansion), and although it was a long game it was a lot of fun. There is plenty of opportunity to interact with other players but the option is also there to just focus on building your own city, without meddling in other people's.
In Citadels, players take turns to gather gold and use it to pay for the construction of new districts to their city from the cards in their hand. Which is an incredibly straightforward premise. There is, however, a small twist to this. Each round, players draft cards that dictate what role they will play during the round. Roles include characters such as the Assassin, the Bishop, the King, and the Warlord. Each role remains hidden but acts in a set order, starting with the Assassin and ending with the Warlord (in a 2-7 player game), and each has their own unique ability that can be used to the benefit of the player or the detriment of others.
For instance, the Assassin can assassinate one character each turn, removing their ability to take a turn in that round. The target is chosen by the role, not the player, so there is a bit of social deduction involved if there is a particular player on you want to remove from the round. The Bishop gains extra gold for each religious district in a player's city, the King always chooses their character first at the start of the next round, and the Warlord can pay to destroy districts in other player's cities.
These layers of card drafting, hidden role, and social deduction add a great depth to a game that otherwise might be overly simplistic and allow for a lot of underhanded tactics around the table. We played the game with a higher player number, which I feel helped the flow of the game as we had a player for every character, with the exception of one character card each round which is left face down in the middle of the table to complicate the social deduction element. There is the potential that with a smaller number of players, the game would feel less characterful (pardon the pun).
However, with the larger number of players the game did take some time to get through. The end of the game is brought about by the first player able to build 8 separate districts, which can take some time with characters like the Warlord and Assassin in play. Another criticism, though only a very light one, is that the assassin does have the potential to remove a lot of fun from the game if a player is unlucky enough to be targeted multiple times. This is somewhat mitigated by the targeting of the character, which is hidden, rather than the specific player.
All in all, Citadels offers a smooth gameplay experience with some good player interaction and relatively little downtime. It certainly isn't showing its age and will definitely be brought back to our table again soon.
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