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Fantasy Flight Games - Jeux de Cartes Aventures Citadels - Langue: anglais
- English language edition of Ohne Furcht und Adel; includes Dark City expansion
- Age range: 10 and up / Number of players: 2 to 7 / Play time: 20 to 60 minutes
- Manufacturer: Fantasy Flight Games
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PLEASE NOTE: This game is in English and may not contain a translation into your language. NOTE: This edition of Citadels comes with the materials available in the Dark City expansion. Citadels is the award winning game by Bruno Faidutti in which players are attempting to complete their city first. Each turn players choose a secret role from eight choices: bishop thief king etc. Each role has a special ability and allows the player to attempt a different strategy. Players must always beware of the deadly assassin however and players must constantly seek to double guess their opponents. Each city is made up of different districts some of which also provide special abilities to the players. When combined the game is an interesting bluffing and tactical game. This card game provides a ton of enjoyment and can handle up to seven players!
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Meilleurs commentaires des clients
Tactic and bluff are keys.
Not a party game however. This is a rather quiet game where you need focus.
Je le recommande pour plus de 5 joueurs.
Commentaires client les plus utiles sur Amazon.com (beta)
Citadels is one of the first games I tried since my new craze started. It absolutely amazed me due to the unique and simple, yet surprisingly deep, game play. The goal in Citadels is to get the most points. Points are chiefly earned by building districts (represented by cards) with gold (sturdy plastic tokens). Once one player builds their 8th district and the current round is completed, everybody scores their points to find the winner. Here's how the game actually works. Players choose a role to play each round (there are 8 roles in all, unless you play with the included expansion cards that include 9). You choose your role secretly, and only reveal your choice when it is your turn. Turn order is decided by the role you choose. For example, the Assassin always goes first, and the Warlord always goes last. One role card is randomly dealt face down at the beginning of every round so that the second player to choose a role doesn't know what the first player chose.
The key to Citadels is choosing your roles wisely. Each character has their own unique skill that will help them in the game (e.g. The Assassin can attempt to murder other players, the Warlord can demolish other players' built districts, and the Merchant acquires extra gold). After everybody takes a turn, the current round is over and everybody chooses roles again. Therefore you will be able to use different characters throughout the game. Bluffing and using reverse psychology is one of the most important skills in this game. It's often better to pass on the character that you really want to use in a given turn. Why? Because if you consistently choose the optimum character for your current situation the Assassin is sure to assassinate that character. For example, if it would particularly benefit you to choose the Architect (one of the most commonly assassinated characters in my experience) then the player who chooses the Assassin could say "I choose to assassinate the Architect" in the hopes of making you lose your turn. However, if you anticipate this, you might choose a far less useful character to avoid being the target. The psychological mind play that goes on in this game makes for some hilarious moments. I've accidentally killed players that were losing handily just because I guessed wrong!
Another strategy is to simply pick a character that you know would help another player just to keep them from gaining a huge advantage. The strategies in Citadels are what really excite me about this game. Strategy plays a larger part in this game than luck, which is a huge plus. Making sacrifices, taking chances, bluffing, and using reverse psychology are the name of the game in Citadels. If you don't like being killed or stolen from, you probably won't like this game. But if you enjoy choosing secret roles and playing mind tricks, I highly recommend Citadels.
One caveat about this game is that it is often crippled by the common problem of most strategy games where a person can spend a long amount of time thinking what to do on their turn, thus slowing down the entire game (can turn a 30-60 minute game into 2+ hours). We've taken to instituting a turn timer in some games (60 seconds to make your turn), and found that this helps speed things along, but it detracts a bit from the overall experience.
Having owned and played Puerto Rico (review coming eventually), I was comfortable with how characters swapped out every round. As a newcomer to the game, however, I was unprepared by the amount of different strategies one could develop and didn't know which ones actually worked. My initial thought process was to acquire as much gold as possible by choosing to build the same colored district and then choosing a character that provided me with gold for having them. I quickly realized however that an observant player could utilize the thief and / or assassin and have their way with me every round as they'd be able to guess which character card I had picked.
I was also a bit confused at first as to why one card was placed face down and two face up, with the King mixed back into the deck should he show up. After a few turns as the King (and thus, the crown marker), I felt reluctant to give it up mainly because I enjoyed the power of having the first pick. Then again, always choosing the King will leave you an easy target to be robbed or assassinated. I began to understand the benefits of being the King, but also why it was necessary to diversify when choosing characters. Needless to say, I still have a lot to learn.
As for the cards themselves, they are simple and colorful. I enjoyed the art on the cards as well as their color tones...I found them to be sharp and eye-catching. The bag that holds the gold pieces and the crown marker was small and resealable via the glue on it, but I would have prefered a zip baggie...though that's minor in the grand scheme of things.
The game has a lot of replay value, especially since the expansion pack is included. Once we master (or at least become competent with) the main game, we'll have a whole new array of characters to try out and new districts to build that will no doubt change the way we play. Even without the expansion pack, the way the cards are removed and chosen changes depending on how many people are playing, which may affect the strategies one might employ. Vinnie (11) and I, for example, played a two player game and we each got to choose two characters instead of one. This opened the door for different strategies that weren't possible with say, four players, as they only get to choose one character.
Overall, Citadels was an enjoyable experience. There's a lot to it that will keep me coming back for a good while. The kids enjoyed it too, mainly because they got to steal my gold and assassinate me from time to time...guess who's not getting ice cream after dinner tonight?
One of the best things about this game is its versatility. Built for both small and large groups of players, Citadels can also be made simple enough for newcomers or complex and varied enough for jaded veterans, just by swapping cards in and out from the included expansion set. Don't worry about reviews that fret about balance. Characters deemed "too powerful" can be swapped out or countered by your other choices.
The basic strategy is centered around wisely choosing your character each round, and guessing what characters your friends might have. Each character (and the order in which the players get to choose them) confers certain advantages. The trick is that some characters are left out each round (some of whom you know, and some of whom you don't). Once you're familiar with the characters, the real game becomes one of deduction and misdirection as you try to counter each others' strategies.
Don't worry if the character choices seem daunting before you play the first time -- I'd suggest you just pass the main 8 around the table so everyone can get a very basic look at the them, and then run a round or two precisely following the instructions. It will make sense rather quickly. Once you've played and understand the basic game, try swapping in a character or two from the expansion and watch how the strategy changes.
One important recommendation: It helps to write down the character names and their order, especially for your first game or two, or if you're mixing things up pretty frequently.
Otherwise, I cannot recommend this game highly enough. If I could rate it higher than 5 stars, I would.
You control a city and work to build districts, These districts are single cards that have a value in gold ranging from 1-7 pieces of gold. Depending on the number of players you get 1-2 characters per round the characters are numbered and provide you with a special power. For instance the King controls the round, the assassin can kill a player and keep them out for the round, and the tax collector gets gold every time you build a new district. The strategy comes in using the characters special powers to help you build your city. The game ends at the end of the round when the first player has built a certain number of cities, everyone then totals up the gold value of the districts in their cities to determine the winner.
This game comes with 2 sets of characters that you play as separate sets of create a hybrid set from the 2 sets. I have never played with more than 4 people, but it is more fun with 4 people than 2.