Publisher: Renegade Games
Designer: David WilkinsonYear: 2017
Castles of Caladale
is a 1-4 player tile laying game in which you attempt to build a functional
castle out of the wreckage of several previous castles, which evidently weren’t
very functional as they are now piles of modular scrap. The game is either turn
based or real time with you rushing to rotate and place your tiles to create a
castle faster than your opponents while trying not to have spare tiles left over
at the end or gaping holes in the side of your castle.
There are three castle types in the game, a traditional
medieval stone design, a tudor design built by gnomes, or the enchanted forest preferred
by fairies. The building rules have lots of nuances, but they can be summarised
in 2 rules. 1) Don’t build anything that wouldn’t logically work (bridges that
extend with no support on the other side, or sky touching a wall etc) and 2)
the edge of each tile must connect to the same type as castle as the edges of
each adjacent tile. There are plenty of tiles which allow you to change from
one castle type to another, in fact a good chunk of the gameplay is disassembling
and reassembling your castle to allow your newest tile to fit.
If you are playing turn based then you will be taking one
tile at a time, either from the face up supply or at random, then adding it to
your castle or flipping it upside-down if you can’t place it. At any time you
are free to break and remake your castle to allow your new tile to fit. The
game will end once there are no tiles in the supply, at which point you turn a
30 second timer giving players a last chance to finish their construction. At
the end of the game you score 2 points for every tile in your castle, 1 point
for every tile you couldn’t place and flipped upside-down and zero points of
you had a tile you didn’t commit to flipping, but couldn’t place. You then get
bonus points for placed flags, then lose points for leaving exposed edges on
your castle and for using your wild card.
A "Functional" castle with no exposed edges and 2 flags |
My preferred way to play is the speed variant, in this you
are dealt out a supply of ~20 face down tiles, depending on player count. The
supply board is built up with a selection of tiles which you can, at any point,
exchange for one of the tiles in your building pool. You then have to build as
quickly as possible, at any time a player may turn over the 30 second timer and
trigger the end of the game at which point it’s scored as usual. Oh and if you
made a mistake in construction, e.g. by connecting some fairy tree directly to
stone castle, your castle falls apart, which is extremely painful to anyone
standing below your castle, as well as your final score!
Castles of Caladale
is a pretty game, the tiles have wonderful vibrant art and the castles you build
are always interesting. It’s unfortunate that I don’t like the game very much.
The turn-based variant is too easy, you end up with everyone being able to
build a competent castle which inevitably leads to draws, or someone getting
victory simply because they had more opportunity to collect flags. The speed variant
is better, but then the tiles you have are completely random, sure you can
exchange, but if you get stuck and the tile you desperately need has been dealt
to your opponent then there’s nothing you can do. The reality is Castles of
Caladale has attempted to be 2 games with the speed and turn based modes, and
as a result has failed to refine either. Resulting in 2 fairly average game
modes. There are far better turn based tile laying games, and better
quick-thinking logic games, so unfortunately Castles of Caladale isn’t staying on our shelf.
5.5/10
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