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editing
Jeux Descartes
design
bruno faidutti
Serge Laget
graphic design
Emmanuel Roudier
number of players
2 to 5
time
from 30 to 60 mn
age
since 12 years
in the market
2000


Presentation:

This game belongs the well-known to "Blue Games" of Descartes Games. This range has for characteristic to propose games, not expensive at all (~15€), fast games (1h or less) and of a relatively easy access (simple rules). From this point of view, Castel fits. Castel was rewarded with the Silver dice, at the contest of creators of Boulogne-Billancourt, in 1999.

Some principal concepts :

The principle of the game is that from the famous "the 8 American" where one needs to get rid of all his cards to win. The board game symbolizes a castle and the cards appear the characters who evolve/move there: knights, princess, enchantor, buffoon, alchemist and dragon, without forgetting very the sexy favorite we can see below (we understands better why kings do not deal much with their people...).

A code of color makes it possible to know where each card is placed: red with the court, blue in the turns, etc... and the effect of the card is indicated under the illustration (in general, this effect consists in returning 1 or several precise cards). The first game, some time is spent to read the cards and discover their respective effects, and as a fact, it is a little bit difficult to his game on the strategic level. But very quickly whole cards are memorized, and the discovery of frightening combinations appear (the gameers of Magic will appreciate...) and the anticipation and plan his planend for the game. The scandalmongers and the detractors of the game say that the parts are chaotic and that it is difficult to control anything! With my direction, even if it is not stripped of interest, the matter is a little excessive... Admittedly, Castel is different according to the number of gamers: at 2 it is really a small game of reflexion enough teasing where the order in which one games his cards is fundamental and with more it becomes a game of fun, rich in multiple bounces .

However, two adjustments of rules make it possible to cure to some extent this disadvantage: 1. Prohibition to pick 2 cards in the same turn of game (it is too profitable to do nothing but pick and to wait!) 2. The Merchant allows 3 actions but not more than 2 installations of cards (if not it is used a little systematically to finish)

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Game history :

When we decided to make together a game with Bruno Faidutti, we only had the theme, and the mechanisms of game were fuzzy and too numerous (as it is often the case at start...). We worked each one on our side and for lack of availability we exchanged little on our respective projections. Bruno F who goes much more quickly than me when it is a question of work (?!) finalized his project which was success as anyone know, I named: Citadels. Like I hamper a little on this one, Bruno came to join me and we worked together so that Castel arrives in the long term and is born. Ah, this Bruno what a hard worker! Always ready to declad as regards to ludic creation...

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