GTM #205 - Castles of Mad King Ludwig
Feb 27, 2017
Designer Ted Alspach was best known for two very different types of games — Ultimate Werewolf roles and innovative Age of Steam maps — when he surprised the industry with the excellent economic tile-laying game Suburbia. In Castles of Mad King Ludwig, he returns to the idea of players building up a new construction with tiles, but with new ideas of both the way players gain resources and what they do with them. In this Each player's castle begins with a simple foyer — an introductory room with several exits. Each turn, one player (rotating every turn) becomes the "master builder". That player is assigned a random selection of rooms (tiles in various shapes and sizes) that players can add to their castles. The master builder assigns a price to each of these rooms, placing them on the auction board. Each player in turn — with the master builder having the very last chance — has the opportunity to buy one of these rooms and add it to his or her castle, or if nothing appeals, take a sum of free cash or buy an inexpensive and generic "corridor" room. These payments go to the master builder, who thus has an incentive to price them wisely; if the master builder chooses to buy from what's left, that payment goes to the bank. Unbought rooms have a coin added, making them more attractive for future rounds. Why would players prefer to pay more for one room over another? First and most Castles of Mad King Ludwig has two strong appeals. First is the tense and strategic task of choosing prices for rooms. The master builder for the turn has to figure out who is more likely to need what room; then they need to figure out if they should price that room completely out of range, or just high enough that the opponent needs to pay dearly. For example, one of the King's Favor goals might be to get the most outdoor rooms. The master builder might choose to protect their lead by pricing any available outdoor rooms at the maximum price — or just out of range of a rival who's close to the lead. Alternatively, the master builder can choose to array the most desirable rooms at high, but reasonable, prices as a way of earning cash to spend later. The bidders, then, need to make the optimal choice from the offered rooms. It might be better to take a less-helpful room to save money for later, or to buy a point-rich room at all costs. The second unique appeal is the way the castles look, during construction and after. The rooms vary in size and shape — rectangular, round, or oblong — and the castles naturally form a sprawling, chaotic shape across the table, worthy of the whims of the "Mad" King. Although the symbols are clearly marked on each room, they’re also illustrated in pleasing detail. Bedrooms have beds and chairs, the Pumpkin Garden has pumpkins, and the Mold Room has the green growth of the dungeon. Assembling this crazy collection has a pleasure all its own and makes the game feel like a successful, creative experience even if your building acumen doesn’t ultimately garner the King’s favor.
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