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BOARD GAMES & CARD GAMES
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Mayfair Games
| Toledo
Toledo
Price: £32.99
This item usually ships in 2 to 3 days.
RRP - £38.99, our price = £32.99
Board Game; 2-4 Players; Ages 10+ by Mayfair Games Art, Steel, and Glory! Can You Craft the Greatest Swords Ever Made? Central Spain, A.D. 1600. You play a member of a family famous for making exquisite swords from renowned Toledo steel.
By engaging the services of the skilled sword smiths, you hope to present the finest and most beautiful swords ever crafted to the great emperor of the Spanish Empire. These strong, sharp, and often gem-laden weapons-magnificent works of art and swordcraft- provide your pathway to power and glory! Travel the hilly streets of Toledo to acquire the fine metals and gems you need to craft these beautiful swords. Forge your magnificent swords and carry them to the grand Alcazar palace. You might also visit the storied artist studio of El Greco to buy some of his works. But beware! Toledo can be a dangerous place. You may duel, engaging in swordfights to protect your honor. In the end, whomever presents the best set of swords to the emperor claims glory and victory! Contains: * Board (medieval Toledo) * 20 wooden swordsman * 90 cards * 32 business tiles * 16 swordsman skill tiles * 19 sword tiles * 23 steel counters * 20 gems * 6 art cards, all by El Greco * 1 rules GAME REVIEW BY COUNTER MAGAZINE Kosmos / Mayfair 2-4 players, 60 minutes designed by Martin Wallace reviewed by Alan How I first saw Toledo a few years ago at the Ramsdencon game weekend. As was usual then, Martin Wallace had a new game or two to test and that was always part of the day\'s visit for me. As the range of Martin\'s games has broadened, you never knew whether you were in for a 1 hour or 4 hour gaming session, but it would always be interesting. As it turns out, Toledo was closer to the 1 hour end of the spectrum and with the preview in the last issue of Counter about Martin\'s Treefrog game line, Toledo could easily have been part of that set. The game is set in Spain where the object is to gather resources to present fine swords to the King. The value of the swords increases with the resources used to create the sword and this is reflected in victory points. Each player starts with a hand of movement cards and a set of businesses including a steel merchant and a gems merchant which is where the components are gathered to make the swords. Other businesses are the swordsmith, which is where the resources are handed in to create the swords and a fencing master which is where you acquire improvements in your fencing skills. All the business fit the theme and matches what you might expect from them. Players have two businesses of each type available to be placed on a path that winds its way in an `S\' shape to the top of the board. This creates three distinct areas - the bottom of the S is where the easiest place to do business and it gets progressively harder further up the single track of the board. The board is initially mainly blank with only a few pre-printed squares on the track and it is on these squares that the businesses are placed. The remaining options on a turn are to move your pawns, draw some more movement cards or take one of your pawns back to the beginning square. Movement is carried out by handing in one or more movement cards and these allow you to move a number of squares equal to the number shown on the card. However, you can only move onto pre-printed or business square and as the pre-printed squares are not within range of the cards, the initial part of the game is about laying some of your businesses on the board. Besides having a specific feature, the businesses, which are in thick cardboard, also have either one or two spaces for players to land on. So part of the decision about laying out businesses is in deciding what number of spots you wish to lay. The other aspect that matters is that the cost of carrying out an action there is free if it is your own business (highlighted by your player colour), but costs a card or more if it belongs to someone else. So in deciding when to play your business, you need to consider what has been laid before. Finally, as businesses can be played on any empty square on the board, you need to think about whether you want to play your businesses further up the board. I would suggest this is enough to think about at this stage, as planning suggests you have some idea of how the game will pan out and unless you are the kind of person who works out checkmate in 37 moves, to do much more will not be possible. Movement is probably the best system in the game. This entails you playing a card, but if you play more than one card of the same number, you can carry out a second move providing of course you can get one of your pawns to move onto a valid square. So a further aspect to planning is to get your businesses linked a similar distance apart. Of course you will need cards of the right type to make these jumps, but with some luck and judgement you can move your pawns across the board carry out an action at each location and achieve multiple aims during one turn. And his tis quite good fun to work out these cunning moves. The fencing master also provides access to a special Movement card, which I have found is pretty powerful in games that I have played. It allows you to substitute other cards that do not match the initial card played and therefore make your movement cards provide more options. There is a small penalty for holding it at the end of the game, but is a useful way of overcoming poorer card draws. No Martin Wallace game would be without its fair share of competition and this is provided in the form of duels. If you land on a square where players have filled up the available spaces you can challenge another player to a duel. These are quick sword fights and involve tuning over a number of cards from the draw deck. The winner of a duel round is the person who has the fencing skill (picked up at the fencing master business) that matches the background colour of the card. If this is tie (neither or both payers match), then a symbol at the bottom of the card reveals the attacker or defender winning that round and the duel is fought over the best of three rounds. The duels work, they\'re quick and they fit into the theme of the game. Losers go back to the start (which is not all that bad as more options become available). The swords that are acquired from the swordsmith are cardboard pieces that display the number of gems and steel required to craft the sword and the Victory points in gaining the swords. As there are limited number of swords and the best VPs come from the best swords players normally take the best sword on offer. When one player has three of their five pawns in Alcazar, the final square on the board, there is one more round and the game ends. VPs are earned in full for swords in Alcazar and half points for those en route with scatterings of points for unused gems and steel. My overall impression is that this is one of Martin\'s lightest games. It works, the systems all dovetail into the theme, and it is fun. It\'s the type of game where your brain doesn\'t have to work too hard after you have let off an age of steam.
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