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Main Catalogue |  Board Games & Card Games |  Rio Grande Games |  Torres

Torres

Torres


Price: £29.99

 
(RRP - £34.99)

This item usually ships in 1 to 3 days.

Please note: This item is NOT normally available in our Bricks & Mortar shop. If you would like to collect a copy from the shop please contact us in advance.

Board Game, 2-4 Players, by Rio Grande Games A series of devastating tornadoes, unleashed by enemy mages in the recent war has left all the king\'s castles in ruin. Only the foundations of these once magnificent monuments remain. He has charged his sons with rebuilding his castles and promised the throne to the one who can rebuild the tallest and largest castles. Each prince has 6 knights to supervise the building. Two or more princes may work together on a castle with their knights competing to control the highest towers of the castle. Once e ach year, the king will tour the castles, to judge the progress of each son. After he finishes the third tour, he will choose his successor and the winner! ++++++++++++++++++++ Counter Magazine review. ++++++++++++++++++++ 2-4 players, 45-60 minutes designed by WOLFGANG KRAMER & MICHAEL KIESLING reviewed by GREG SCHLOESSER My first opportunity to play this new Kramer/Kiesling design was at Alan Moon\'s Gathering of Friends in April 1999. Jay `Rio Grande Games\' Tummelson had just received confirmation that he would be releasing the game in English and was so excited he hastily assembled pieces from Terra Turrium (another Kramer design) and other sources. The board was taped together photo copy and the cards were cut and paste quality. Thus, the `parakeet\' in me (that\'s the part that squawks with delight at pretty pieces) was already disappointed. My initial response to the game was mediocre, but this was due in large part to rules ambiguities, less than stellar components and the pace of the game, which seemed to drag on and on. Well, I took a chance and purchased a copy, figuring I owed the game another chance and boy, am I glad I did. With several more playings under my belt, and this time with the `real\' game, I can unabashedly claim that this is a fantastic game, one which will surely compete for 2000 Spiel des Jahres honors. It also certainly doesn\'t hurt playing with the `real\' pieces, which are nothing to get terribly excited about, but a marked improvement over the drab blocks as used in Terra Turrium. Kramer has combined elements of several of his past games as well as borrowed from other designers titles, including the 3D design and movement mechanics of Terra Turrium, the limited action points of Tikal, the special action cards of El Grande and the `leap-frog\' scoring track mechanism as used in Doris & Frank\'s Ursuppe. There\'s no escaping the fact that the game still has a decidedly abstract feel to it and one gets the distinct impression that Kramer just wanted to continue to tinker with these various mechanics. The theme seems nothing more than an afterthought. Still, the game works. It is a tense, challenging matching of wits with the outcome in doubt until the very end. The premise is simple enough. Players attempt to maneuver their knights into and up the larger castles, receiving points for each castle in which they they have one of their knights based on a simple mathematical formula: Level of the knight times surface area of the castle. Thus, if a castle has grown to occupy 8 surface squares and you have a knight on the 3rd level of the castle, you receive 24 points ( ). So, the idea is to maneuver your knights to the higher levels of the larger castles. The game is played in three scoring turns (called `phases\'), each comprising either 3 or 4 rounds, depending upon the number of players. Each round, a player has 5 action points which he can use to: Place a new knight on the board. A new knight must be placed adjacent to one of your existing knights at a level equal to or below the level of that existing knight. This costs 2 action points to execute, whereas all other actions cost 1 point. It is critical to get as many of your knights on the board as possible, though the timely placing of a knight at later stages of the game can spell the difference between victory and defeat. Since the number of knights per player is limited, the timing of their placement can be pivotal and is yet another tough decision to be made. Place a new castle piece. This must be placed next to an existing castle piece, or onto it. However, a castle cannot contain more levels than the surface level it occupies. Further, one cannot place a castle piece in such a fashion as to join two or more castles. Thus, certain spaces become `dead\' during the game, and placement can be used strategically to hinder the

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