Let me reply with some answers, explanations, and comments:
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Castle Merchants is basically a racing game, not really a trading game, as the title suggests.
Very true, and the one thing I would love to call "Do over!" on. It was just an off the cuff blurb I added to the rules as I was typing them up for a submission to Hippodice. I was thinking of "trade" more in line with a trader meaning merchant. I just never gave it another thought and in hindsight I'd pull that blurb off.
Unfortunately, at this point all I can do is sing with Cher "If I could turn back time..."
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These castles are aptly named after the wares they prefer, which makes one wonder why a castle called Chianti Castle doesn’t produce the stuff itself but has dubious peddlers sell it to them at cutthroat prices, but I digress...
Good point! I just liked getting a little goofy with the castle names.
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One already can guess that terrain cards of the right kind are in high demand. To get them you have to either pass or go to the lawn space in the middle of the board to regenerate. But passing is what you will mostly have to do, probably 50% of the time - Which can become a little boring after a while...
You only lose hand size if you play more than 3 cards on a turn. Just a strategy point - if you are passing more than a few times a game you are not doing a good job of hand management (the game's primary skill). If you are passing 50% of the time you shouldn't stand a chance of winning. Quite honestly, if I had spent that many turns passing I'd have burned the game! Myself, I rarely ever spend a turn passing to pick up a card.
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The game plays along at a good pace and is certainly a solid design, but one thing that players will realise quickly is that it is much less strategic than it pretends to be.
I'd make no claims that the game is highly strategic, but I do think there's more control there than most people think. Although the more players the less control there is. With 2 players, I'd suggest the superior player will win over 90% of the time. I like the game best with 2 or 3 myself.
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In our game I had a good start with some lucky matching cards (I was also the first to move) and could create a headstart that the other players never really could overcome.
In our games being the first player to leave the warehouse is a risky proposition and is not a move taken lightly. Too easy to be overtaken and beaten to a castle by someone expending less cards. Decisions made early in the game can come back to haunt you later on.
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The game material is of good quality and the symbols on the tiles and cards are very nicely done, although one could question a certain “dark” character that is evoked by some of the images which somehow jars with the lighthearted theme of the game.
True, but when I first saw Patrick's art I just fell in love with it - even if it didn't perfectly meld with the "feel" of the game.
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The suggested playing time of 30-60 minutes is also a little too short, especially with 4 players this will be a longer game,
Wow, this I find strange. Maybe I can see it taking a bit longer for a first time play with 4, but in general I find 15 minutes per player is the norm, and that's not playing particular fast.
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If you look for a gateway game to play with your family this might be the perfect choice, but as a gamer you might be looking for something more “meaty” after all.
I agree with that sentiment. If you're expecting a deep game you will be dissapointed. But I do feel there is more to the game than some have given it credit for. But I do understand how that can be missed as the stratgies are subtle, and I've seen some players make the same mistakes over and over and never really "get" the game. The victory doesn't always go to the swiftest.
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Medieval Atmosphere: nonexistent apart of the title – this is a pure racing game, nothing more, nothing less.
Yeah, yeah, rub it in!
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Diet – recommended for the guy on the cover
My wife still complains about that guy.
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Moritz Eggert
Thanks for taking the time to play the game and comment about it!
- Jerry