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Castellum: Maastricht box art

Castellum: Maastricht

Players

2-4

Time

?-?

Age

9+

Weight

2.4

Rating

6.72

Fit

Teach 2.4

Teaching signal

Replay 4.0

High replayability

Interaction 4.0

Highly interactive

Scaling 4.4

Scales well

Strategy 4.5

Deep strategy

Control 3.5

More strategic control

Table feel

Castellum: Maastricht has a high level of direct confrontation and strategic depth in confrontation. Players need to frequently pay attention to and react to each other's strategies and turns. However, the game does not emphasize cooperation as much.

Replay value

Castellum: Maastricht has a high replayability score due to its high variability gameboard, strategic depth, scalability, and the presence of expansions. The game offers different experiences each time it is played, allows players to improve their strategy over time, and adapts well to different player counts. The easiness to learn score is moderate, making it accessible to a wide range of players.

Luck profile

Castellum: Maastricht has a moderate level of luck. Random elements have a notable but not exclusive impact on the game outcome, and players have substantial ability to mitigate randomness through strategic decisions and planning. The game outcome is primarily determined by player strategy and decisions, with luck playing a minor role.

Overview

A Dutch game about the historic city of Maastricht. Defend the city against two hundred years of history! Two to four players compete to defend the city walls to the best of their ability. They build the defences, hire soldiers and prepare the walls for four historic sieges. The game is played during the course of four historical sieges. The game begins at the start of the Eighty-Years War, then the end of the Eighty-Years War, the French Expansion Wars and finally the Napoleonic era. During each era, players must collect resources, cards and plan their defences. Then players can build the defences they claimed, hire the soldiers they claimed and collect the services of the great churches of the city. Finally, at the end of each era, the siege starts against progressively stronger enemies. The game offers diversity, requires strategic thinking and illustrates the participating factions of the sieges. Players can influence their opponent's actions by petitioning the churches and guide the attacking forces to their opponent's side or lure the more influential attackers to their own part of the walls in order to earn the most points.

Editions

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Credits

Designers

1
Erik Scheele

Artists

1
Erik Scheele

Publishers

2
(Unknown) Game Brewer

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