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The Court Of Miracles box art

The Court Of Miracles

Players

2-5

Time

?-?

Age

10+

Weight

2.17

Rating

7.04

Fit

Teach 2.3

Teaching signal

Replay 4.0

High replayability

Interaction 3.7

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 3.5

More strategic control

Table feel

The Court of Miracles 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, there is less emphasis on cooperation in the game.

Replay value

The Court of Miracles offers a high level of variability with its gameboard and expansions, allowing for different experiences each time it is played. The strategic depth and scalability of the game further enhance its replay value. While the easiness to learn score is moderate, the overall replayability score is still strong at 7.9.

Luck profile

The Court of Miracles has a moderate level of randomness impact, with random elements playing a notable but not exclusive role in determining the game outcome. However, players have substantial ability to mitigate the effects of randomness through strategic decisions and planning. The game relies on a balanced mix of luck and strategy, with player decisions and strategy primarily determining the game outcome. Overall, the Court of Miracles has a final luck score of 7, indicating that luck plays a minor role in the game.

Overview

In The Court of Miracles, lead a guild of beggars, plot, use trickery and opportunism to build your renown and take over the old 16th century Paris. Your goal is to establish your renown in Paris or to be the most influential when the Penniless King would have reached the end of his path... At your turn, you may play a plot card, you have to place one of your (3) Rogue tokens, face down (secret ability), on any available spot in a neighborhood, and benefit from the effect of your spot (receive coins, draw plot cards or move the Penniless King forward along his path). You may then perform the action of the neighborhood. When a neighborhood is fully occupied, settle a standoff revealing each player's Rogue(s) token to know which player takes control of the neighborhood. Controlling a neighborhood will reward you each time another player performs its action. You will be allowed to buy a 4th Rogue, cards or move the Penniless King Forward at the Renown Square. Unless the Penniless King reaches the last space of his path before, the first player to place their 6th Renown token wins. Otherwise, the player with the most Renown tokens placed on the board wins the game.

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