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Dreaming Spires box art

Dreaming Spires

Players

3-5

Time

?-?

Age

10+

Weight

2.9

Rating

6.37

Fit

Teach 2.4

Teaching signal

Replay 4.0

High replayability

Interaction 3.8

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 3.5

More strategic control

Table feel

Dreaming Spires has a moderate level of direct confrontation and strategic confrontation. Players need to be aware of and react to each other's strategies frequently. However, the game does not emphasize cooperation as much.

Replay value

Dreaming Spires has a high replayability score due to its strong variability, strategic depth, and adaptability to different player counts. The game offers different experiences each time it is played, with expansions available to add new content and gameplay elements. The game allows for improvement in strategy over time and has a good balance of player interaction. It scales well with different numbers of players and is moderately easy to learn while offering depth in gameplay.

Luck profile

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

Overview

Lead an Oxford college from the medieval era through to the modern day. The eccentric characters and tumultuous events of Oxford's history are brought to life in cards, featuring original illustrations, famous quotes and amusing written accounts. In Dreaming Spires, players each build a college of Oxford University out of building tiles placed according to simple rules. Tiles display whole icons and half and quarter icons, which can be placed next to one another to complete whole ones. These icons represent the benefits of your college: Beauty, Academics, Status and Sociability. Famous men and women of Oxford can be admitted to your college if it has the relevant benefits to attract them. These scholars can be used to increase the reputation of your college directly in their subjects but also indirectly using their unique special abilities. Each turn there is an historical event pitting the colleges against one another in various activities for a reward. The winner becomes Chancellor and leads play for the following turn. The college, which has the greatest reputation at the end of the game is the winner. This is calculated from the scoreboard with an innovative scoring system that leaves ample room for different strategies to succeed and keeps everyone in with a chance till the end!

Editions

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Credits

Designers

1
Jeremy Hogan

Artists

2
Amber Anderson Jessie Price

Publishers

2
Game Salute The Secret Games Company

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