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The Enchanted Tower box art

The Enchanted Tower

Players

2-4

Time

15-25

Age

5+

Weight

1.14

Rating

6.63

Fit

Teach 2.3

Teaching signal

Replay 3.9

High replayability

Interaction 3.8

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 2.3

Luck-sensitive

Table feel

The Enchanted Tower has a moderate level of direct confrontation and strategic depth. Players must frequently pay attention to and react to each other's actions. While there is some cooperation required, it is not a major focus of the game. Overall, the game offers a good balance of player interaction.

Replay value

The Enchanted Tower offers a high level of variability in each playthrough, with multiple paths to victory and random elements. The presence of expansions adds new content and gameplay elements, further enhancing the replay value. The game also provides deep strategic possibilities and allows players to improve their tactics over time. The scalability of the game ensures a consistent and engaging experience regardless of the number of players. While it may take some time to learn, the game offers a good balance between easiness and depth. Overall, The Enchanted Tower has a strong replayability score of 7.82.

Luck profile

The Enchanted Tower has a low influence of luck. Random elements like dice rolls or card draws have a minimal impact on the game outcome. 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

Ack, the princess has been captured once again by an evil sorcerer! She should really stop hanging about in places where she can be captured so easily. Well, that's neither here nor there for now – let's get out there and free her from the enchanted tower. In Der verzauberte Turm, one player plays the sorcerer and at the start of the game he hides a key under one of 16 spaces on the game board. The other players collectively take the part of Robin, who tries to find the key before the sorcerer can reach it. No matter who finds the key first, though, that player gets to try the key in one of the six locks on the tower; if he chooses the right one, the princess jumps free of the tower and that player wins. If not, the sorcerer hides the key once again, and everyone moves back to their starting locations. The sorcerer starts the game on a supplementary movement board that takes him eight spaces to cover, giving Robin time to search various locations first for the key. (Robin and the sorceror are apparently magnetized, and when the character passes over the key location, the key will "clack" to its underside.) How do the pieces move? Each turn the sorcerer rolls a symbol die that shows which character moves first that turn; the Robin players take turns rolling a number die, which has values for both Robin and the sorcerer. Thus, they jockey back and forth to reach a location that only the sorcerer knows. Will the princess find freedom once again, at least for a little while?

Editions

Edition Year Language Publisher / Region
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Files

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Credits

Designers

2
Inka Brand Markus Brand

Artists

1
Rolf Vogt

Publishers

4
999 Games ADC Blackfire Entertainment Brain Games Devir