Table feel
Turris has a high level of direct confrontation and strategic depth in confrontation. Players must frequently pay attention to and react to each other's strategies and turns. However, there is less emphasis on cooperation in the game.
Players
1-4
Time
90-150
Age
14+
Weight
3
Rating
7.26
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
More strategic control
Turris has a high level of direct confrontation and strategic depth in confrontation. Players must frequently pay attention to and react to each other's strategies and turns. However, there is less emphasis on cooperation in the game.
Turris offers a high level of variability with its gameboard, allowing for different experiences each time it is played. The presence of expansions adds to the replay value and offers new content. The game also provides deep strategic possibilities, allowing players to improve their strategies over time. The player interaction score is average, and the game scales well with different numbers of players. While it may take some time to learn, the depth it offers makes it worth the effort. Overall, Turris has a strong replayability score of 8.1.
Turris has a moderate level of luck influence. Random elements have a notable but not exclusive 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.
In Turris, players take on the role of tribe leaders in a post-technology society. Exiled from a once glorious city, tribes of scavengers are all that remains of a scientifically advanced humanity. As the regular offering to the gods was delayed, the ground split open and vile Beasts arose from the Abyss, relentlessly attacking everyone in their path. Driven out of their home and left for dead in the harsh desert, the people have lost all hope, until an unexpected discovery was made. Turris is a competitive Worker Placement game where players attempt to build the Tower as a final defense mechanism, utilizing the prehistoric technology of divine origin. You assign your Scouts to acquire resources and decipher the data from ancient machinery, all the while being constantly chased (and often devoured) by the unstoppable Beasts. The tribes all follow the Council's directives and complete its missions, but as a tribe leader you know that once the Tower is built and humanity is saved, it will dissolve without strong leadership. In building the Tower, you acquire Prestige Points which represent your standing amongst the tribes. The leader with the most Prestige will take control of the Council and lead humanity into the future — whatever it may be. Turris uses miniatures that represent the Beasts and Scouts, decks of Mission and Tactics cards, as well as Tarot-sized gold/silver lined Trionfi cards which represent the Tower rooms.
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