Skip to main content

Expansion Review #2: Castles of Mad King Ludwig: Secrets

# of Players: 1-4
Playtime: 2-3 Hours
Core Mechanic: Tile Placement/Auction
Theme: Castle Building
Type: Euro
Weight: Medium-Heavy
Year: 2015

Rating: 8.5*

The first time I played Castles of Mad King Ludwig, I knew it was going to be an amazing game. Both in terms of the auction and tile placement mechanics and the gorgeous components, it easily won me over. Then it was announced that a new expansion was coming that added three modules to the game. With the game as good as it was, did it need these extras?


Although the rules state that the different things that came with the expansion could be added to the game in any combination, I don't see why you wouldn't play with all of them together. First up are the Barbicans & Moats. The Barbican piece replaces the starting foyer from the base game. This piece also makes up one of the four moat pieces that can be used to envelop your castle and gain players more bonus points. Once all four moat pieces are placed, the player gains a reward in the form of an extra room of any kind. There are a couple of limitations with this as it restricts the sprawl of your castle, indoor rooms must be located the moat, and there are additional restrictions on outside rooms inside the moat. I think that this element provides an interesting decision where players must decide whether they want the bonus points from the moat or would rather just build their castle in any way they want.


Secret Passages are new tiles that can be used to connect the new tile that is being placed to an existing tile. They provide double the connection bonus, so since each player only gets three of the Secret Passages, timing when to use them is everything. These can also be used to protect against Activity Room penalties! Finally, Swans are a new economy that is added to the game. Whenever rooms with swan token icons are put up for auction, the corresponding colored swan tokens are added to that room. Then whenever a player buys a room with swan tokens on it, he or she collects those tokens. Swans can then be used in one of two ways - to exchange for money or to be used as victory points at the end of the game.

In general, all of these modules are simple enough to add to the game without increasing the complexity too much. Because I own the expansion, it is likely that I would play with this every time. However, I don't think I would qualify the expansion as essential to the game experience in terms of making it better or adding any game changing elements. The moats add an interesting visual element and some constraints, which help to provide a bit of a challenge, but also means the castles lose the charm of how they used to sprawl. The swans add some flexibility and extra ways to score, but also nothing I feel that is too game-changing. So in the end it is a fun expansion with some cool ideas, but the base game is good enough on its own and I wouldn't hunt down this expansion unless you are a really big fan of the game. Compared to how Farmers of the Moor changes Agricola, this one makes less of an impact. This is probably evident in how much shorter this review is as well!

Comments

Popular posts from this blog

Review #27: Ultimate Werewolf: Deluxe Edition

# of Players:  5-75 Playtime:  30-60 Minutes Core Mechanic:  Deduction Theme:  Werewolf Type:  Party Weight:  Light Year:  2014 Rating: 7.5* This was the first social deduction game that I played and the most memorable social deduction moments may have come from playing this game - and I may never play it again. I'll elaborate on that more in a bit, but it in no way reflects on the quality of the game, which is very, very good. This game opened up the entire genre to me which is now a party staple and most deduction games can probably trace a big part of their game back to Werewolf. I might have played Mafia a couple times with a deck of regular playing cards, which is very similar to Werewolf, but the fact that I'm not certain just shows how much of an impact Werewolf had by comparison. There are two teams in this game - Werewolves and Villagers. The goal for the villagers is to eliminate the werewolves while the goal for...

Review #12: A Few Acres of Snow

# of Players: 2 Playtime:  2-3 Hours Core Mechanic: Deck Building/Area Control Theme:  18th Century North America Type: War Weight:  Heavy Year:  2011 Rating: 8* After discovering how fantastic a two-player game could be with Twilight Struggle, I was in search of something similar.  Around this time, A Few Acres of Snow was released and had just made its way into the Top 50 on BGG.  There was a lot of hype surrounding this release and I gave in, especially as people were calling this Martin Wallace’s take on Dominion, which was a game that I really liked at the time. Set in North America during the 17th and 18th centuries, one player is the British Empire while the other player is France.  The game is played over a map with each player building up a deck of cards consisting of either empire or location cards.  Location cards will be used to settle new villages, upgrade villages, build fortifications, and siege your op...

Review #13: Ora et Labora

# of Players:  1-4 Playtime:  2-3 Hours Core Mechanic:  Worker Placement Theme:  Medieval Type: Euro Weight:  Heavy Year:  2011 Rating: 9* By the time this game came out, both Agricola and Le Havre were two of my favorite games and because of this, Uwe Rosenberg was probably my favorite game designer at the time and likely still is. Therefore, the hype I created for myself surrounding this release was massive. In the end, this game was full of ideas that were new to me at the time, including the tile placement, production wheel, and interesting worker placement mechanics, but there was something about the game that held it back from hitting the same highs that his previous games did. As with most, if not all, Uwe Rosenberg games, the winner is the player with the most victory points. The game is played over several rounds with each round consisting of five phases: return workers if possible, rotate production wheel, settlement ...