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Castle Combo: Review

Castle Combo: Review

Information:

Mechanics: Point Salad, Resource Management, Set Collection
Age: 10+
Player Count: 2 - 5 Players
Time to Play:  10 - 25 Minutes 
Game Designer: Grégory Grard, Mathieu Roussel
Game Artist: Stéphane Escapa
Publisher: Pandasaurus Games
Year Published: 2024
Disclaimer: A review copy for the game was provided by the publisher and Lets Play Games.

Introduction:

Castle Combo is a tableu game about filling your residence with both castle and villager occupants in a 3x3 grid. Each card in the game has a special ability that will activate during the game, and an end game-scoring condition. Players aim to gain the right people at the right time in order to effectively create the right combos.

Game Anatomy:

Cards:

Cards will come in two types; castle and village occupant cards. These card types will be displayed in two separate rows with their respective decks at the end of three face-up options. Each card has numerous elements:

- A gold cost on the top left
- A directional arrow icon that moves the messenger either up or down when the card is purchased.
- Shield icons on the top right of which there are multiple types. Three types appear more commonly in the castle cards and three appear more commonly in the village cards.


- An ability that is activated when the card is purchased.
- An end-of-game scoring condition underneath the ability. 

Messenger Pawn:

The messenger pawn determines which row you can buy from on your turn. This token is automatically moved when buying a card with the arrow icon but can also be manually changed by using a key (see below).

Coins:

Coins will be used throughout the game to buy villages. 

They are worth no points at the end of the game by themself, however, some villagers allow a certain amount of coins to be placed on them. This awards points based on the amount of coins. The amount of points per coin is dependent on the card it is placed on.

Keys:

Keys are worth one point each at the end of the game. During the game, a key can be spent before a player buys a card to move the messenger pawn or refresh all three cards in the messenger row. Only one of these actions can be performed since only one key can be used per turn.

Setup:

- Shuffle the castle cards and reveal the top three cards.
- Create the second row with the village deck.
- Place the messenger pawn beside the revealed row of village cards.
- Each player starts with two keys and 15 gold.

How to Play:

Each player will have nine turns in the game as they create a 3x3 grid of castle occupants. On your turn you will optionally spend a key, buy a card, apply the card's ability, possibly move the messenger pawn and refill the cards.

Buy a Card:

Purchase one of the cards in the row that the messenger pawn is beside. The card will now be placed in your 3x3 grid, orthogonally adjacent to an existing card. Some cards may cost less due to the ability-based discounts on cards gained from previous turns. If you cannot afford a card, or if you so choose, you can instead take the top card of the deck and play it face-down. By doing this you will gain six coins and two keys but will lose vital grid space. 

Apply the Card's Ability:

Activate the ability of the card that was just placed.

Move Messenger Pawn and Refill Cards:

If the card shows that the messenger needs to be moved, it will be moved now and both rows will be refilled back to three cards.

At the end of the game, all nine cards will be scored based on each card's condition. There is a game aid that will help explain each scoring possibility.

Final Thoughts:

- Great combination of resource management and point salad.
- Unique abilities and characters throughout both decks.
- Interesting element of the messenger pawn and how to balance the timing of their movement.
- Fun art.

Castle Combo is an excellent example of a point salad game. As you are building out your tableu you are securing points through characteristics such as deck type, shield type, and even things like card cost. As you add more cards to your tableu you are aiming to be careful with their placement not only to maximise their end game scoring, but also the scoring of your pre-existing cards. On top of this, players have to be considerate of the two resource types. If you run out of gold you will have to take a dud card, removing any potential points from that card while gaining coins and keys. If you enjoy point salad games, especially ones with fast decision-making space, Castle Combo is a perfect addition to your collection. With the large unique decks and only 9 cards used per game (per player), no two games will feel the same. Castle Combo will be receiving a Silver Seal of Approval.

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