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Things From Another World
Coded Castle
Coded Castle
by Captain Smart (2020)
Player Count
1 to 4

Player Ages
4+

Playing Time
15 minutes to 20 minutes
Categories
  • Educational
  • Designers
  • Hubert Bobrowski
  • Mechanisms
  • Modular Board
  • Cooperative Play
  • Card Drafting
  • Grid Movement
  • STR-04 Solo Game
  • ACT-05 Command Cards
  • Artists
  • Justyna Ho?ubowska-Chrz?szczak
  • Family
  • Solitaire Games
  • Dungeon Crawler
  • Theme: Teaching Programming
  • Rating: 6.6/10 from 5 users

    Description

    Objective
    All players play on the same team against a ghost that haunts the coded castle. Their task is to play the role of a wise sorcerer defending the fortress and collect four treasures before the ghost reaches the top of the castle tower.

    How to play?
    Although you all play on the sorcerer’s team, each player makes their own moves each turn. Of course, this does not mean that you cannot consult other players – many sorcerers are better than one! Each turn starts with drawing three cards in a pile and putting them in a row. The youngest sorcerer on the team starts their turn and then performs the moves indicated by the cards in order (left to right). After the moves are completed, the used cards are put aside and the next three cards are drawn and put in a row by the next player. You can also play alone and go on a creative and exciting adventure when there are no other board game lovers nearby!

    You can draw:
    1. arrow cards: move the sorcerer to an adjacent field on the board, in the direction indicated by the arrow. NOTE: in each turn, you can rotate up to two of these cards by 90° in any direction, or you can leave them as they were lined up;
    2. loop cards: repeat the movements indicated by the cards to the left of this card twice, one by one, if this card is placed first from the left, it remains inactive;
    3. sorcerer cards: move to any of adjacent fields on the left, right, above or below;
    4. ghost cards: move the ghost token one field up.
    There are special fields on the board, which may make it easier (or more difficult) for you to collect treasures:
    • if you enter a teleportation gate field, you can magically move the sorcerer to any other gate field;
    • if you enter or pass through a field with a sorcerer’s wand, you
    can move the ghost token one field down;
    • you cannot stop or pass through the ghost fields; turn the arrows to walk around them.

    When you enter the treasure field, put it in one of the boxes at the top of the board. If you use all the cards before the end of the game, shuffle them carefully and stack them again (since there are 35 cards, only two cards are dealt in the last turn). If the sequence you draw makes movement impossible (for example: even after turning the cards you hit a ghost field or you can’t walk because of the end of the route), you move the ghost token one field up. You will win if you collect all the treasures before the ghost moves to the last field of its route and leaves the castle tower.

    —description from the rulebook

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