Klicka för svenska      Keythedral

Distributor: R & D Games
Category: Strategy game
Players: 2-5 (probably best with 4-5)
Play time: 60-90 minutes
Ages: 8+
Content:   1 Rules booklet
  5 Turn order cards
51 Worker counters
29 Field tiles (6 Grey tiles,  8  Brown, 5  Blue, 5  Green, 5  Red)
34 Building tiles
25 Cottage tiles (numbered 1-5 in each players colour)
  1 Keythedral (and turn order) mat
  1 Work order markers
20 Law cards
  5 Player screens
30 Craft cubes (10 White cubes, 10  Purple cubes, 10  Yellow)
85 Resource cubes (20  Brown, 20 Black, 15  Green, 15 Blue, 15 Red)
  1 Start player marker
15 Fence markers (3 in each players colour)
  1 Keythedral tile
  1 Keytown mat
Game target: The game ends immediately the last building tile has been successfully acquired from the Keythedral. Each player's score is the total of the numbers on the building tiles they have acquired. The winner is the player with the highest score.
Rules: Rules in English
Strategy: Strategies written at the inner edge of the box
Comments: My edition is from 2002. The designer is Richard Breese.

We missed one important rule: The change of the start player is done through bidding resources. The highest bidder chooses who the start player will be in the next round. Most often it will be himself. One of the images below is a list of the Keythedral tiles, sorted by numbers on their back. This is a handy player aid.

The edition is limited to 600 copies and I have copy no 403.

Extract from the Essen game report 2002

After a dinner with a large schnitzel menu at a pub nearby we went back to the lounge. There we tested the my new game “Keythedral”, which I later on realised was the best game of the one I tested.

First of all it’s a new set-up of the boards for every new game, where everyone lay out a field tile (large octagons) plus a cottage tile (small quadratics) in order, until all is placed on the board. The used tiles depends on the number of players, so the scalability of the games seems to be good. You have to get a good mix of resources to spend, so the set-up is really important and can be difficult the first time.

The game has several rounds, which may vary and consists of the following phases:
1)      Place worker counters
2)      Collect resource cubes
3)      Spend resource cubes
4)      Retrieve worker counters
5)      Change start player

When the last building tile on the cathedral mat has been taken, then the game finishes.

You have 5 different resources you have to retrieve on the fields: Timber, Stone, Wine, Food crops and Water. With these resources you can also trade to craft cubes: Ironwork, Stained glass and Gold. These are important for the building tiles higher up. If you don’t get one of needed resource cubes, you can use your action to trade 2 of any resources for 1 resource.

You can do any number of actions, until you make your first pass or until you take one of the two law cards, which can give you different kind of advantages later on like “choosing the work order”, “unexpected harvest” or “double production”. In total 20 different cards.

The turn order is very important and every player choose which village number (1-5) and each one place a worker adjacent to his village with the chosen number. If there is no place, he has to pass the placement. (During the set-up you probably has to think of where the player before may lock your resources in this phase.) During your spending phase, you may buy fences to stop your opponents to place their workers in a certain direction, although they may bribe the fence builders with 2 wine resources, to remove it later on…

The game rolled smoothly and was enough varied to keep up the interest and everyone enjoyed it. The only drawback was when someone wanted to upgrade the cottage to a house, as you had to hold the tiles around the tile, when you tried to turn it over. I would have preferred to lay another tile upon it instead. Christina spontaneously called it Settlers without trading. Neither of us have played his former games Keydom and Keytown.
Result: Carl 9, Christina 9, Oskar 13, Fredrik 6 and John 9.
Rating: Carl=8, Christina=8, Oskar=8, Fredrik=7, John=7.  

Extract from Belgoludique report 2005-02-08 During dinner, Véronique asked if we could play Keythedral, which I had taught last year, but never got around to play. But somehow we lost each other afterwards and she was engaged in a standard deck logical card game puzzle called Eleusis, which would take another hour, but I was happily joined by Camille, Sergé and Benoit. The game seemed to have quite a lot resources available, which made hotter auctions than usual. I made severe mistakes in the set-up, as none of my houses became surrounded by fields on all 4 sides, which I suspect I suffered from. Somehow Sergé succeeded to collect resources to take both 5-tiles in the end, which made him a superior winner on 16, followed by myself on 11, Camille with 10 and Benoit last with 9. This really shows that the new edition scoring must be used, with 4, 6, 8, 10 and 12 instead of 1, 2, 3, 4 and 5 for each cathedral line, as the 5-tiles has too much value during the scoring, especially if one single player takes both of them. In principle, you may save up to take these 2 tiles plus one 3 or 4 to win! Still I love this game, which still is rated 8 of 10.

 
 

 

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