Table feel
Moderate level of direct confrontation and strategic depth, with high frequency of interaction. Limited emphasis on cooperation.
Description from the publisher: The bloody War of the Seven Kingdoms has been over for more than thirty years, and the kingdom of Anderis is experiencing a period of great expansion, thanks in part to its central position which has quickly transformed it into an important commerc...
Players
2-4
Time
60-90
Age
10+
Weight
2.45
Rating
6.57
Should this hit the table?
Moderate level of direct confrontation and strategic depth, with high frequency of interaction. Limited emphasis on cooperation.
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
More strategic control
Moderate level of direct confrontation and strategic depth, with high frequency of interaction. Limited emphasis on cooperation.
Guilds has a high variability gameboard, with multiple paths to victory and variable setups. The presence of expansions adds new content and gameplay elements, enhancing replay value. The game offers deep strategic possibilities and room for improvement over time. Player interaction is moderate, 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, Guilds has a strong replayability score of 7.92.
Guilds has a moderate level of randomness impact, with random elements playing a notable but not exclusive role in determining the game outcome. However, players have substantial ability to mitigate the effects of randomness through strategic decisions and planning. The game relies on a balanced mix of luck and strategy, with player decisions and strategy primarily determining the game outcome. Overall, Guilds has a moderate level of luck dependence.
Overview
Description from the publisher: The bloody War of the Seven Kingdoms has been over for more than thirty years, and the kingdom of Anderis is experiencing a period of great expansion, thanks in part to its central position which has quickly transformed it into an important commercial crossroads. New roads have been built in the kingdom, with a new city founded at their meeting point which has grown so much that the King has decided to move the capital there and build a new castle. Numerous corporations of craftsmen were already present in the city, but now guilds are forming, which are larger and more wide-ranging, powerful and in competition with one another. With the goal of obtaining favor with the King, the guilds will gather together the most prestigious personages within them, not to mention those who can bring the largest influx of money or useful talent. What better place than the central square to find new members? For this reason, each guild places its tents in the central square every week, inviting the persons it considers most interesting to sign up by incentivizing them with precious gifts. This is certainly not a low-cost operation considering that it can cost many pieces of silver to put together the most convincing gift. At the same time, each guild must build its headquarters, spending large amounts of gold to enlarge it with a range of luxurious rooms suitable for its members; if this were not enough, the guilds must also take into account the King's current tastes on what is most important for a guild worthy of his approval. Will you manage to make your guild stand out so that it becomes the most important in the city? Which means will you be willing to use in Guilds to win the King's favor?
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