Table feel
Moderate level of direct and strategic confrontation with high interaction frequency, but low emphasis on cooperation.
Palaces is a deck-building bidding game in which you win cards and build towers. On a turn, the active player chooses to draw from one of three stacks of cards, then all players bid or drop out. There is only one round of bidding per card. Bids are valued based on the size of a s...
Players
2-4
Time
?-?
Age
12+
Weight
1.33
Rating
6.11
Should this hit the table?
Moderate level of direct and strategic confrontation with high interaction frequency, but low emphasis on cooperation.
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
More strategic control
Moderate level of direct and strategic confrontation with high interaction frequency, but low emphasis on cooperation.
Palaces offers a high level of variability with its gameboard, expansions, and strategic depth. The game adapts well to different player counts and has a moderate learning curve. Overall, it provides a fresh and engaging experience with a solid replayability score of 7.85.
Palaces has a moderate level of luck involved in the game. Random elements such as card draws and dice rolls have a notable but not exclusive impact on the game outcome. However, players have substantial ability to mitigate the effects of randomness through strategic decisions and planning. The game outcome is primarily determined by player strategy and decisions, with luck playing a minor role. Overall, Palaces strikes a good balance between luck and strategy.
Overview
Palaces is a deck-building bidding game in which you win cards and build towers. On a turn, the active player chooses to draw from one of three stacks of cards, then all players bid or drop out. There is only one round of bidding per card. Bids are valued based on the size of a suit (e.g., three-of-a-kind beats two-of-a-kind, etc.), and if the size matches, you compare suits: Gold, Silver, Crystal, Marble. If size and suit match, compare a secondary bid (3 gold and 2 marble beats 3 gold and a silver). The highest bidder activates the card's special effect and adds it to their discard pile. (Eventually it returns to their hand and activates again when in a winning bid.) The winner of the bid also gets to add a room to one of their two towers, while the other players draw cards. Play proceeds clockwise. Each player's two towers must match one another. The winner is the player with the tallest lower tower. Unlike most deck-building games, you do not void your hand after your turn. Players who win bids discard their bids to build their towers, while other players draw cards.
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