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47.00€
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In Caral all players take on the role of master builders, creating pyramids in a rhythmic cycle of years while influencing the duration of each cycle. The unique progress rhythm allows players to put pressure on each other. Will you master the well-interlocked mechanics in order to win?
During the game we find ourselves over 4500 years in the past, competing against each other and experiencing ancient Caral in its heyday.
Caral will surprise you with a fresh gaming experience! What starts out very simple, develops surprisingly complex. For example, Alpacas and resource cards allow you more flexibility on the spiral path. But sacrificing valuable cards in the annual ceremony can give you great advantages over fellow players. It’s all a matter of tactics!
Make Caral your very own game with different modules that allow you to increase game complexity as desired (chronicle style)—turning Caral into a game you can enjoy with your family and with experienced gamers alike.
—description from the publisher
Ages | 12+ |
---|---|
Players | 2 Players, 3 Players, 4 Players |
Play Time | 60m – 120m |
Designer | Klaus-Jürgen Wrede |
Mechanics | Auction: Once Around, Constrained Bidding, Movement Points, Race, Turn Order: Stat-Based |
Theme | City Building, Ancient |
Publisher | Funtails |
smilingra
I thought this would be really clever and found myself ultimately disappointed. We did miss the first couple of rounds with the architect not preventing actions, and while there is a bit of tension there, I really dislike that you can easily use up your canali on non-pyramids and the game can potentially never end. It just seems like a hole in the design. I mean, it's pretty and the pyramids are cool, but really, there just doesn't seem to be that much to it. I guess there's a bit of tension in how fast the master architect is going to go around forcing you to make a handful of choices, but overall, this just fell pretty flat for me.
morlockbob
Ok Caral Caral n’est pas le xième épisode de la série des Teotihuacan et cie (Pixie games) même si le décor peut y faire penser. Là aussi, on construit de la pyramide, mais en mode plus familial, initié, si on ajoute les modules (il y en a 7). Sur une piste en spirale, notre meeple va avancer pour récupérer des alpagas (des bêtes, pas des pulls) afin d’avancer plus loin, des ouvriers pour construire les étages des temples, des pierres (parce que la construction sans matériaux…) et des cartes pour activer/doubler certaines actions. Seul souci, il faut toujours être devant l’Architecte, un pion qui se promène (0/1/2 cases qui lui sont dédiées) via un dé. L’auteur, Mr Carcassonne himself, après le calamiteux Fire & Ice, se ressaisit avec un jeu où l’on crée le décor, où l’on peut déguster méchamment si on traîne derrière l’Archi (principe que l’on trouvait dans Carcassone Mayflower), où il faut un peu de chance au tirage des cartes (les effets s’activent par paire) et où il faut jouer au maximum de joueurs (4) pour vraiment s’embêter, chaque construction ralentissant le déplacement des meeples. Pour ce qui est des modules, il y a du pire au meilleur (le serpent qui bloque une case (pff !!) aux objectifs de cartes sacrificielles qui peuvent donner des PV ou faire perdre des ressources, aux deux tableaux alternatifs…). Sans tout mettre, il est conseillé d’en inclure un minimum pour pimenter, de façon légère, le jeu. Caral n’est pas éblouissant, mais il remplit son rôle de divertissement et laisse une bonne impression, avec un joli paysage une fois la partie terminée.
MitchLav
We played the basic game last night and it's better than I thought it would be. The rules are really simple, but the decisions are interesting. I want to play it more to get a feel for it and maybe throw in some of the expansions. I think the rulebook was a little wonky - all the information is in there somewhere, but it is never in the place I expected it to be. The insert is disappointing but adequate. Overall, I don't regret backing Caral Deluxe Edition.