60m - 100m
1 - 4 Players
Dice rolling in a game can be used for many things, randomness being the most obvious. Dice can also be used as counters. The dice themselves can be unique and different sizes, shapes and colors to represent different things.
The T series is really losing its magic, unfortunately. This isn't a bad game, just kinda bland and not too fun.
Tiletum has a lot of good things going on. A great duo of designers (Tascini and Luciani); multi-use dice (determining action strength, number and type of resources); moving around on a map of medieval Europe, where you build different types of constructions (houses and pillars for future cathedrals); variable scoring conditions. Last but not least, it offers so many possibilities of triggering combos that one cannot help but be reminded of Castles of Burgundy. Besides the main action, whose strength is higher the lower the value of the die you use for it is, you have no limit on the number of tasks you can do on your turn. Coupled with the fact that there are multiple ways of gaining bonus tiles - many of which offer in turn additional actions – and you can see why in Tiletum you can pull off some amazing turns. There are lots of understated design touches that make Tiletum a great game. Take the map for instance. It has so many spaces that it would not be feasible for a player to travel around it, to the locations where they must be with their merchant or where they must have placed a house in order to take advantage of the scoring that occurs during the fair (those locations change from game to game). But the game offers ways of getting around that difficulty. Placing crests on your player board gives you several options, 2 of which are relevant here: being able to move your merchant anywhere on the map, and being able to construct a house anywhere you want, even if the merchant is not there (which is otherwise a necessary condition in order to do that task). It’s a great way of solving a potential issue that does not require giving up on having a lot of places that can be visited by the players. Another great design choice was interlocking several actions. You need to take and subsequently fulfill contracts in order to gain access to pillars (which are placed with a separate action involving the architect). You need character tiles in order to unlock new houses (which are then placed with the merchant). This makes Tiletum feel cohesive.
Dice drafting euro with many chained combos. This game has a lot of interesting decisions to make and ways to get points. The dice drafting with resource/action point mechanic is really cool. Each turn feels like there’s a bunch of possibilities and ways to do it, definitely could lead to some AP, but with only 12 turns each one is vital. Looking forward to more.