Arrived 10/28/19. Really looking forward to getting this on the table! Well worth the wait for this intriguing game.
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1
45'
13
No necessary in-game text
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Castle Itter
Order by 15:00 Italian time for same-day dispatch, Monday to Friday.
Delivery in Italy normally takes 1 business day, 2 for the islands.
Castle Itter immerses you in a fascinating historical battle as a strategic solitaire game. For 1 player ages 13+, this board game lasts about 45 minutes and combines tactics, planning and strategic decisions. Perfect for fans of wargames and solo historical games, with a plot based on real events that challenges you with every play.
- 95 cards (63.0mmx88.0mm)
Object of the Game
During a game of Castle Itter, you take the role of the force that defended the castle from 0400 - 1600 on 5 May 1945. The goal of the game is to last until the SS deck is depleted, without allowing SS Counters to reach the castle. You score points for each Defender that survives the assault and lose points for each SS Counter remaining on the board at the end of the game - the higher your score, the better.
Game Overview
Castle Itter is divided into turns. Each turn consists of two phases:
• Defender Phase: Take five actions with Defender counters
• SS Phase: Play three SS cards
Defender Phase
During each turn you take five actions with your Defenders. You can only take one action with a Defender on a turn. When you take an action with a Defender, place an Action Token on the Defender. If you use an action that exhausts a Defender, flip the Defender to its exhausted side. The actions include:
• Attack
• Suppress
• Move within a location
• Move to a new location
• Special Actions (Command and Escape)
• Recover
SS Phase
Once you have completed your five Defender actions for the turn, reveal three SS Cards from the SS deck, one at a time, resolving the effect of each one before moving to the next. After all three SS Cards have been resolved, discard them. The turn is over and the next turn begins with five new Defender actions.
There are four different categories of SS Cards, based on the card effect:
• Attack Defenders
• Attack Location
• Disrupt Defenders
• Place SS Counters
Ending the Game
The game ends at the end of the turn when the SS deck is exhausted or immediately if the 142nd Infantry Regiment card is drawn from the SS deck.
| Mechanics: | Dice Rolling |
| Categories: | Dice Print & Play War War |
| Alternative names: | |
| BARCODE: | 810003561855 |
| The item is in 7 carts In 12 wishlists In 4 collections This was seen 7757 times | |
- 95 cards (63.0mmx88.0mm)
Object of the Game
During a game of Castle Itter, you take the role of the force that defended the castle from 0400 - 1600 on 5 May 1945. The goal of the game is to last until the SS deck is depleted, without allowing SS Counters to reach the castle. You score points for each Defender that survives the assault and lose points for each SS Counter remaining on the board at the end of the game - the higher your score, the better.
Game Overview
Castle Itter is divided into turns. Each turn consists of two phases:
• Defender Phase: Take five actions with Defender counters
• SS Phase: Play three SS cards
Defender Phase
During each turn you take five actions with your Defenders. You can only take one action with a Defender on a turn. When you take an action with a Defender, place an Action Token on the Defender. If you use an action that exhausts a Defender, flip the Defender to its exhausted side. The actions include:
• Attack
• Suppress
• Move within a location
• Move to a new location
• Special Actions (Command and Escape)
• Recover
SS Phase
Once you have completed your five Defender actions for the turn, reveal three SS Cards from the SS deck, one at a time, resolving the effect of each one before moving to the next. After all three SS Cards have been resolved, discard them. The turn is over and the next turn begins with five new Defender actions.
There are four different categories of SS Cards, based on the card effect:
• Attack Defenders
• Attack Location
• Disrupt Defenders
• Place SS Counters
Ending the Game
The game ends at the end of the turn when the SS deck is exhausted or immediately if the 142nd Infantry Regiment card is drawn from the SS deck.
| Mechanics: | Dice Rolling |
| Categories: | Dice Print & Play War War |
| Alternative names: | |
| BARCODE: | 810003561855 |
| The item is in 7 carts In 12 wishlists In 4 collections This was seen 7757 times | |
What players say
How many players it plays best with · 18 votes on BoardGameGeek
- 1 17 17 say it plays best, 1 recommend it, 0 do not recommend it
- 1+ 0 0 say it plays best, 5 recommend it, 7 do not recommend it
Best Suggested Not recommended
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A selection of reviews rated 8 or higher. BoardGameGeek. BGG ratings are not included in the uplay average.
An excellent game! The play matches the historical sequence of events closely. The colour-coding for the various areas makes LOS calculation instant. The differing levels of difficulty mean that replayability is not a problem. Definitely worth the effort to make if you're after a solitaire simulation of "the strangest battle of WWII".
Excellent, just like Pavlov's House. Castle Itter is the tactical part of PH cranked up to 11. Lots of enemies will be storming the castle as you, the defender, struggles to keep them at bay. The game's full of tension and tough decisions, I can't ask for much more from a solo game.
Excellent game. Lots of tension as you make decisions on where and how to defend the castle.
Terrific dramatic storytelling. Incredible fun. I'm told the other entries in the series are better games with richer decision spaces, which I believe. This is a relatively obvious but still tense and satisfying decision space. Its strength comes from the ways that allows the drama to unfold in technicolor. I've screamed at the board in excitement. Not many games can say that.
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