Lancaster
Designed by: N/A
Sam says
The box art makes it look so dry and old-fashioned, but Lancaster’s genius is in stitching in the laws into an otherwise fairly straightforward worker-placement game: put a guy somewhere to get something back. But and it’s not just the laws, but the fact that Knights can bump each other out of the best positions, the fact you can’t be sure how many squires someone had and whether it’s worth you risking yours if someone else is going to kick your Knight back home… I really enjoy the tension in that, along with the fact that the game really zips along once you know it – for me Lancaster is a keeper.
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Take That!
There's a reasonable amount of Take That, that increases as the game continues and is more prevalent with five players, say, than two or three. Knights can push each other out of castles, swoop in to grab the glory at the tail-end of battles, and - most intriguingly - collaborate to jettison a law that could help someone score a bunch of points.
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Fidget Factor!
Once that first play is out of the way, pretty low. Early rounds will zip by, and it's only in rounds 4 and 5 when the board is getting crowded that there may be pauses for thought.
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Brain Burn!
It's not hard on the brain; there's decisions to be made, but many of them are reactive. But the goal of making all the games elements work in tandem for you does demand a wee bit of thought.
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Again Again!
Laws and battles come out randomly, apart from that the game's variation comes in the different strategies it offers: concentrate on expanding your knights? Your castle? Focus on the noblemen, which in turn give you greater power in voting in (or out) laws?