It's no secret that the proliferation of the functions of Kickstarter has allowed all sorts of new games to contend for your hard-earned cash. Given the scope of your choices, it can often be difficult to separate the wheat from the chaff, as it were.
Castilion is very much in the former of those two categories. This card-based euro is a strategist's dream: concise, tactical, and bereft of the often-cruel Lady Luck. You, the player, must defend your castle from invading forces (your fellow players) via careful management of your troops, the terrain they navigate, and the resources they utilize or consume. The game is simultaneously appreciable at both the micro and macro scales with beautifully rendered artwork and surprising playable depth.
A full overview, including introductory videos, can be found on Castilion's Kickstarter page. This extremely well-managed venture also features a production deal with premier card publishing house Cartimundi. It's refreshing and reassuring to see a fundraising campaign be as detailed and thoughtful as the creators are with their game. I had the privilege of exchanging communications with Joe, one of the trio behind Castilion. The below is what he had to say about this offering of mental jousting.
Image via the Castilion Kickstarter page |
It’s very clear that you and your team have a passion for gaming, but
what prompted you to want to become developers? Once you decided to put
on the developer’s hat, what made you choose a card-based format (beyond just
minimizing the element of chance)?
It was in September of 2012 when my
business partner came to me and suggested that we should work on a trading card
game. I grew up playing one of the biggest trading card games ever and I
thought that it would be really interesting and fun to develop one of our own.
Castilion did start as a trading card game but it wasn’t until early 2013 when
I decided that a board game would be more attractive because of the vast
community that surrounds board games and RPG games too. Immediately after that
we started developing the game mechanics. We had ideas before which included
adding luck elements to the game, but we both thought that a euro-style
strategy game would be more interesting and engaging for the average gamer.
Our mechanic has received praise for
being unique and intelligent and we didn’t want to take anything away from the
game by introducing luck. We wanted the game to be easy to play but also
thought-provoking so making it purely card based meant that we could achieve
both goals.
Castilion has defined roots in the medieval era. Are you history buffs
or did that particular epoch just mesh well with your concept for the game?
The original game included actual
facts. The castle cards were based on real ones; of course copyright excluded
that idea so we steered clear from solid facts about castles and made up some
history of our own. All of the items and formation cards used in the game are
true to real life and were weapons and tactics that armies used.
We aren’t history buffs per say and we
didn’t want fantasy to take the lead with this game, we wanted most of the game
to be as real as possible. The only aspects which aren’t historically correct
are the names of the Castles and Generals. Every other character shares their
name with names that were used during the medieval times.
The game is touted as being extremely easy to learn, but a highly
satisfying overall play experience. How long would you say it takes people to
pick up Castilion and what demographics do you think would most enjoy the game?
Many people don’t really grasp the
overall size of Castilion. It is a massive game with many different aspects,
however, once players have understood the different card types and how the game
reacts by using them, the game can be set up in 5 minutes and you’re off
fighting for your castles honour!
We wanted the game to be aimed at
children of 11 and over. We thought that kids would really engage and learn
about the history involved, especially English children, after all medieval
history runs very deep in the English. We took the game to a primary school so
the kids could have a play and they loved it! They were very excited to
interact with the characters and the castles. We didn’t realise the vast
community that is the board gaming community! People love playing board games
so demographically speaking, everyone can enjoy Castilion.
It has taken you nearly two years to get to where you are right now with
Castilion. What would you say were the most enjoyable or most enlightening
parts of the development process and what were some of the biggest challenges
you faced?
Developing a new board game is always
going to be challenging and we didn’t really know what to expect. The best part
about the process was designing the game mechanics and play testing. The game
didn’t come overnight and we had many a game that would run for hours because
we were inventing new rules and regulations every minute. I really enjoyed
creating something that is new and fresh.
The most challenging part of the
process was finding an artist; we had everything in place with no art! We
really didn’t think the game looked very good without the artwork. We got the
game printed with no art, close to where we operate and the printer was very
interested in what he was printing so he asked us about it. We told him it was
board game and we needed an artist to finish the cards. It just so happened
that he knew someone that lived right around the corner. We spoke to her and
after 2 years of hard work she ended up painting all the artwork (barring the
castles) for Castilion.
Balancing out the strengths, weaknesses, and abilities of the individual
cards obviously has an enormous role in ensuring that that Castilion is an
enjoyable playing experience. Was striking that balance difficult?
At first, yes, but after hundreds of
game testing we finally came up with the magic numbers that make the game as
fair as it is fun! We knew what we had to do to make the game enjoyable and the
only difficult aspect about it was the time it took to do it. We based the
abilities on the looks of the cards at first and came on from that. The balance
is perfectly equal; no one can really win back to back games often.
Well thought-out strategy is very clearly the foundation of Castilion.
What was the inspiration for this and what do you feel differentiates Castilion
from other strategy/tactical games?
We didn’t want the game to be a boring
luck-based game that people wouldn’t get sustained and increased joy from, so
the inspiration was giving people something different and intelligent, gamers
appreciate games much more when they are extremely skilled. The game is short
enough so that players won’t get bored by the endless thinking but it is clever
enough that players can strategize quickly and efficiently just by looking at
their hand.
The game is solely based around cards
and your head; it is like chess but with so much more interaction. We wanted
Castilion to be a premium product that gamers can appreciate. I don’t think
many pure card based games can offer that experience.
Is there anything else that you think potential backers and players
should know about Castilion?
Castilion is extremely FUN! We want to get
across that we are making this game for everyone who enjoys playing board
games. We love the seriousness of the gameplay and some of the characters but
we want people to know that playing the game is so fun and once you are fully
engaged can be more exciting than a roller coaster ride! We really want to bring
this game to the market because we have some amazing and unique ideas for
expansions.
Intrigued? You have 17 days to check out the Castilion fundraising page or read more at the official Castilion website! A special thanks to Joe and the rest of the Castilion team!
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