Cardgame review - Die Kutschfahrt zur Teufelsburg
Posted: Fri Jun 03, 2011 3:44 pm
I've had this one on my shelf for a while, but just got to play it this past weekend. It's a clever little German card game called, Die Kutschfahrt zur Teufelsburg, which translates as "Coach Ride to Devil's Castle". It's been re-printed in English, with some revised rules as "The Castle of the Devil," but to me it will always be "Die Kutschfahrt" to appease my inner 12-year-old, and my love of games I can't pronounce properly.
I won't go too deeply into detail. You can find pictures and other reviews here:
http://www.boardgamegeek.com/boardgame/ ... -the-devil
But I just wanted to point it out to the Ravenloft fans since it has a great Ravenloft-ish vibe. The idea is that 3-10 players are together in a carriage, on their way to the "Devil's Castle" (read: Castle Dracula or Castle Ravenloft, your choice.) What they will do when they get there and why they are going are not important. More important is that each of the riders is a member of one of two secret societies, The Order and The Brotherhood. Societies so secret, that they don't even know who else in the carriage belongs to which one. Also on board the carriage is everyone's luggage, and amongst the luggage are some objects of power: 3 keys and 3 goblets. The keys belong to the Order, and the goblets belong to the Brotherhood.
The object of the game is to win
. You win (as a team) by identifying the members of your society, making sure that they hold the 3 items they are looking for, and declaring publicly that this is so. If you're wrong, you (and your team) lose. (good day, sir!)
The game is a bit complicated to learn, but it's a blast to play. Everyone is sneakily trying to get information, while not giving information away to the other team, but since you don't know the teams, everyone is paranoid of everyone else. Then, once the allegiances start to be come clear, there's a mad dash for the items and the win. (I just can't help but laugh at picturing all these classic victorian archetype characters switching from veiled hints and secret hand signs to wrestling with each other over the luggage, while the whole carriage careens through treacherous mountain passes.)
Anyway, I liked it a lot, and can't wait to play again. Thought some here might be interested, so I figured I'd plug it.
I won't go too deeply into detail. You can find pictures and other reviews here:
http://www.boardgamegeek.com/boardgame/ ... -the-devil
But I just wanted to point it out to the Ravenloft fans since it has a great Ravenloft-ish vibe. The idea is that 3-10 players are together in a carriage, on their way to the "Devil's Castle" (read: Castle Dracula or Castle Ravenloft, your choice.) What they will do when they get there and why they are going are not important. More important is that each of the riders is a member of one of two secret societies, The Order and The Brotherhood. Societies so secret, that they don't even know who else in the carriage belongs to which one. Also on board the carriage is everyone's luggage, and amongst the luggage are some objects of power: 3 keys and 3 goblets. The keys belong to the Order, and the goblets belong to the Brotherhood.
The object of the game is to win
The game is a bit complicated to learn, but it's a blast to play. Everyone is sneakily trying to get information, while not giving information away to the other team, but since you don't know the teams, everyone is paranoid of everyone else. Then, once the allegiances start to be come clear, there's a mad dash for the items and the win. (I just can't help but laugh at picturing all these classic victorian archetype characters switching from veiled hints and secret hand signs to wrestling with each other over the luggage, while the whole carriage careens through treacherous mountain passes.)
Anyway, I liked it a lot, and can't wait to play again. Thought some here might be interested, so I figured I'd plug it.