Torres is an excellent game for 2 to 4 players, which is normally completed in around an hour and a half.
The game mechanics are simple enough for children to play, however the maths and finding the optimum play are harder.
Although this game is supposed to be about building castles the theme is really not carried through into the game
very well. However this is not a problem, as you will soon be immersed in the actual game which is definitely fun.
Components
- The box contains a pleasing board which contains the building area of 64 squares and a scoring track around the outside.
- 5 Wooden Knight pieces for each player
- 1 White King piece
- A large number of plastic Castle blocks
- 4 score cubes
- 4 cards detailing the actions available
- 10 action card for each player
- 8 Number of bonus scoring cards
- 1 Rule Book
The Game
The Objective
Players attempt maximize their score by building large castles and placing knights in the highest level of the
castles. A player scores for his highest knight in each castle, and the point score are the base are of the castle
multiplied by the height of the knight. So if the castle has a base area of 6 and you knight is standing on 4 blocks
he will score 24 points. The winner is the player with the highest score after the third scoring round.
Setting up
The 40 action cards are either shuffled or each player receives the 10 cards in his colour.
The 8 foundation blocks are placed on the board. The King is placed on a castle, then each play places a
Knight on the board.
The Game Play
The game is played in three phase. Each phase consists of 4 or 3 separate turns by each of the players. At the
start of each phase each play is awarded a number of tower blocks, which he will need place this phase or loose them.
Each turn a player has 5 action points to spend on the 5 possible actions:
- 2 action points to place a knight on the board.
- 1 action point to move a knight 1 space (see below for restrictions on moving).
- 1 action point to place a castle block on the board.
- 1 action point to take an Action card
- 1 action point to score 1 point on the scoring track (only occurs if there is no other action possible).
A knight may only be placed adjacent to an existing knight at an equal or lower height. It is important to get all
5 knight onto the board to maximise the scoring opportunities.
A knight may move to adjacent empty squares (not diagonally). A knight can move up one level or down as many
levels as he likes. A knight may enter a door in a castle and exit any other door (at the same level) as if it
were a single move.
A castle block may be placed on any vacant square which expands a castle, as long as it does not join 2 castles
(again diagonal contact does not count). A castle block may be placed on top of an empty castle block as long as it
does not increase the height of the castle to exceed its base area.
An Action card can not be played the turn it is purchased.
The action cards break the rules - such as allowing a Knight to move up two levels. These cards can often enable a
knight to reach a previously unobtainable location, hence boasting a players score. Generally they are worth the point
to buy, and add an element of surprise.
The only other element of the game is the King. This place resides in a castle for a phase and at the end of the
phase there are some bonus points for any knight on the appropriate level of the kings castle. This bonus could be
well worth pursuing, especially for the final scoring round where it is worth 15 points.
Well that’s the game. Simple really!
Until you try to decide how best to spend your points. For example 1 block on my best castle and move my knight
up a level will cost 2 action points and gain me (lets say err…) 5 points due to its base area. However if an
opponents knight can step up into my vacated space he will gain err….. 5 points at a cost of 1 action point. So I
could spend an extra point and place a castle block on my vacated space and stop him stepping up. So my five points
will cost me 3
action points. Fine lets do that then, smug grin on face. Oh what’s this he has a card allowing him to jump up 2
levels. So he just gained 10 points for the cost of the card (1 action point). Smug grin gone, mumbled curses.
Believe me there can be plenty to consider, and gaining points without helping an opponent gets harder as the
game progresses
The Conclusion
It’s a neat game with plenty to think about. Even the kids can play it, and it seems to play reasonably
with only 2 or 3 players. I personally prefer the version where each player starts with an identical 10 action cards,
this removes all luck elements. But when all is said and done it’s a game that’s well worth playing.
Which may explain why it won so many awards in 2000?