Campanile

The towers of the mighty

Box Cover

Publisher's Description:

To get to the top, you must aim high!

The towers of the mighty.  Only the tallest ones will count for anything.   Cunningly place your cards to build gigantic towers and to bet on those growing the most.  At the end the higher the tower, the more it will pay back your bet.

Campanile: a competition to get to the top.

Box info:

Designer : Hanno Kuhn, Wilfried Kuhn
Artwork : Torsten Schöps
Published : 1995
Publisher: Blatz
Players : 2 to 5
Ages : 10+
Playing Time : 30 mins
Cards

Trev says:

Very much a big game in a small box.  This excellent betting/prediction game could easily have been made into a larger and more expensive board game.  Five distinctive tower bases are placed in a row and players take turns to add extension cards to these towers to increase their height - each card can only be played on the tower of the same design.  The cards are marked such that, by overlaying them, between one and three storeys can be added to the tower in question.  Players start with three cards in their hands and the remaining cards are placed into three face-up draw piles, numbered one, two and three, from which replacement cards are drawn after each play.  Players can also optionally place one of their limited number of betting chips at the base of one of the towers before placing a card - these come in three sizes/values.  As soon as one of the three draw piles is empty, the game ends and the towers are graded in order of their height, with the tallest four paying out decreasing amounts of points to the players who have placed the highest and second highest value of chips at the base of that tower.

It all sounds fairly simple so far.  The trouble is that all these elements are tied together:  you can only add a chip to the base of one of the towers whose cards are at the top of the three draw piles;  if you do add a one, two or three point chip, you can only add that many storeys to a tower in that turn; and the number of storeys you add also determines which draw pile you will use to get your replacement card.   All this can make it a nightmare trying to bet on the best towers or to add the number of storeys you want to a particular tower.  You also often find your three card hand filling up with cards of the tower or towers that you have decided not to bet on and so don't wish to grow much.  When you play, you may find that you need to keep reminding yourself of the ties between actions because it easy to forget one and start making illegal moves...

To buy:
Funagain Games: Campanile