The "Arte di Calimala" — the guild of cloth finishers and merchants in foreign cloth — was one of the greater guilds of Florence, who arrogated to themselves the civic power of the Republic of Florence during the Late Middle Ages. The woolen cloth trade was the engine that drove the city’s economy and the members of the Calimala were the elite of Florence.
Throughout its long history, the Arte di Calimala supervised the execution of artistic and architectural works. Most Florentine guilds performed such activities, but the Calimala distinguished itself from other guilds through the number and prestige of the projects and the sites administered, including the construction and decoration of some of the major churches of the city.
Players of Calimala are cloth merchants in medieval Florence, with a number of trusted employees that they assign to various streets within the city to carry out actions. (Each street connects two places where particular actions can be taken.) While taking these actions, players produce and deliver cloth and contribute to the construction and decoration of various buildings across the city. Employees stay on their assigned places for a while, carrying out their actions whenever the street is activated, and eventually are promoted into the city council, triggering a scoring phase.
Depending on the number of players, each player has a number of action discs. In turn order, they can put one on a space between two actions, performing both actions and activating all other discs on the same space. When the fourth disc is placed on an action space, the lowest one is promoted to the city council, which triggers a scoring. After the last action disc is placed or the last scoring phase in the council is triggered, the game ends. The positions of the action spaces and sequence of scoring phases vary from game to game, making each game very different. Secret scoring objectives and action cards add uncertainty.
- High replayability due to variable starting setup (scoring tiles) that makes each game feel different
- Tension and player interaction from blocking and responding to others' moves
- Beautiful artwork, especially the second edition by Ian Oul
- Swift and accessible turns with deep strategic potential
- Aesthetics may feel understated to some players (cubes on boxes motif) and not as flashy
- Could be perceived as *mechanics-heavy* by players seeking a more narrative theme
- cloth trade and merchant competition in an evolving marketplace
- Florence, Italy; cloth merchants during the Renaissance
- economic strategy with tile-driven scoring and worker interaction
- Hanza Tutonica
Mechanics (from transcript analysis)
- Action cards as mitigation/reaction — If an opponent blocks your action, you can draw an action card that grants a free action you can play later, adding a layer of hand management.
- Tile-based scoring and timing — Scoring happens according to a set of scoring tiles that are randomly placed at setup, guiding priorities and late-game decisions.
- worker placement — Players place a worker to activate adjacent actions; meanwhile players beneath may also perform the action, with the stack expanding until a fourth worker triggers scoring.
Video topics + discussion points
Quotes (from this video)
- Calamala is all about worker placement
- There's only one drawback about the game and I'll get to that in a minute. But first, the best thing about the game in my opinion has got to be its replayability
- The starting configuration really does make each game feel different
- It reminds me most of Hanza Tutonica, a classic Euro game
- If an opponent puts a worker on top of your worker and you cannot perform the associated action, you can draw a random action card instead
- Thematically, this is a more classic Euro theme. You are cloth merchants in Florence. I think it's very beautiful and the second edition artwork by Ian Oul is gorgeous
- Cubes on boxes. It doesn't look very exciting, but if you're into games because of their mechanics, I think you're going to love this one
References (from this video)
- Tense and interactive worker placement
- Randomized tiles change game dynamics
- Constant stream of scoring events
- High player interaction
- Can be frustrating
- Potentially unrecoverable mid-game position
- Very passive-aggressive gameplay
- Not for players seeking dynamic combat
- Cloth Merchant Trading
- Florence, Italy
- Competitive Merchant Network Building
- Galactic Cruise
- Hansa Tutonica
Mechanics (from transcript analysis)
- Area Control — Most presence in an area scores most points
- worker placement — Place workers between two actions to execute both
Video topics + discussion points
Quotes (from this video)
- Beige Euro might be a term of derision for some folks out there and to those people I thumb my nose in contempt
- So many Beige Euro games are legitimately amazing gameplay experiences
References (from this video)
- Appears to be a strong modern euro; potential sleeper hit
- Speaker has not played yet; rules untested in video
- Trade and city-building
- Medieval trading/crafting era
- dry euro
Mechanics (from transcript analysis)
- economic engine-building — heavy euro mechanics with market and tile decisions
Video topics + discussion points
Quotes (from this video)
- "Caesar sees Rome in 20 minutes"
- "this is like the spiritual successor or at least a sister game or a partner game to paulo maurice blitzkrieg"
- "I believe you're investing in these companies these companies can merge with each other so it's just all about making profit"
- "Detective Club and the expansion"
References (from this video)
- strong, engaging worker placement with the ability to act on multiple actions from a single placement
- clear iconography and theme once learned; rules are logical and consistent
- active player interaction via bumpouts that reward planning and anticipation
- card actions add depth and variability, helping to vary turns and outcomes
- tiebreaker system is robust and provides clear decision points without generic randomness
- engine-building potential through building infrastructure (warehouses, boats, trading posts)
- tiebreaker system can be convoluted and lengthy to resolve, especially for new players
- strong potential for a single lead to become hard to catch if not careful, which can dampen late-game excitement
- initial learning curve may feel steep due to many moving parts and the complex scoring structure
- board space and component handling can be visually dense, which may slow down early play
- some players may find the emphasis on majorities and bump-outs less dynamic than pure direct conflict
- end-game scoring relies on cards and long-term planning, which can lead to polarized experiences depending on card draw
- economic expansion through controlled territories, resource networks, and ceremonial scoring placements
- Medieval coastal trade and regional development across multiple cities and chapels
- Euro-inspired, abstracted area control with a clear scoring ladder and card-driven actions
Mechanics (from transcript analysis)
- area majority — Players place family members to gain influence over cities, chapels, and resources; scoring is triggered by stacking efforts and managing täb scoring tiles.
- area_majority — Players place family members to gain influence over cities, chapels, and resources; scoring is triggered by stacking efforts and managing täb scoring tiles.
- card_actions_deck — A deck of action cards provides additional or alternative actions; players can draw and play these cards to engine-build, modify turns, or trigger scoring effects.
- delivery_to_multiple_sites — Delivery actions allow resources to be sent to different locations based on the presence of buildings and trading posts, affecting area control and end-game scoring.
- Pick-up and deliver — Delivery actions allow resources to be sent to different locations based on the presence of buildings and trading posts, affecting area control and end-game scoring.
- resource_delivery_and_buildings — Players build warehouses, boats, and trading posts to increase delivery options and resource collection, influencing how and where they score.
- worker placement — Workers can be activated in stacks, and when a higher stack is filled, lower workers are bumped to the next scoring tile, creating dynamic tie-breaking opportunities.
- worker_placement_with_bumpouts — Workers can be activated in stacks, and when a higher stack is filled, lower workers are bumped to the next scoring tile, creating dynamic tie-breaking opportunities.
Video topics + discussion points
Quotes (from this video)
- the worker placement is interesting and it gives you turns on other people's turns
- it's all majorities
- the bumpout mechanism
- the cards have such pivotal to the game
- a lot of epic turns can happen when you line up cards with scoring
References (from this video)
- Clean and elegant Euro design
- Dynamic action-pairing mechanic that rewards planning
- High replayability due to variable setup
- Not widely accessible (as noted by the host) despite strong design
- Area majority with regional/territorial emphasis
- Medieval Florence trade and guilds, cloth processing
- Elegant, clean Euro design with variable setup
- Istanbul
- Underwater Cities
- Pulsar 2849
- Castles of Burgundy
Mechanics (from transcript analysis)
- action selection — Player places a disc to trigger a pair of actions; the two chosen actions are resolved in any order.
- area majority — Players compete for regions/buildings, aiming to dominate zones.
- variable setup — Each game has a different starting setup which affects pacing and flow.
Video topics + discussion points
Quotes (from this video)
- What a Beautiful Design
- it's criminal that this game isn't so widely accessible
- one of the cleanest Euros I've played in quite some time
- I am absolutely terrible at this game and despite that I love this one
- this game is quite a polarizing game
- it's a real Euro Gamers game
- ton of planning and strategy here