During the Byzantine years, Methoni retained its remarkable harbor and remained one of the most important cities of Peloponnese. The Republic of Venice had its eye on Methoni since the 12th century, due to its location on the route from Venice to the Eastern markets. Rich Venetian traders started to expand their territories with power and money to be a lord of Methoni which must be the promised most powerful throne.
In Castello Methoni, players attempt to take over castles, but with money, not military power. On a turn, a player plays a card of a certain terrain, builds a wall on the corresponding place, then places one of their houses and one other house on each side of the wall. When an area is closed by walls, it becomes a domain. When a player builds a domain, then they pay money to the players who have a house in the area. When a player builds a domain adjacent to another domain, they can merge the domains by paying money.
The game ends when no more walls remain in the supply. The player who has collected the most points from coins and domains wins.
—description from publisher
- castle-building and territorial control
- Byzantine era harbor and castles
- tactical/territory-based euro
Mechanics (from transcript analysis)
- terrain-based placement — cards indicate terrain and influence placement decisions
- tower upgrades — houses can be upgraded into towers as areas are controlled
- walls / territory control — players place walls to enclose areas and take control
Video topics + discussion points
Quotes (from this video)
- it's a fast-paced dungeon tile game where you end up to three fronts must explore a dangerous and ever-changing maze to win
- threading a string through one of the grommets either going up or going down
- it's a pinball game
- this is a loop based game where you're gonna keep playing the same thing over and over again
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- I went 17 days without turning on my video camera
- the patreon support is also super important to keep all of this stuff going
References (from this video)
- Engaging area-control with actions that can help opponents
- Interesting closed-economy money dynamic
- Works well at five players and offers different experiences per game
- Markets and outer map areas create varied strategies
- Downtime in five-player games
- Teaching the rules can be rough on first plays
- Some players may prefer engine-building or indirect conflict instead of direct area control
- territory control / area control
- map with triangular regions in the middle of the table
- expository/educational
- Mason's
Mechanics (from transcript analysis)
- annexation and villa upgrade — Annex adjacent completed areas; villas upgrade when three houses of the same color are in a domain, costing more money than building individually
- Area Control — Discard a terrain card to place a wall between two triangles; place a house cube on one side and move an opponent's house to the other side; enclose areas by walls and then buy land, paying opponents for houses in the area
- area control / territorial acquisition — Discard a terrain card to place a wall between two triangles; place a house cube on one side and move an opponent's house to the other side; enclose areas by walls and then buy land, paying opponents for houses in the area
- economic hand and payments — Money is spent to buy land and to compensate other players for their houses; money is also worth points at the end
- End Game Bonuses — Game ends when all walls are removed from the supply at some point
- endgame condition — Game ends when all walls are removed from the supply at some point
- markets and map strategy — Markets exist on outer spots and controlling them affects endgame positioning; walls influence expansion and strategy
Video topics + discussion points
Quotes (from this video)
- I love it too when you're playing games the actions that you do and the things that help you out also help out your opponents
- it's a wacky game of area acquisition and control because you are constantly playing cards out to play walls out to buy areas and annex pots from each other
- the game ends once all of the walls are removed from the supply at any one point in the game
- I am really enjoying this game
- this is a simultaneous decision type game
- every single card in your hand has the same exact cost
- you are trying to get resources and then you're spending resources on other spots to build out cards in your tableau
- a really cool thing that I'd love is the fact that some of the cards that you play out into your tableau give you a benefit if the action that you activate has the blocking symbol on it
- this is a fascinating game because it only plays exactly 4 players
- it's an asymmetric secret movement programming style game
- the heuristics of the spies moves are trying to deduce where the opponents are and the villains are trying to damage the spies enough times to slow them down
- this is a paid sponsored tutorial and playthrough for this game that went along with the Kickstarter campaign
- every single round each player is going to simultaneously and in real time build out a city with their tiles
- the game is essentially a deck building tiling real time game
- the person with the most influence at the end of the round is going to get extra perks