In The Palaces of Carrara, players want to buy the marble from this famous region of Italy as cheaply as possible – but any reduction in price will benefit your opponents as well. Maybe you'll find it profitable to instead invest in the buildings created from this exclusive marble? Maybe it'll be more worthwhile to grab the expensive raw material when bigger buildings in town turn out to be not as lucrative as you'd hoped?
This second edition includes a revised set of rules, as well as a completely new advanced version that will include many new strategies and ways of scoring. This new advanced mode of play introduces statues, which will allow you to score your buildings in a multitude of new ways. So come and revisit this classic game by famous designers Wolfgang Kramer and Michael Kiesling.
- Clear, illustrative walk-through of base rules and flow
- Good demonstration of wheel market dynamic and block economy
- Two-player setup provides a concise playthrough of core mechanics
- Acknowledgement of prototype status and ongoing Kickstarter campaign
- Component quality and specifics are still in prototype, subject to change
- Scoring system is multi-faceted and could be complex for new players
- urban development, architecture, wealth accumulation through building palaces
- Carrara-inspired Italian city-states with six cities for development
- tile-based placement with market-driven resource costs
Mechanics (from transcript analysis)
- Advanced rules: decorations and statues — Optional components that add new scoring locations and multipliers, increasing strategic depth.
- Color hierarchy and single-step exchanges — If you lack a color, you can exchange two blocks of a lower color for one block of a higher color; no chaining of exchanges.
- Endgame trigger and scoring flow — The game ends when a player uses up all scoring markers and tiles; remaining players get a final turn and then points are tallied.
- Monuments and improvements for scoring multipliers — Monuments can be upgraded and come with improvement tiles that modify scoring multipliers on the player board.
- Resource management — Blocks and Florins are spent to acquire tiles and build monuments; color matching and exchanges affect available options.
- Resource management using blocks and money — Blocks and Florins are spent to acquire tiles and build monuments; color matching and exchanges affect available options.
- Scoring by cities, building types, and landscapes — Six cities, six building types, and two landscapes provide multiple scoring avenues with multipliers.
- tile placement — Players select building tiles and place them into compatible cities based on color requirements and city charts on their boards.
- Tile placement by color-city rules — Players select building tiles and place them into compatible cities based on color requirements and city charts on their boards.
- Wheel-based price market — A market wheel dictates the price of building blocks; players may rotate the wheel to change prices and restock the wheel to 11 blocks.
Video topics + discussion points
Quotes (from this video)
- everything you see here today is going to be prototype which means things are subject to change in the final copy
- the wheel is going to be seated with one of each color of block
- we are going to show you how it plays these second edition rules with the first edition kind of prototype
- the game ends when one person has used up all six of their scoring markers
- this game is currently on kickstarter