| Game
Overview
In
Louis XIV, each player takes on the role
of court attendants. Your aim is to manipulate
the court to gain prestige. The player who
backs the influential members of the court
will raise their status (gain victory points)
and win the game.
Louis XIV uses 12 mini game boards, each
one representing a different aristocrat
in the court of Louis. Around and among
these boards, a series of mission chips
and cards (mission, influence and intrigue)
are placed. The set-up is completed with
each player receiving a set of influence
markers and 2 mission cards. Completing
mission cards is the main means of earning
victory points. Each mission card depicts
2 mission chip symbols. Simply collect those
chips and you can complete the mission.
Completing a mission card will not only
award 5 victory points at the end of the
game but also grant a special ability during
the course of the game.
This leads to the main phase of playing
the game. Each player is dealt 5 influence
cards and each one depicts a member of the
court. In turn each player will play 1 card
and this allows them to either place up
to 3 influence markers on that member or
do nothing and take 3 markers from the general
supply (I will explain this later). If markers
are placed then they can remain there or
be moved diagonally to influence other characters.
The card play and marker placement continues
until each player has only 1 card left in
their hand, which is discarded. Scoring
is then calculated by determining who most
influenced each of the court members. They
will receive that member's reward for free.
If other players had a marker present they
too can access the benefit but must pay
a cost to do so. The rewards offered by
each member include - mission chips, gold
or an intrigue card that alters play. There
is one last twist in the tail for those
that most influence a member of the court.
After getting their reward they must remove
all markers from that member and place them
into the general supply pile, whilst the
losing players have their markers return
to their own supply. This is an excellent
mechanic as frequent success will leave
a player with few markers. This forces them
to discard a card to regain 3 markers from
the supply. In this fashion the leader will
not get to far ahead, keeping the final
result a nail biting affair.
In this way the play flows very well and
the player's find themselves caught up in
the intrigue and treachery of the court.
When mission cards are completed a new one
is drawn so all players will have 2 unfulfilled
mission cards at any one time. The game
will end at the conclusion of the 4th round.
|