Guilds of London

2016 · Medieval

Guilds of London

Players place liverymen into the city’s various trade Guilds to build influence and attain the rank of Master in as many organizations as possible. Gaining control of a Guild grants victory points and special actions that alter available options and the city’s development, while opportunities also exist to invest in overseas plantations for commercial returns. Turn-by-turn placement and timing decisions drive competition for key positions, with players balancing local civic power against wider economic opportunities.

Players
1–4 best 4
Playing time
45–90 min
Age
10+
Complexity
3.1 / 5
5.9 on Ludoyafrom $47.99Hand ManagementArea Majority / InfluenceModular Board

On Ludoya's tables

Full stats in Ludoya
44
Plays logged
47
Players
1h 15m
Average play
23
In collections
1
On wishlists

5.9/10

from 13 Ludoya reviews

  • Vesper7.0

    NeedsToBePlayed

  • Evan4.6

    This is an area majorities game, where the trick of things is that each area only scores once a set number of player pieces land in that zone. Then, the leader gets a cool benefit, and 2nd place gets some stuff. The game also gives you benefits for lining up contiguous chains of scored tiles. The iconography is a bit much, it helps to print out some extra player aids from bgg. That being said, this game really stuck in my head. Knowing when to jump into regions, or which player to punch and when, creates a good decision space. The problem is that my playgroup felt like this game gave too many benefits for players who had won previously, so it became points for having points, and the take-that and flip-luck aspects were too much. ★ Art, Iconography and components functional ★ Clever or interesting mechanisms ★ Reasonably low downtime between turns with mildly AP players ★ Multiple plays stay interesting ★ Low or mitigatable luck elements ★★☆☆☆ Raw enjoyment

  • Sergio Botello6.9

    Ed.Verkami

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Game facts (players, playing time, age, credits) from BoardGameGeek.