Welcome back to another Kickstarter Conversation! Today I am joined by some of the talented folks over at Quixotic Games to talk about their first Kickstarter Canterbury. Thank you for joining us today!
Thanks for the opportunity to discuss Canterbury, James!
Canterbury looks like it could be confusing to the uninitiated, could you tell us a bit about the game?
Canterbury allows you to take on the role of a Saxon Lord who is charged with building the city of Canterbury into a prosperous capital. Each structure that is built in the city provides a service such as food, religion, or culture. The players are vying for control of the city’s districts by providing the most services throughout the city.
Unlike other city-building games, we have removed the concept of personal wealth from the game. Whenever a player scores points, the city marker advances on the Prosperity Track, and this in turn dictates how much gold is available to the players for new building projects.
Another interesting feature of Canterbury is that, other than starting turn order, there is no luck in the game. Each session unfolds differently based upon the decisions made by the players as they build the city together. There are a multitude of strategies available as players seek to gain control over each other's districts and simultaneously provide the most of each particular service to the city. Each session promises a different experience and a brand new city when the game is complete.
As a worker placement game Canterbury should have much of the randomness some folks dislike removed, but is there more than just worker placement to this game? Resource management? Trade? Location control?
Canterbury isn’t a worker placement game. Players seek to gain control of different districts by building structures there, and to provide the most of each service to the city. The richness of the gameplay comes with structure placement, in particular the placement of larger structures that spread their services to multiple districts and allow players to strategically take over their opponent’s districts.
Could you describe a basic player’s turn? How much analysis paralysis are we facing with Canterbury?
Our goal for Canterbury was to keep the rules simple and streamlined. On your turn, you choose one of three actions (Levy Funds, Full Build, or Tax & Build). After you complete your action, your turn is over. There are of course lots of different strategies to pursue. Players need to develop strategies over multiple turns, and sometimes you will have a turn where you need a moment or two to think ahead. For the most part, however, play moves very quickly and downtime is minimal.
