SKU: 17587583519

Castles of Mad King Ludwig

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Description

Castles of Mad King LudwigYou have to give Bezier Games and designer Ted Alspach credit for them giving Castles of Mad King Ludwig such a memorable title, but it's actually an incredibly accurate one. This is a tile laying game in which players are each attempting to build an extravagant castle that will impress King Ludwig II of Bavaria in the 19th century. Ludwig, however, is a bit mad, because he doesn't care how practical the castle is instead, he has specific needs that

You have to give Bezier Games and designer Ted Alspach credit for them giving Castles of Mad King Ludwig such a memorable title, but it's actually an incredibly accurate one. This is a tile-laying game in which players are each attempting to build an extravagant castle that will impress King Ludwig II of Bavaria in the 19th century. Ludwig, however, is a bit mad, because he doesn't care how practical the castle is - instead, he has specific needs that each player will attempt to meet when constructing their own chateau. Perhaps he wants lots of rooms for entertaining, or maybe he wants lots of dungeons (this will change, from game to game).

Each player starts with some cash and their own foyer tile with entrances leading out of it. You're looking down at the rooms from a bird's eye view, like building blueprints. Players take it in turns each round to be the Master Builder. They will draw cards that show which of the various shapes of room are available to build this round, and then the Master Builder reveals said rooms (they are all different types of room too, as well as shape), before deciding the price that each room will cost to construct.

Then other players can decide if they want to 'pay' the Master Builder to acquire certain rooms for their own castle. Once all players have chosen whether to buy a room, the Master Builder can then pay the bank the appropriate cost to purchase one of the remaining rooms, too. It's all about deciding prices for rooms so you're not giving anyone a bargain, but not to price rooms too expensive or no one will pay you, the Master Builder, to acquire them! You'll also want to somehow guarantee the room you want is still up for grabs, and at a price you can afford...

Rooms have to line up next to previously built doorways. As well as earning points just for placing a tile, players also score for completing any room or corridor (a room at the end of each exit); there are combos (or penalties) for placing room types next to each other; players start with secret personal scoring targets; and there are public, shared scoring targets.

As well as the player interaction, part of the fun that comes with Castles of Mad King Ludwig is seeing the wacky, weird and wonderful castles that you'll build each time you play. Rooms are named and colour coordinated, meaning you'll get a real kick out of seeing your final masterpiece. The game ends once the deck of building cards runs out, so everyone's going to have quite a creative castle by the finale!

If you love Castles of Mad King Ludwig, then perhaps you'll also enjoy The Palace of Mad King Ludwig, also by Ted Alspach and Bezier Games (another tile-laying, palace-building game), or perhaps the likes of Isle of Skye (again with the I-price-you-pay mechanism, but on a smaller, quicker scale).

Player Count: 2-4
Time: 90 Minutes
Age: 13+

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SKU: 17587583519

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4.5 ★★★★★
Based on 13 reviews
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Sarah Sofía Ortiz Campos
Lake Worth, US
★★★★★ 1
No recomiendo
Format: Paperback
Muy malo, no vine completo, además se demoró mucho más de lo que decía al momento de comprarlo. Solo aplazaban la fecha de entrega sin consultar cómo afectaba al cliente. Yo tuve que presentar el examen sin el libro, porque no llegó en la fecha que decía al comprarlo y después se cambió 3 veces la fecha, casi cumpliendo el mes.
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Reviewed in the United States on December 30, 2025
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NS
San Leandro, US
★★★★★ 1
price
Format: Paperback
Price is high
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Reviewed in the United States on April 15, 2026
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Verified Purchase
Tinkerer
Chelsea, US
★★★★★ 5
There's nothing else out there that's this comprehensive
Format: Hardcover
Unlike my last review, this one I'm happy to write. I'm a game engine programmer, but I don't have a long history with games, and how their engines are typically structured. Every in-house AAA engine will be different of course, and obviously you won't find books (or typically any docs at all really) on the structure of these behemoths, so the best you can hope for is something that tries to give you the high level overview of what to look for - how a tools pipeline is setup, what subsystems to expect, how they interact, etc. This book provides all of that, and so, so much more. I really can't believe how much is packed in this thing. A really nice section on OS fundamentals, extensive coverage of concurrent programming, tools, audio, physics, it's all there (in one way or another). Like most of these kinds of books, you probably don't want to try and read it front to back (although that would be awesome, who has the time for that?) Instead, I've been going to sections on an as-needed basis and picking up just the stuff I need most at that time, and it's been great. I'm at the point in my career where I'm just not buying as many books as I used to, either because they don't deliver on their promises, they only cover the basics, or they just rehash things that have already been covered extensively in other books. This book's definitely got me excited, because it provides a ton of real-world info that's hard to get anywhere else. 100% recommend to anyone new to game engine software development. UPDATE: 6 months later, and this book continues to amaze. After studying every line of code in the section on memory allocators, I've added this feature to my engine and it works great. Same with quaternions. I just keep finding myself reaching for this book! What a great resource, rock solid.
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Reviewed in the United States on August 18, 2019
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Verified Purchase
robert thompson
Birmingham, US
★★★★★ 5
Don't peek at the next page.
Format: Hardcover
Basically, best practices in game engine architecture, citing a wide array of game engines used by a wide array of top game makers. Out of a ~1150 page book: The longest chapter is ~150 pages, on Parallelism and Concurrent Programming. Rendering Engine is ~100 pages Collision and Rigid Body Dynamics is ~100 pages 3D Math for Games is ~50 pages I had hoped for treatments on quaternion camera and for entity component system, but alas, no. What I did get was still crucial. The most illuminating guidance was in Engine Support Systems (~50 pages) which talked about best Memory Management, and in Game Loop and Real-Time Simulation which talks about ideal orders of operations in a highly efficient game loop. The first 400 pages of this book are not exclusive to games. A new programmer that wants to do high performance programming can gain a lot from this before it gets into 'primarily' game topics. My strategy for getting through this whale was to never peek at the next page. I did not read (Character) Animation Systems (~100 pages) or Audio (~100 pages), as I do not need them at this time. You can certainly damage the book if you don't keep in mind its weight, or if you do that maneuver where you forcibly open it against its spine. I did that and the binding popped off the backing. It's all in one piece, and it's easier to read. It's a big tome.
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Reviewed in the United States on February 6, 2022
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Vincent Marias
Boise, US
★★★★★ 5
The Bible, if it was good
Format: Hardcover
I’m not kidding when I say the first 350 pages of this book are quite literally an entire computer science degree. In fact, many CS majors would learn more about some of these subjects here than in their classes. I’m incredibly impressed with the thoroughness and depth of this absolute tome, and I’ll be far more impressed if the binding is able to hold on to all 1200 pages for the whole time it takes me to read it.
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Reviewed in the United States on October 29, 2024

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