Castell and Pulsar 2849 Bring Different Strategic Puzzles to RDTN Episode 137
Story by Tony McRee · 354 readers
Episode 137 compares Castell’s long-range planning with Pulsar 2849’s dice-driven decisions, then invites listeners to make a Grumpy Tony meme.



The two featured games in RDTN Episode 137 ask players to think ahead in very different ways. Castell, from Renegade Games, rewards planning across several turns as players work toward building the best human tower they can. Pulsar 2849, from CGE, also asks for careful choices, but dice and limited actions keep its plans closer to the immediate turn. The episode’s appeal is in that contrast: one game makes you map out a developing plan, while the other asks you to make the most of the options the dice leave available.
Castell rewards plans that can change
Castell’s individual turns may be simple, but the decisions around them reach much further. The episode describes a game that calls for thinking two or three turns ahead, and continuing to plan toward the end. That makes each move part of a larger effort to build a Castell, or human tower, as effectively as possible.
That longer view gives the game its strategic weight. A choice has to make sense in the moment, but it also needs to support what the player hopes to do later. The challenge isn’t simply to repeat a productive turn. Players need to keep the shape of their intended plan in mind and consider how each decision moves them toward it.
Yet Castell doesn’t sound like a puzzle with one fixed solution. The source points to randomness as a reason that each play will require adaptation. A strategy that worked before may not fit the next game, so planning ahead means staying ready to revise the plan as circumstances change. That combination—long-range thinking with room to adjust—is what makes Castell stand out in the episode’s discussion. It also gives players something to reflect on after a game: what they might try next time, and how they could build their tower differently.
For groups who enjoy looking several turns ahead, that sounds like a satisfying tension. Plan too narrowly and changing circumstances may leave the strategy stranded; stay flexible and there’s room to respond. The episode doesn’t frame Castell as a game where players can settle into a repeated routine. Its central challenge is carrying a plan forward while adapting it as the play unfolds.
Pulsar 2849 keeps decisions close
Pulsar 2849 also has a thoughtful, strategic character, but the episode describes a different rhythm. Dice randomness and a limited number of actions can make it difficult to lay out a detailed plan for later turns. Instead, players work with the choices available now and try to make each turn count.
The broader strategy still matters. Players want to build an engine that can produce substantial points at the end of the game, while keeping an eye on what their opponents are doing. But the route there is less predictable than in Castell: a player can have a general direction in mind without knowing exactly how every step will go. The practical question becomes how to use the current options well enough to keep that larger plan alive.
That puts Pulsar 2849’s decision-making at a shorter range. A strong turn can help build toward a later payoff, but the dice and action limits ask players to reassess what’s possible as they go. It’s a style of strategy built around prioritizing: choose the most useful opportunities available, improve the engine where possible, and keep opponents from getting too comfortable. The episode’s comparison suggests that players looking for extended advance planning may find Castell the more natural fit, while Pulsar 2849 offers a different test of tactical judgment.
Both games give players reasons to revisit their choices after the final turn, though the questions they leave behind differ. With Castell, a player might rethink the plan they carried across the game. With Pulsar 2849, the review is more likely to focus on how well they made use of the dice and actions they had at the time. The hosts say they hope both games return to the table this year.
Episode segments and listener contest
Outside the main game discussion, the episode includes segments on Skybell, “You have been Swaggled,” Charterstone, Shadespire, Tide Pods, LOTR LCG Digital, Portal Games, The Broken Token and Funagain. The timestamps below offer a quick route to those topics and the featured games.
The hosts also invite listeners to make something funny with the Grumpy Tony image: use it as the basis for a meme or a box cover, then send in the result. Entries can be shared on Twitter with #GrumpyTonyRDTN, posted in the BGG Guild or on the Facebook page, or sent by email to [email protected]. The hosts will choose their top three, with winners receiving an RDTN Mason Jar; shipping is limited to the US. The post adds that there might be another one in the future.
Episode guide
- Intro — 00:35
- Skybell — 3:40
- You have been Swaggled — 5:47
- Charterstone — 9:55
- Thank you — 12:00
- Shadespire — 14:00
- Tide Pods — 17:00
- LOTR LCG Digital — 18:30
- Portal Games — 26:30
- Castell — 27:30
- Pulsar 2849 — 52:00
- The Broken Token — 56:55
- Outro — 57:49
- Contest — 58:30
- Funagain — 1:04:29
The main takeaway is a useful contrast for choosing the next game night: Castell asks players to carry a flexible plan across the game, while Pulsar 2849 puts the emphasis on extracting value from the turn in front of them.