The second game in the "West Kingdom" trilogy. This is a deeper Euro with the mechanics of placing workers, planning, building an engine and optimizing the board.
Who will come to us with a sword?
The game takes place in 900 AD. The borders of the Frankish kingdom are tormented by Saracens, Vikings and Byzantines. Players are invited to travel back in time and solve the problem. During the game, they will carry the word of God, direct workers to build outposts and fortifications and protect the settlement from enemies with the help of paladin knights. At the end, the player with the most points wins.
Gameplay
The game lasts 7 rounds. At the beginning of the round, the first player`s token is passed to the next player clockwise. The Royal Orders, Royal Favor, and Tavern cards are revealed. Each player draws three cards from their Paladin deck:
- The player chooses one Paladin for the current round and places it face down to the left of the board;
- The player places the second Paladin card on top of the deck;
- The player places the third Paladin card under the deck.
The Paladin card indicates what type of workers it provides in this round. The card also shows the Paladin`s characteristics (strength, faith) and unique abilities.
Participants take turns revealing Paladin cards and choosing Tavern cards. The active player turns over the Paladin card and receives the two indicated workers. Next, he selects a tavern card and receives the four indicated workers. The tavern card is rotated 90 degrees, making it inaccessible to other players.
Players take turns performing one action at a time until everyone passes. An action is considered to be placing one or more workers in a location on personal boards or on royal favor cards. The actions on the left side of the board are building an engine and obtaining resources. The actions on the right side of the board are victory points and upgrading characteristics.
The round ends when all players pass. The remaining citizen cards are discarded and new cards are revealed. The same happens with invader cards. Tavern cards are discarded, and workers from royal favor cards are returned to the general supply.
Action on the board
- Development.The player moves the leftmost workshop token from the track at the top of the board to the free action space on the right side of the board. At the same time, he immediately receives the worker indicated on the newly revealed track cell.
- Recruitment.Allows you to obtain a citizen card with unique abilities. Recruited citizens are active until the end of the game.
- Hunting and trading.You can get provisions or silver here.
- Prayer. By spending a monk and silver, the player can return all workers placed anywhere on the action board to the reserve.
- Conspiracy.Here you can get one criminal (purple worker) and one suspicion card. At a certain point in the game, the player with the most suspicion cards gets a debt card.
- Delivery.By spending workers and provisions, you can move the leftmost monk from the track at the top of the board to the playing field. The distance depends on the faith parameter.
- Fortification.By spending workers and provisions, you can place a wall card above the board. Each subsequent wall fragment requires more provisions and influence.
- Garrison.By spending workers and provisions, the player moves the leftmost outpost from the track at the top of the board to the playing field. The placement range depends on the strength parameter.
- Jugs. After spending workers and silver, you can rearrange the jug and get bonuses.
- Attack. After spending workers and silver, the player attacks the selected invader. The player`s strength must be greater than or equal to the invader`s strength. The missing strength can be bought for silver. After defeating the enemy, the player receives the reward indicated on his card.
- Baptism. Instead of attacking the invaders, you can try to convert them to your faith. The player spends workers and silver and then receives two units of strength as a reward.
End of the game
After the seventh round, the players proceed to counting points. Points are awarded for:
- Royal orders completed;
- Marker positions on the parameter track;
- Development track (6 or more workshops displayed);
- Essay track (5 or more monks displayed);
- Fortifications (behind 5 or more walls);
- Garrison track (5 or more outposts displayed);
- Jugs track (5 or more displayed);
- Converted invaders;
- Silver/Provisions (1 point for every three units).
Participants lose points for debt cards. The player with the most points wins.