Burgraves of the Western Kingdom
Burgraves of the Western Kingdom
Navigate as a viscount between royal loyalty and popular favour as the kingdom heads for poverty or prosperity — and position yourself for whatever may come.
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What is the game about?
It is the year 980 AD, and the kingdom is crumbling. The monarch, once strong and feared, now buys peace with gold and land — and he who pays, loses prestige. In the cities, discontent grows; in the countryside, people assert their independence; and at court, whispers of a transfer of power abound. As a viscount, you tread a narrow path: loyalty to the crown is honorable, but the favor of the people can determine everything when the tide turns. You construct buildings, write manuscripts, acquire deeds, and work in the castle — not just for points, but to solidify your position in a kingdom that could collapse at any moment.
How do you play the game?
Each turn, you play a card from your hand to your player board; the value of that card determines how many spaces your viscount pawn moves around the rondel board, and the space where you land determines which action you take. After the action, you may add a townsfolk card to your personal deck, which drives the deck-building element. Corruption and virtue move a track back and forth, granting deeds or debts, which both provide points and determine when the game ends. The game concludes as soon as either the deeds or debts pile runs out. The player with the most victory points then wins.
This is the ideal game for...
You can play this game with 1 to 4 players, from 12 years old. The duration is approximately 60 to 90 minutes. The language of the game is Dutch.
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How is the game experienced?
Viscounts of the West Kingdom is the third installment in Shem Phillips and Sam Macdonald's West Kingdom trilogy, and it elegantly weaves the series' deck-building element with rondel movement and area control. The virtue and corruption track, which simultaneously influences points, actions, and the end of the game, is widely praised as one of the trilogy's cleverest innovations. Reviewers call it a worthy conclusion that also plays excellently on its own, though the learning curve for beginners is slightly steeper than with previous installments.
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