Paladins of the West Kingdom
Paladins of the West Kingdom
Protect your lands in West Francia of 900 A.D.: Recruit paladins, send out workers, and keep Saracens, Vikings, and Byzantines from your gates.
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What is the game about?
It is 900 AD, and the borders of the western kingdom are under pressure from all sides. Saracens explore the fringes of the land, Vikings attack settlements, and even the Byzantines show their dark side. The cities are vulnerable, the villages unprotected, and the faith of the populace hinges on the actions of its nobles. As a noble lord or lady, you are not alone: the King has sent his best knights to support you. But the paladins are unique personalities, each with their own strengths and limitations. Choosing who to deploy and when is the key to a thriving and defended kingdom.
How do you play the game?
The game lasts seven rounds; each round, a player draws three paladin cards and keeps one, which determines their available workers and special ability for that round. With these workers, you perform actions on your personal player board, divided into six categories, each requiring one attribute (faith, strength, or influence) and granting another. Actions can be upgraded, reducing the requirement from three workers to one, allowing for powerful chain reactions. Victory points come from outposts, fortifications, monks, confrontations with outsiders, and the final positions on the attribute tracks.
This is the ideal game for...
You can play this game with 1 to 4 players, from 12 years old. The duration is approximately 90 to 120 minutes. The language of the game is Dutch.
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How is the game experienced?
Paladins of the West Kingdom is considered by many to be the pinnacle of Shem Phillips and S.J. Macdonald's West Kingdom trilogy: a heavyweight euro that pieces together complex puzzles into a system that, despite its depth, feels intuitive. The Paladin cards as round decider—which do you keep, which do you send back up later?—create a planning dimension that makes every session different. Reviewers praise the combination of little direct interaction with intense competition, and the high replay value thanks to variable Paladins and outsiders.