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- Influence the king's court and build the most prosperous realm
- Thwart your opponents in this innovative dice-based bidding game
- For Ages: 10+
- Number of Players: - 5
- Playing Time: 90 min
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Top Customer Reviews
Low and behold, after several close rounds of play, I am pleased to report that Fantasy Flight has managed to put out another winner in the fantasy board game genre, this one a combination of resource management, basic combat, and opponent-oriented strategy.
If, like me, you find yourself attempting to make some sort of logical game play assessment based exclusively on the back of the box's description paired to photos of the (seemingly insanely complex) game in play, let me begin by putting your mind at ease. The game is deceptively intuitive after only a full 90-minute play, perhaps even earlier than that but by the second full game, you'll find yourself referring to the 8-page rulebook less and less.
True to the teasers, you assume the role of one of the king's governors in a land with apparently very invade-able borders. The idea of the game is to come out furthest on the board's outermost scoring track at the conclusion. Pacing the flow of things is both a seasonal and annual counter (4 seasons per year/ 5 years total game time). Not to worry if five years sounds like an awful big commitment, a table of experienced players will enjoy complete game times between a little over an hour to an hour and a half maximum.Read more ›
1 is essentially non-gamers I've slowly gotten into board games with Dominion, Seven Wonders, and a few others (as well as by usually providing dinner).
1 is ruthlessly competitive hardcore boardgamers.
1 is composed of boardgamers who love to play new, interesting games more than winning (even though there is a lot of lighthearted competative spirit, it's not nearly the cutthroat rage of the 2nd group).
This game is pretty decent for all three.
First, the components are generally nice. Everyone gets a kick out of rolling a fist full of colorful dice and dropping them ominously on the board. The wooden resource tokens are a nice touch. The board is nice and solid, and the player tokens are thick chitboard. My only real complaint is the oddly flimsy player mats for tracking your buildings. It's very very thin, floppy, glossy paper that is at a stretch flimsy cardstock. One has already seen some damage from simple normal play. If these were heavy cardboard durability would be a 5.
The simple worker placement mechanism means it's fairly easy to pick up. Novices probably won't win, but managing 3 resources and 3 dice isn't too bad. It also introduces a fair amount of direct competition because it allows you to interact with other players, albeit in a somewhat oblique fashion (which is something a lot of the euro-style games lack a bit). It keeps tension high and makes your choices impact everyone, and those are good things. It also makes it so outside your turn you actually CARE what is going on, unlike in some games like Dominion where you can essentially check out for at least half a game usually.Read more ›
Players strive to score the most victory points. You score victory points mostly by building. In order to make buildings, players must have resources: gold, ore and wood. Buildings give players several benefits such as bonuses to battle, extra resources, and manipulation of dice rolls.
Players have a town mat in front of them. This shows which buildings they have built. The buildings on the far left are entry level. To make buildings, you must have both the appropriate resources and have built all the other buildings to left of the desired building. Thus, long term strategy is required when deciding which building paths a player will take.
Players acquire resources during the productive seasons (spring, summer and fall). There are 8 phases in the game of which 3 are productive seasons. Players roll three dice (6-sided dice). Players play one or more dice onto the game board. The game board has 18 spaces numbered from 1 to 18--representing all the advisors from the Jester (1) to the King (18). To influence an advisor (and receive the bonus thereto), a player must place dice with the correct total onto that advisor's space. Thus, to influence the Jester, a player must place a die with a "1" onto that space. If you didn't roll a "1", you cannot influence the Jester. Players can place multiple dice onto an advisor in order to influence the more powerful advisors; again the total of the dice must equal the advisor's value.Read more ›
Most Recent Customer Reviews
Nice Game. The rules are a bit of a battle to work thru, but once you practise play this it is very funPublished 6 months ago by Papa
This game is one of the best board games I have ever played. The rules are simple to learn and there isn't much grey area common in other games. Read morePublished 6 months ago by zach
When you are ready to move on from Ticket to Ride and Pandemic, this is where you should go. Fast, light-weight and full of strategy. A top 5 game in my gaming group.Published 7 months ago by Smoothcrmnl969
Great game for non-gamers. I would recommend buying the expansion for even more fun.Published 7 months ago by Scott
love this board game. quick to explain and easy to learn.Published 7 months ago by Christopher Hudson