KING

KING

2026Radosław Ignatów

1 - 3 players
30 - 60 min

From BoardGameGeek

A flip-and-write game in which we take on the role of a medieval King ruling his kingdom. The game is a direct sequel to Knight, shifting the focus from the deeds of a single warrior to the personal decisions of the monarch himself. Every royal choice - political, military, or economic - has a direct and far-reaching impact on the entire realm and shapes its future. During the game, the King faces complex challenges affecting the whole kingdom, such as declaring and conducting wars, expanding borders, managing internal politics, appointing or removing lords, negotiating alliances, suppressing rebellions, and responding to crises like plague, famine, drought, or devastating floods. Each scenario emphasizes different aspects of rulership and requires the player to adapt their strategy to changing circumstances. In each turn, the player draws 6 cards that determine the events of that turn. These cards define the available actions, provide a specific pool of resources, and indicate which actions are currently active. In solo mode, they also determine the consequences of decisions and the behavior of the automa. A major new element is the introduction of Advisor cards - influential figures at court whose unique abilities significantly affect strategy. Choosing and managing advisors is crucial, as they can strongly shape the direction of the kingdom and open powerful tactical and strategic options. The game is played over 2 rounds, each consisting of 6 turns. After every 3 turns, a Goal card is revealed, introducing new conditions that define rewards and penalties based on the King's achievements during that phase. This creates shifting priorities and forces the player to make difficult decisions as the state of the kingdom evolves. The player wins by fulfilling the objectives defined by the selected scenario. There are always multiple paths to victory - for example, achieving a certain number of victory points, securing full control of the map, maintaining high stability and prosperity, or winning a required number of key battles. The player can also lose before the game ends if any of the scenario's loss conditions are met, such as the collapse of royal authority, a successful rebellion, the enemy conquering the entire realm, or the fall of the capital due to invasion or neglect. -description from the designer

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About KING

From BoardGameGeek:

A flip-and-write game in which we take on the role of a medieval King ruling his kingdom. The game is a direct sequel to Knight, shifting the focus from the deeds of a single warrior to the personal decisions of the monarch himself. Every royal choice - political, military, or economic - has a direct and far-reaching impact on the entire realm and shapes its future. During the game, the King faces complex challenges affecting the whole kingdom, such as declaring and conducting wars, expanding borders, managing internal politics, appointing or removing lords, negotiating alliances, suppressing rebellions, and responding to crises like plague, famine, drought, or devastating floods. Each scenario emphasizes different aspects of rulership and requires the player to adapt their strategy to changing circumstances. In each turn, the player draws 6 cards that determine the events of that turn. These cards define the available actions, provide a specific pool of resources, and indicate which actions are currently active. In solo mode, they also determine the consequences of decisions and the behavior of the automa. A major new element is the introduction of Advisor cards - influential figures at court whose unique abilities significantly affect strategy. Choosing and managing advisors is crucial, as they can strongly shape the direction of the kingdom and open powerful tactical and strategic options. The game is played over 2 rounds, each consisting of 6 turns. After every 3 turns, a Goal card is revealed, introducing new conditions that define rewards and penalties based on the King's achievements during that phase. This creates shifting priorities and forces the player to make difficult decisions as the state of the kingdom evolves. The player wins by fulfilling the objectives defined by the selected scenario. There are always multiple paths to victory - for example, achieving a certain number of victory points, securing full control of the map, maintaining high stability and prosperity, or winning a required number of key battles. The player can also lose before the game ends if any of the scenario's loss conditions are met, such as the collapse of royal authority, a successful rebellion, the enemy conquering the entire realm, or the fall of the capital due to invasion or neglect. -description from the designer

Designer

Radosław Ignatów

Artist

Michał Teliga

Categories

MedievalPrint & Play

Mechanics

Paper-and-PencilScenario / Mission / Campaign GameSolo / Solitaire GameTech Trees / Tech Tracks
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