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Viscounts of the West Kingdom
60m - 90m
1 - 4 Players
Ages 12+
Hand management games are games with cards in them that reward players for playing the cards in certain sequences or groups. The optimal sequence/grouping may vary, depending on board position, cards held and cards played by opponents. Managing your hand means gaining the most value out of available cards under given circumstances. Cards often have multiple uses in the game, further obfuscating an "optimal" sequence.
Hand Management
Play occurs upon a modular board that is composed of multiple pieces, often tiles or cards. In many games, board placement is randomized, leading to different possibilities for strategy and exploration.Some games in this category have multiple boards which are not used simultaneously, preserving table space. Unused boards remain out of play until they are required.
Modular Board
The primary goal of a set collection mechanic is to encourage a player to collect a set of items.
Set Collection
Variable Player Powers is a mechanic that grants different abilities and/or paths to victory to the players.
Variable Player Powers
Medieval
44.00
€
30 day low:
Out of stock
Search for:
Kickstarter – Gamefound
Board Games
Strategy
Family and Children
Party
Adult
Thematic
Ελληνικα Παιχνιδια
LCG
Arkham Horror: The Card Game
Marvel Champions: The Card Game
The Lord of The Rings: The Card Game
RPGs
D & D
Pathfinder
Gamebooks
Others
Accessories
Game Mats
Bags
Dice
Sleeves
Sapphire Sleeves
Paladin Sleeves
Other
Novels – Books
Plunder boxes
Marvel: Crisis Protocol
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agardner1993
Very good mechanically simple but has a large overhead, probably takes 2 plays to really get how the game works. Strategy really comes from how you the player can make sense of what cards are available and in your hand. I'm glad the deck building isn't the major selling point because I have better deck builders, but there is something unique here. There's some elements that feel Scythe-esque. You can't do everything but as you build things you upgrade your powers in a similar fashion. It's a great mechanic. The programmed row of your cards feels novel combining it with familiar West Kingdom mechanisms and flavor cements this as a game I'm sure my group will return to. Probably my 3rd favorite of the west kingdom but that's still very high praise. It lives up to the family name.
AnokaLibraryGames
Viscounts of the West Kingdom https://anok.ent.sirsi.net/client/en_US/default/search/detailnonmodal?d=ent%3A%2F%2FSD_ILS%2F0%2FSD_ILS%3A852097%7EILS%7E0&lm=TABLEGAMES&ps=300
agentpatman
The only thing we disliked what the steppy nature of the game. Everything has to be done in order and the player aids are pretty good, not perfect, but you spend a lot of time going ok I was here now I have to do this. Turns are not necessarily long just has cascading effects where you forget where you were and what cards activates. The game itself is a fun twist on deck building. I love the idea of performing actions based on the symbols of your card which change each turn. Not only do you decide the cards in your deck but the order in which you play them which makes them last for the next 3 turns. The cards also have on going abilities or instant effects. It feels like you need to everything because you want the abilities from building, you can’t miss out on the castle bonuses, the manuscripts provided bonuses as well. Movement can be tricky in combination of your cards to end in the right place. There is 2-3 mini puzzles that tie together each turn. I think this is my favorite in the serious primarily due to the deck building aspect. Paladins you have to make the best from random draws but this you can trailer your engine. Architects doesn’t really fit in comparison to the others.