Viscounts of the West Kingdom
60m - 90m
1 - 4 Players
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.
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.
The primary goal of a set collection mechanic is to encourage a player to collect a set of items.
Variable Player Powers is a mechanic that grants different abilities and/or paths to victory to the players.
Variable Player Powers
Variable Player Powers
This one took me the longest to grok out of the 3 West Kingdom games (I think these productions have reached peak iconography levels, and the rulebook hurt my brain), but after a couple of plays this is definitely a keeper (I'm a solo gamer). Not yet sure where it ranks among the 3, but this is really good.
[size=16]❦ [/size] [b]Solo Mode[/b] // Included in the Base Game [size=16]❦ [/size] [b]Required Play Space[/b] // 42" x 26" [size=16]❦ [/size] [b]Setup Time[/b] // 5 Minutes [size=16]❦ [/size] [b]Play Time[/b] // 50 Minutes :thumbsup: The component quality is excellent, from the townsfolk cards to the tiered castle that holds all of the map pieces. :thumbsup: Finding synergies between the cards is a lot of fun and can help lead to a focus on certain actions to move ahead. :thumbsup: Interplay between debts and deeds, as well as corruption and virtue, adds an interesting layer of gameplay. :thumbsup: Multiple solo opponents create different action focuses, which can create very different solo play experiences. :thumbsup: Setup involves a number of randomized elements to add gameplay variety without a lot of extra effort. :thumbsup: Certain turns may lead to a lot of careful planning, yet play time moves pretty quickly without much upkeep. :thumbsdown: There are a lot of icons to learn, and despite the guide, remembering the solo opponent’s rules are difficult. :thumbsdown: With so many possible actions every turn, it can be easy to lose track of something or get lost in the choices. :thumbsdown: The game end condition of emptying a deck of cards can feel a bit disconnected from the rest of gameplay. :thumbsdown: It isn’t always clear what sort of strategy is the best to take with the way the solo opponent can act too randomly. [url=https://gamewardbound.com/tag/viscounts-of-the-west-kingdom/?utm_source=boardgamegeek&utm_medium=comment]Read the Session Reports and Review at Gameward Bound »[/url]
(3.4) I want to like it, but it feels too complicated without being fun. Gimmicky even? And tedious. Felt like a point salad.