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60m - 90m
1 - 4 Players
Ages 12+
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
49.00
€
30 day low:
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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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ader314
December 2022 - 6 - 4 plays (all at 2 player) + Interesting twists on deck-building, I like the decisions around when to play certain cards and having different abilities as they are played or fall off the board. + Rondel moving around the board is neat. = I don't know if it needs more plays or more players (all the plays have been at 2 player), but the corruption/virtue/collisions mechanism seems a little underwhelming. No real tension there for me. A bit fiddly to keep track of. - Combos are fun to a degree, but there are a lot to keep track of an easy to miss effects you may have and hard to track what other players are doing. - Don't really care what other players are doing, could be lack of plays at higher player counts, but the end game prosperity/poverty conditions and with the collisions should be interactive but I found it lacking. - A lot of different mechanisms jumbled together, some neat and novel ideas, but to me could be streamlined a bit.
Albia
[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]
bazyliszek10000
Mechanically, it's quite an interesting game, but the series is simply not thrilling. It is an interesting puzzle, but the envelope, the subject matter, makes me not want to come back to it.