Share this project

Done

Share this project

Done
Build fortifications, commission monks and defend the city in this unique worker drafting, action selection game for 1-4 players.
Build fortifications, commission monks and defend the city in this unique worker drafting, action selection game for 1-4 players.
7,549 backers pledged NZ$ 907,127 to help bring this project to life.

King's Orders & Favours

Posted by Shem Phillips (Creator)
73 likes

Hi everyone!

I hope you've had a great weekend of gaming with family and friends. Last Thursday I got to play Wreck Raiders, Fleet: The Dice Game, and Paper Tales. All very good games. Fleet was definitely the highlight for me though. I never thought a roll-and-write could have so much depth! I'm itching to play it again soon.

King's Orders & Favours

Tabletopia

Paladins is now available on Tabletopia. There were a few bugs in the solo mode at first, but they've all been fixed now. You can find the game page here:

https://tabletopia.com/games/paladins-of-the-west-kingdom

Thanks!

Shem

Comments

Only backers can post comments. Log In
    1. Shem Phillips 13-time creator
      Superbacker
      on

      @Bear: One really good strategy for new players it to just focus on two actions from a single column (Absolve and Commission - Fortify and Attack - Convert and Garrison). After we started getting better at the game, it seemed like the best strategy was just to focus one of these columns, plus 1 or 2 additional action that worked well with the attributes it boosted.

      Townsfolk added some variation to this, but it still felt like there were obvious paths to take. The King's Orders add a level of variation to what the 6 main actions are worth each game. This means that just because Commission-Absolve was a good combo in one game, it might not be the best in the next game.

    2. Bear on

      could you add a little more on the 'solvable puzzle' issue. there's variability of townsfolk, outsiders, paladins and tavern, so I'd like to understand better why the king's orders made the difference that solved the problem. I understand they add variability. was it a question of adding just a bit more of variety, or is it because they target specific actions? paladins and townsfolk also target specific actions with their bonuses, after all

    3. Shem Phillips 13-time creator
      Superbacker
      on

      @Matt: This was definitely something we were concerned with when developing the King's Favours. But in practice, turn order never proved to have any effect. By the 5th round, there are 3 King's Orders available. So going first that round only means you can choose 1 of the available 3. But often as their first move, players might instead want to target a particular Outsider or Townsfolk. Or perhaps they are focused on a certain space on the main board for their Outpost. Or it could be that they really want to use 1 of the King's Favours, but they don't have the correct worker type or required resources to do so.

    4. Missing avatar

      Matt on

      @Shem & Sam - it seems to me that given that the King's Favour actions are really good, round position becomes very impactful ( eg whether you are first or third player). This seems like it would be even more so in 4 player games where there are twice as many players but the same number of Kings Favour spots - which would make increase luck factor and decrease strategic options (if you happen to be early in the round you get access, if not you do not proabably). I mean 4th player only gets to be first once and has the worst position going into the last round.

      Plus unlike other main board place the number of kings favour slots doesn't rise with player count.

      I can see this might be offset by greater competition in other areas (eg more people vying for the available townsfolk or outsiders) but it might also exacerbate the difference there - kings favours often look like they might help you power up your 'engine' to better take advantage of other opportunities.

      How have you found it in your testing?