Paladins of the West Kingdom · Reference sheet
Paladins of the West Kingdom reference sheet
Overview
- 1–4 players, ~120 min, set in West Francia ~900 AD [p.2 — Introduction]
- Goal: most Victory Points after 7 Rounds [p.2 — Aim of the Game]
- Each Round: choose a Paladin, collect Workers, take actions one at a time [p.7 — Gameplay Overview]
- Core actions: build Outposts/Walls, Commission Monks, Attack/Convert Outsiders, gather resources [p.2 — Aim of the Game]
- Three Attributes — Faith, Strength, Influence — gate actions and score points [p.12 — Introduction to Taking Actions]
- Game ends after Round 7; tiebreaker: most VP from King's Orders, then least Suspicion [p.24 — End-Game and Scoring]
Setup
- Join the 2 Main Board parts [p.5]
- Shuffle Townsfolk; reveal 5 faceup top-left of board [p.5]
- Shuffle Wall Cards into Draw Pile above centre [p.5]
- Place Tax supply Silver above board (5–8 Silver depending on player count) [p.5]
- Place Debt Draw Pile ('Unpaid' up) and Suspicion Draw Pile top-right [p.5]
- Shuffle Outsider Cards; reveal 6 faceup bottom-right [p.5]
- Shuffle Tavern Cards into Draw Pile bottom-left [p.5]
- Place 3 King's Order Cards and 5 King's Favour Cards facedown in their spaces [p.5]
- Each player gets: 1 Player Board, 12 Paladin Cards (shuffled facedown), 3 Silver, 1 Provision [p.6]
- In reverse turn order, each player Recruits 1 Townsfolk for free [p.7]
Turn structure
Each Round (7 total):
- Pass Start Player Marker clockwise [p.8]
- Reveal King's Order / King's Favour Card for this Round [p.8]
- Reveal Tavern Cards equal to players +1 [p.9]
- Each player draws 3 Paladins: keep 1 (facedown), return 1 to top of pile, 1 to bottom [p.9]
- In turn order, each player reveals Paladin, collects its 2 Workers, then picks 1 Tavern Card and collects its 4 Workers [p.10]
- In turn order (clockwise), players alternate taking 1 action or passing until all have passed [p.10]
- Refresh board: discard edge Townsfolk/Outsiders, slide remaining, refill; remove Tavern Cards [p.10]
Actions
| Action | Workers Required | Resource Cost | Key Restriction |
|---|---|---|---|
| Develop | 2 any | 4 Silver | Moves Workshop to right-side action (max 2 per space) [p.13] |
| Recruit | 1 any (discard) or 1+1 Fighter (recruit) | 0–3 Silver or 1 Debt | Fighter required to recruit into crew [p.14] |
| Hunt | 1 any = 1 Provision; 2 (right=Scout) = 3 Provisions | — | Must place 1 or 2 as single action [p.15] |
| Trade | 1 any = 1 Silver; 2 (right=Merchant) = 3 Silver | — | Must place 1 or 2 as single action [p.15] |
| Pray | 1 Cleric | 2 Silver | Clears all Workers from 1 action space [p.15] |
| Conspire | 1 any | — | Gain 1 Criminal + 1 Suspicion [p.15] |
| Commission | 1 Scout + 1 any + 1 Cleric | 1–3 Provisions | Requires Faith ≥ region threshold; max 7 [p.16] |
| Fortify | 1 Merchant + 1 any + 1 Scout | 1–3 Provisions | Requires Influence ≥ Wall threshold; max 7 [p.17] |
| Garrison | 1 Merchant + 1 any + 1 Fighter | 1–3 Provisions | Requires Strength ≥ region threshold; max 7 [p.18] |
| Absolve | 1 Cleric + 1 any + 1 Merchant | 1–3 Silver | Requires Influence ≥ Jar threshold; max 7 [p.19] |
| Attack | 1 Scout + 1 any + 1 Fighter | 1 Silver per 2 missing Strength | No limit on uses [p.20] |
| Convert | 1 Fighter + 1 any + 1 Cleric | 0–3 Silver | Requires Faith ≥ Outsider threshold; max 7 [p.21] |
- Criminals (purple) are wilds for any coloured or transparent space [p.12]
- Workshops on an action space reduce its Worker requirement by 1 each [p.13]
Scoring
End of Round 7 — score all of the following:
- Attribute Tracks: VP printed on Faith, Strength, Influence tracks [p.24]
- King's Orders: 4 / 6 / 8 VP for meeting 1st / 2nd / 3rd Order conditions [p.8]
- Develops: bonus VP if 6 or more completed [p.24]
- Commissions: bonus VP if 5 or more completed [p.24]
- Fortifies: bonus VP if 5 or more completed + VP printed on specific Wall Cards [p.24]
- Garrisons: bonus VP if 5 or more completed [p.24]
- Absolves: bonus VP if 5 or more completed [p.24]
- Converts: VP per Outsider Card's end-game condition (see Outsider Scoring) [p.35]
- Debts: +1 VP each Paid Debt; −3 VP each Unpaid Debt [p.23]
- Resources: 1 VP per set of 3 Silver/Provisions remaining [p.24]
End of game
- Game ends immediately after Round 7 [p.24]
- Player with most VP wins [p.24]
- Tiebreaker 1: most VP from King's Orders [p.24]
- Tiebreaker 2: fewest Suspicion Cards [p.24]
- If still tied, all tied players share the victory [p.24]
Glossary
- Attribute: Faith, Strength or Influence — tracked on Player Board; gates actions and scores VP [p.12 — Introduction to Taking Actions]
- Paladin: unique card chosen each Round granting 2 Workers, Attribute boosts and a special ability [p.9 — Round Structure]
- Workshop: token placed on action spaces to reduce Worker cost by 1 (max 2 per space) [p.13 — Develop]
- Suspicion: card gained whenever a Criminal is collected; triggers Inquisition when Tax supply empties [p.22 — Suspicion]
- Inquisition: triggered when last Tax Silver is taken — player(s) with most Suspicion gain 1 Debt and lose half their Suspicion [p.23 — The Inquisition]
- Tax supply: limited Silver pool above the Main Board; replenished after each Inquisition [p.22 — Tax]
- Debt: Unpaid = −3 VP; Paid (flipped) = +1 VP; Destroyed = returned to pile [p.23 — Debts]
- Criminal: purple Worker; acts as wild on any action space; always grants 1 Suspicion when gained [p.15 — Conspire]
- King's Favour: revealed from Round 3 onward; one-use action space per Round (cannot be cleared by Pray) [p.8 — King's Favours]
- King's Order: bonus scoring condition worth 4/6/8 VP revealed in Rounds 1–3 [p.8 — King's Orders]
- Townsfolk: recruited crew cards providing ongoing abilities or immediate rewards [p.14 — Recruit]
FAQ
- Q: Can Criminals be placed on coloured action spaces? — A: Yes, Criminals are wilds and may be placed on both transparent and coloured spaces [p.12 — Introduction to Taking Actions]
- Q: Can I place 1 Worker on Hunt/Trade/Recruit now and the second Worker later? — A: No. You must decide to place 1 or 2 Workers as a single action [p.15 — Hunt and Trade]
- Q: Can King's Favour Cards be cleared with the Pray action? — A: No. King's Favour Cards cannot be cleared using Pray [p.8 — King's Favours]
- Q: What happens if the Suspicion Draw Pile runs out? — A: Shuffle the discards into a new Draw Pile. If none exist at all, an Inquisition immediately occurs [p.22 — Suspicion]
- Q: Can I place a Workshop on a space that already has a Worker on it? — A: Yes. Return the Worker to the supply first, then place the Workshop [p.13 — Develop]
- Q: Is there a limit to how many times I can Attack? — A: No. Attack has no limit, unlike Commission, Fortify, Garrison, Absolve and Convert (max 7 each) [p.12 — Introduction to Taking Actions]