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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

  1. Join the 2 Main Board parts [p.5]
  2. Shuffle Townsfolk; reveal 5 faceup top-left of board [p.5]
  3. Shuffle Wall Cards into Draw Pile above centre [p.5]
  4. Place Tax supply Silver above board (5–8 Silver depending on player count) [p.5]
  5. Place Debt Draw Pile ('Unpaid' up) and Suspicion Draw Pile top-right [p.5]
  6. Shuffle Outsider Cards; reveal 6 faceup bottom-right [p.5]
  7. Shuffle Tavern Cards into Draw Pile bottom-left [p.5]
  8. Place 3 King's Order Cards and 5 King's Favour Cards facedown in their spaces [p.5]
  9. Each player gets: 1 Player Board, 12 Paladin Cards (shuffled facedown), 3 Silver, 1 Provision [p.6]
  10. In reverse turn order, each player Recruits 1 Townsfolk for free [p.7]

Turn structure

Each Round (7 total):

  1. Pass Start Player Marker clockwise [p.8]
  2. Reveal King's Order / King's Favour Card for this Round [p.8]
  3. Reveal Tavern Cards equal to players +1 [p.9]
  4. Each player draws 3 Paladins: keep 1 (facedown), return 1 to top of pile, 1 to bottom [p.9]
  5. In turn order, each player reveals Paladin, collects its 2 Workers, then picks 1 Tavern Card and collects its 4 Workers [p.10]
  6. In turn order (clockwise), players alternate taking 1 action or passing until all have passed [p.10]
  7. 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]

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