
2017 · Construction de territoires
The King's Will
Players take the roles of dukes hosting the itinerant king and attempt to discover the king’s current wishes, which change each game and remain partly secret. During four rounds, players expand their duchies, perform actions that pursue different potential victory conditions, and try to align their play with what the king values. Victory conditions are randomized and revealed gradually, forcing players to deduce and adapt while also pursuing their own scoring. Movement is simultaneous to reduce downtime, and players can influence game length through shared decisions.
- Joueurs
- 2–4 idéal à 3
- Temps de jeu
- 50–90 min
- Âge
- 10+
- Complexité
- 3,2 / 5
À propos du jeu
- Auteurs
- Illustration
- Publisher
Extensions
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- Parties enregistrées
- 23
- Joueurs
- 1h 55m
- Partie moyenne
- 3
- Dans des collections
6,0/10
sur 3 avis Ludoya
Garfield7,0 #44 Nice action selection mechanism. The 21 buildings are a little bit overwhelming. You have to check all their function. It needs a lot of table space for what it is. And I think you need some additional markers to mark the King's Will cards you already have looked at. Because I think you can't remember everything on them for the whole game... I had to use my smartphone. [c] Theme: ★★☆☆☆ <!-- size 7]Not very strong --> Gameplay: ★★★☆☆ <!-- size 7]Ok --> Interaction: ★☆☆☆☆ <!-- size 7]Almost none --> Artwork: ★★☆☆☆ <!-- size 7]Minimalistic --> Luck: ★★☆☆☆ <!-- size 7]Little --> Strategy: ★★★★☆ <!-- size 7]Good planing is a must --> Components: ★★☆☆☆ <!-- size 7]The boards are really cheap, the buildings are wooden --> Play duration: ★★☆☆☆ <!-- size 7]Too long for what it is --> Easy to teach: ★★★☆☆ <!-- size 7]Ok (35min) --> Rules quality: ★★★★☆ <!-- size 7]Very good --> Setup time: ★★★☆☆ <!-- size 7]Ok --> No downtime: ★★★☆☆ <!-- size 7]Little --> Replay value: ★★☆☆☆ <!-- size 7]Different end score cards --> [/c]
Evan4,6 On a player's turn they choose an action tile and then get to do 2 things on the tile. All the other players then get to do 1. The actions are mostly about getting resources, adjusting resource production, bumping on a tech track, build a building, or peeking at one of the secret endgame scoring criteria cards. The game plays relatively quickly for it's weight. The action tile system gives some amount of player interaction in terms of trying to guess what other people will do, but the real core of the game's interactivity comes from watching what other people are doing and trying to guess what endgame cards they've seen. The game might lack a little replayability in that the only thing that's different game to came are what endgame cards are in the mix, but that's a minor quibble against a pretty satisfying experience. ★ Art, Iconography and components functional ★ Clever or interesting mechanisms ★ Reasonably low downtime between turns with mildly AP players ☆ Multiple plays stay interesting ★ Low or mitigatable luck elements ★★★☆☆ Raw enjoyment
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Données du jeu (joueurs, durée, âge, crédits) issues de BoardGameGeek.

























