- Learning time
- 10 minutes
- First play time
- 60 minutes
Kingdoms
Designed by: Reiner Knizia
Despite the grand name suggesting an epic sweep, Kingdoms is a quick-moving and fairly abstract game for 2-4 players. But as one might expect, between competing kingdoms there is much malevolent feistiness!
The board is a 6×6 grid that the players will fill with tiles and castles over each of the three rounds: on your turn, you can either add a tile (from a face-down stack, or the secret tile you’re dealt at the start of the round) or one of your own castles. You begin the game with several castles that stand to – hopefully – score you points. Each castle will score the value of the completed row and column it sits in, and it might be the face value (1 Castles) or double, triple or even quadruple the value, using your special (x2, x3 and x4) castles. One catch is that only your x1 castles will return at the end of a round – the others are one-use-only. The other, more substantial, catch is, that though some tiles score points (up to six) others score negative points, so your x4 castle might well end up costing you dear if you place it poorly.
Mixed into the points tiles are some special tiles that further muddy the waters – the Mountains effectively divide the row and column they are on into two, the Gold doubles everything (including the negative points!) on a row and column, and the Dragon cancels all good tiles and leaves behind the rubbish ones. After the third round, the player with the most points is the winner.
The guru's verdict
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Take That!
Take That!
Oh, it's ALL Take That...
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Fidget Factor!
Fidget Factor!
Pretty low. The rules are light and it's not a game that should invite agonised head-wringing (at least, not over the decisions!)
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Brain Burn!
Brain Burn!
A mixture of tactical tile-placement and luck-pushing. It's worth bearing in mind that if you are clearly in the lead, you're likely to be targeted even more than usual. Your secret tile and can also be devastating when used well.
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Again Again!
Again Again!
It might not offer massive variety, but it packs a punch and plays fast.
Sam says
This designer has a real knack of teasing highly interactive play out of a simple set of rules, and despite its venerable age Kingdoms still stands up as a worthy game, if what you're looking for is a fast-moving, brutal battle. The theme is almost not there at all - the tiles could simply be words and numbers - but the game poses interesting decisions.