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Kingdom Builder Nomads Expansion

by Diverse
5.0 out of 5 stars  See all reviews (1 customer review)
Price: 27.10 & FREE Delivery in the UK. Details
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  • expansion
  • Age range: 10 and up / Number of players: 2 to 5 / Play time: 45 to 60 minutes
  • Manufacturer: Queen
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Kingdom Builder Nomads Expansion + Crossroads Kingdom Builder
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Product Information

Technical Details
Item Weight1.1 Kg
Product Dimensions29.5 x 6.6 x 29.5 cm
Manufacturer recommended age:10 years and up
Item model number60923QNG
Main Language(s)German, German translation
Number of Game Players5
Number of Puzzle Pieces1
Batteries Required?No
Batteries Included?No
Additional Information
Best Sellers Rank 138,733 in Toys & Games (See top 100)
Shipping Weight1.8 Kg
Delivery Destinations:Visit the Delivery Destinations Help page to see where this item can be delivered.
Date First Available17 April 2012

Product Safety

This product is subject to specific safety warnings
  • Warning: Not suitable for children under 36 months


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Product Description

Kingdom Builder: Nomads provides more options and more variety for Donald X. Vaccarino's Kingdom Builder, with four new game boards - and consequently four new powers associated with their respective game boards, such as the power to place one or two stones from a quarry on empty spaces to block them. Three additional Kingdom Builder scoring cards are included to provide new scoring opportunities during game play, and red houses are included to allow for up to five to play.The new game boards replace the castle spaces from the base game (which score three points for anyone adjacent to them) with nomad spaces. During set-up, in which four game boards are chosen at random from all available boards, a randomly chosen nomad tile is placed on each nomad space. The first player to build a settlement adjacent to a nomad space takes this tile and must use it during her next turn; the tile is removed from the game after her next turn, whether she used it or not. Nomad tiles allow a player to build three settlements on the specified terrain, move settlements, build without following the adjacency rule, remove another player's settlement, or score points.The new scoring cards give points as you place settlements during your turn, specifically for placing settlements in a straight line, for placing settlements next to those of other players, and for placing settlements on terrain that's not adjacent to empty terrain of the same type. (Replacement scoring cards for "Workers" and "Merchants" are included in Kingdom Builder: Nomads and should be used in place of those in the base game. These cards merely reflect the fact that the expansion boards have Nomad spaces which also count for scoring for these cards.)In addition to the quarry power which both helps block opponents and fill spaces in which you don't want to place settlements the new location powers allow you to place a settlement in the flower fields, to place a settlement

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Most Helpful Customer Reviews
1 of 1 people found the following review helpful
5.0 out of 5 stars Good expansion! 9 Aug 2013
Verified Purchase
This is a must have exp for Kingdom builder, it adds really nice new placetiles, and new boards. I like!
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Most Helpful Customer Reviews on Amazon.com (beta)
Amazon.com: 4.8 out of 5 stars  11 reviews
14 of 14 people found the following review helpful
5.0 out of 5 stars Awesome expansion set adds fun and variety to an already great game! 2 Feb 2013
By Baron Von Cool - Published on Amazon.com
Verified Purchase
Durability: 5.0 out of 5 stars    Educational: 3.0 out of 5 stars    Fun: 5.0 out of 5 stars   
This awesome expansion set really adds a lot of fun variety and new strategies to Kingdom Builder, the 2012 Game of the Year (Spiele des Jahres award at Essen, Germany). You will need the original base set to play. Like the original, Nomads is a multi-lingual set, so all cards and rules come in different language versions: English, German, Spanish, and French. You just set aside or toss out the languages you don't need. For some reason, I received two copies of the English rules in my box.

So what's in this expansion set? Read on:

You get two replacement cards for Merchants and Workers, to take into account scoring some of the new expansion victory conditions. You also get 3 new victory condition cards: Ambassadors, Families, and Shepherds that all score points in-game, not at the end like the original victory cards do. You mix these in with the original 10 cards. Note that they have a US/UK flag symbol on their backs that are not in the original game's cards, so you can easily tell them apart from the others (this applies to the replacement versions of the Merchants and Workers cards as well). Some folks are annoyed by this. Queen Games promised to fix this in the next printing. Some early versions of the original game include unmarked US and marked UK victory cards, so if you are lucky enough to have one of those sets, just use the UK cards and then all the cards will have the same markings on the back. After having playtested these new in-game scoring cards, I don't recommend using more than one per game, as it makes it too easy to see who's going to win. I have mixed feelings about these new cards and find them to be the most disappointing aspect of this set.

Ambassadors: Build settlements adjacent to other players' settlements. You get 1 gold for each adjacent settlement you build. Record this gold on the victory score track immediately. (A fun card that encourages blocking and turns otherwise unprofitable settlements profitable)

Families: Build 3 settlements in a straight line (diagonally or horizontally). You get 2 gold if you build all three of your mandatory settlements in a straight line. Record this gold on the victory score track immediately. (Not a very interesting or fun card)

Shepherds: Complete terrain areas. You get 2 gold for each of your settlements NOT adjacent to an empty terrain space of the same kind on which this settlement was built. Record this gold on the victory score track immediately. (A tricky card prone to abuse, as you can move a settlement off the terrain type with Stables or Caravan, then build a new one on it with your mandatories, Garden, Oasis, Village, etc., racking up a crazy number of points)

There is a snazzy new red set of 40 settlement houses and a gold marker so you can add a fifth player to the game. The fire-engine red color is easily distinguishable from the carrot-orange in the original (color-blind set distinction not checked). The set up rules for adding a fifth player remain the same as before. There are no extra quadrants or victory condition cards used, making the fight for space and locations that much harder.

4 new hexagonal quadrant game board sections featuring Nomad spaces in place of castles.

14 new location tokens and 4 new summary cards: 2x Quarry, 4x Caravan, 4x Village, 4x Garden.

Quarry: Add 1 or 2 of the 25 new stone-gray quarry wooden circle markers to the board on your turn. Each acts as permanent impassable terrain to you and your opponents, but you must place them on the same terrain type as the terrain card you drew that turn. (Great for blocking or filling in terrain types. Can be useful in setting up a Shepherds bonus as well.)

Caravan: Move one of your previously built settlements in a straight line, either horizontally or diagonally, until it is blocked by an obstacle. (My new favorite location token (replacing Stables from the original game). It's the most powerful token in the game.)

Village: Build one additional settlement on an empty space eligible for building that is adjacent to at least 3 of your preexisting settlements. (Very nice, as it ignores the straight line placement condition used by the Tavern token in the base set.)

Garden: Build one additional settlement on an empty flower field hex. You must build this adjacent to one of your settlements, if possible. (Less versatile, but still useful.)

I've saved the Nomads rules for last, as there's a lot to explain: There are 15 Nomad location tokens, but they provide different bonuses and you never know which one you're getting until you build adjacent to one and pick it up. At set-up, you shuffle the Nomad tokens, then randomly draw and place 1 token for each Nomad space on the board. A Nomad token cannot be used until the turn after you pick it up, like regular location tokens. However, you MUST use the Nomad token on your next turn. It is discarded from the game at the end of your next turn, regardless of whether you use it or not.

7x Donation: Build 3 additional settlements, taken from your supply, on spaces of the terrain type shown on this token (in addition to the regular terrain types, water and mountain hexes are possible legal building spaces with this token!).

2 x Resettlement: Move 1-4 of your settlements up to 4 spaces total. So you can move 1 settlement 4 spaces, or 4 settlements 1 space each, etc. After moving to a legal build space, they do not need to be adjacent to your other settlements.

2x Outpost: Disregard the adjacency requirement when building a settlement either with your mandatory or bonus actions. It still must be built on the same type of terrain as the terrain card you drew this turn.

2x Sword: Remove 1 settlement from each other player from the game board, returning them to their supply pile (so that player may use them again).

2x Treasure: Record 3 gold for yourself on the victory score track immediately (same turn as you collect this token, an exception to the usual rule).

Only having 1 Nomad token per location kind of sucks, as they are must-haves and get grabbed fast. If you don't get some, you will most likely lose. My house rule is to put two random ones per location (or one token per player if only one nomad space is in play).

Storage Issues: The good news is that you can easily fit everything from this expansion set into the original Kingdom Builder box, but any future expansions that provide game board quadrants will not fit. The bad news is that the ziploc bags this expansion comes with are a mix of freakishly large and still too big medium. You're better off using half-size ziplocs to store the components, as none of the game's components warrant bags of this size.

There are two more expansions like this one coming, the next due in October 2013. Meanwhile, there are two exclusive mini-expansions that add Capital Cities and Caves to the game, but you can't get them here. I imagine there'll be at least two more mini-expansions as well.

In a nutshell: I give this set 4.5 stars. Not perfect, but close. I'm knocking a half star off for the stingy quantity of new victory cards, which is the original game's shortcoming as well. And also for the flags on the back of the cards, and the poor storage compartments of the box. These are all pretty minor minor criticisms, however. If you love Kingdom Builder but want more variety, Nomads certainly fits the bill. The extra complexity is nice, but does tend to increase the game time from the usual 45-60 minutes closer to 75-90. I don't recommend trying to use it to teach new players. The components are the same sturdy, high quality as the original game. The storage box to both the original and Nomads are also sturdy, but unfortunately, not well-designed. There are two trays to fit everything (one large, one medium), which is a far cry from what most other games at this price offer (custom-molded plastic trays to perfectly fit the various playing pieces, cards, tokens, etc.). At least they pretty much got everything else right.

You can also order two exclusive mini-expansions from BGG. The first is called Kingdom Builder: Capitals. It gives you two new Capital city tokens that fit over two of the preexisting castles on the maps. The rules for them say that you use one capital if you are playing with either the Oracle (stonehenge) or Harbor (warship) objectives, or you use both capitals if you both objectives are in play. Unlike regular castles which only score you 3 points for the first settlement built adjacent, capitals are worth 3 points for the first settlement and 1 point for each additional settlement built within two hexes of the capital (including the first one, as the capital bonus points are scored separately after the castle bonus is determined). I've played a lot of games with the capitals and like them a lot, so much that I miss them when they aren't in play (much like stables). Of course, you could always substitute a penny or some other object for the official capital markers.

The second BGG exclusive is Kingdom Builder: Caves. It gives you two Cave tokens that you can place on any two mountain hexes to create a tunnel from one area to another. Again, you can use pennies or some other token to represent the caves.

The second big box expansion set, Kingdom Builder: Crossroads, was released in November 2013. It is also a five star fun-fest that changes the game up even more.
2 of 2 people found the following review helpful
5.0 out of 5 stars fun addition to base game 4 May 2013
By Jane Doe - Published on Amazon.com
Durability: 4.0 out of 5 stars    Educational: 4.0 out of 5 stars    Fun: 5.0 out of 5 stars   

Expansion includes 4 new boards, player pieces for a 5th player, replacements for 3 base game cards (1 clarifying word added), special power hexes for each terrain, plus nomad hexes. (Instead of building near a castle to acquire 3 VPs, one nabs the nomad tiles for one-time-use-only super duper special powers.)

SEE PHOTO which shows all 4 new expansion boards. Also, the 3 drawn cards (from the deck of 10 possible) offered victory points for houses near opponent, houses in 1 horizontal line, and 3 points per house in the sector in which one had the least. Orange won by a landslide.

It's a fun game; I'd call it a Medium-Easy game for experienced Euro-gamers and a do-able challenge for people new-to-Euros. The expansion ups the challenge level a bit.

Different sectors & varying VP conditions provide good replayability.
1 of 1 people found the following review helpful
5.0 out of 5 stars It is a good expansion. 26 Dec 2013
By Jandsm - Published on Amazon.com
Verified Purchase
Something we don't like about game expansions is when they add new rules, unless the base game us super simplistic to begin with. Kingdom builder is complicated enough that we just want to add variety, otherwise we would have to take the expansions out when we play with new players.

The new powers the boards add are a little complicated to explain, but demonstrations and trial and error had everybody understanding them in the first few turns.

The new boards have "Nomad" spaces instead of city spaces. I think this makes the cities a little useless because you will only get city spaces on the two boards, a person can no longer win by focusing on building next to cities.

The "Nomad" spaces also get powers, like location spaces, but they are one time use. This was fun, but explaining what each nomad tile does gets kind of overwhelming for new players. We've considered just calling the nomad tiles "city" spaces for new players and adding nomad tiles later.

The other major change is the new rules added by this game have to be scored immediately. We quickly realized that just letting everybody keep track of their own score on their own board was the easiest way to handle this.

Overall, I still think the expansion was a little overpriced, but we really like the variety it brings to the game and it will probably keep us playing Kingdom Builder more often.
1 of 1 people found the following review helpful
5.0 out of 5 stars rocking game 8 Feb 2013
By Laura Wallace - Published on Amazon.com
Verified Purchase
My little bro loves the original version and asked for this for Christmas. He LOVED this game and he and my older brother played it for hours! So much fun!!
5.0 out of 5 stars Awesome Game, Awesome Expansion 25 Feb 2014
By brayden - Published on Amazon.com
Verified Purchase
Get this game. But first get the original or you won't be able to play it.

This game, and the expansion, is one of the most fun I've played in the past year. Lots of replayability, considering the different pieces and scoring methods. A real fun game and not very difficult to learn.

Get it!
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