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Kingsburg [With Dice and Cards and Province Sheets, Tokens, Wooden Cubes, Marker and Gameboard and Rulebook]


RRP: £30.09
Price: £28.70
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  • English language edition
  • Age range: 10 and up / Number of players: 2 to 5 / Play time: 90
  • Manufacturer: Fantasy Flight Games
  • 1 game board, 5 province boards, 21 six-sided dice, 15 wooden counters, 1 King's Envoy token, 20 +2 tokens, 60 goods cubes, 85 building tokens, 1 season token, 1 year token, 25 enemies cards, rulebook
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Kingsburg [With Dice and Cards and Province Sheets, Tokens, Wooden Cubes, Marker and Gameboard and Rulebook] + Kingsburg: To Forge a Realm Board Game: Expansion
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Product Information

Technical Details
Item Weight971 g
Product Dimensions7.6 x 29.8 x 29.8 cm
Manufacturer recommended age:10 years and up
Item model numberKB01
Main Language(s)English, English original, English published
Number of Game Players5
Number of Puzzle Pieces1
Assembly RequiredNo
Batteries Required?No
Batteries Included?No
  
Additional Information
ASIN1589942981
Best Sellers Rank 86,372 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 Available30 May 2008
  
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Product Safety

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

Product Description

The realm of Kingsburg is under attack! Monstrous invaders are gathering at the borders aiming to invade and plunder the realm! Your king has chosen you to take charge of a province on the border: you will manage your province and help defend the realm. To accomplish this you must influence the King's Advisers and the Royal Family to obtain gold wood stones and soldiers to expand and defend your lands. But you are not the only governor seeking the aid of the advisers! The other players also seek to collect the best resources for their own territories. Can you outwit them to get what you need? Building a new statue of the King will certainly please him but your soldiers also need new barracks and the master of the Merchant's Guild wants you to build a new market! Can you neglect your defense long enough to expand your economy instead? Will you train more soldiers or build stronger walls? The choice is up to you! In the end only one Governor will earn the King's rewards uncountable. Will that Governor be you?

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Most Helpful Customer Reviews

1 of 1 people found the following review helpful By Rover T on 6 Jan 2012
Format: Toy
Some fine US reviews out there on this site, the only thing I'd add to them is that once the winning strategy is found and tested, I fear all players will rush to use it -making for a duller game. So the chance of a bad dice roll in winter upsetting an entrenched strategy does shake up/improve the game -despite what some other reviewers say. Of course there are ways to compensate for tough attackers.
I think the game is beautifully designed -a work of art. Likewise the game-mechanics which seems to compensate players falling behind through bad luck with the dice. The icons used are clear and help you to learn and memorize the finer points of the game (except for ties: a tie-guide card or five would have been useful). And of course the expansion is there to add some more twists if everyone starts to tire of the base game and dream of gameplay tweaks. In summary I love this game, the only problem is getting hold of it!!!
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Format: Toy Verified Purchase
I bought this for my husband who is an avid board gamer, my board games are usually trivial pursuits or articulate, but I have to say I really enjoyed playing this game. Not too difficult to get to grips with yet challenging enough to make you think. A lot of tactics involved so the more you play the better you get.
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Format: Toy
Good worker placement games where dice are your workers
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Most Helpful Customer Reviews on Amazon.com (beta)

Amazon.com: 41 reviews
21 of 21 people found the following review helpful
Delivers On Lofty Intentions 23 Jan 2010
By ONENEO - Published on Amazon.com
Format: Toy Durability:    Educational:    Fun:   
For a fantasy game fan, just browsing Fantasy Flight Games' catalog can be comparable to an alcoholic strolling around a liquor store: Too many choices, intriguing all. As I've been using what spare time I can muster to methodically sample various treats from said catalog, Kingsburg has been on my "to do" list for quite some time. In a recent "free-shipping induced" online ordering binge, I finally slapped ol Kingsburg into the virtual cart with high, if somewhat hazy, expectations.

Low and behold, after several close rounds of play, I am pleased to report that Fantasy Flight has managed to put out another winner in the fantasy board game genre, this one a combination of resource management, basic combat, and opponent-oriented strategy.

If, like me, you find yourself attempting to make some sort of logical game play assessment based exclusively on the back of the box's description paired to photos of the (seemingly insanely complex) game in play, let me begin by putting your mind at ease. The game is deceptively intuitive after only a full 90-minute play, perhaps even earlier than that but by the second full game, you'll find yourself referring to the 8-page rulebook less and less.

True to the teasers, you assume the role of one of the king's governors in a land with apparently very invade-able borders. The idea of the game is to come out furthest on the board's outermost scoring track at the conclusion. Pacing the flow of things is both a seasonal and annual counter (4 seasons per year/ 5 years total game time). Not to worry if five years sounds like an awful big commitment, a table of experienced players will enjoy complete game times between a little over an hour to an hour and a half maximum.

I mentioned resource management and indeed, that element represents the core of the game play mechanic as dice rolls determine which of the king's royal court will toss a few goodies in your direction (these goods range from gold to building supplies to soldiers). Each turn (season), players allocate their resources to constructing buildings, building up their army, or just stockpiling materials for later use. The catch is each year come wintertime; the malevolent forces from outside the land's borders come a knocking. Players who neglected to prep their armies during spring, summer and autumn will pay severe consequences should they falter to the invading orcs, barbarians, zombies, and dragon forces.

This all sounds terribly complex, I'm sure and photos of the game board with its depicted hierarchy of characters, dozens of in-play dice, markers, chips, and player sheets does little to dissuade the notion. However, after a few minutes of actual playtime, it becomes very clear that whoever designed the board initially had an outstanding perception of the game's intricacies as nothing, and I mean nothing, on it is without purpose. Markers keep track of everything from the given season and year (remember there's only 5 total), to which player gets to roll first in a given season, to the precise payouts each advisor provides, to how many soldiers you've got recruited into your army. All of the building construction is kept separate from the board on the player's individual province sheets. Hard commodities such as gold bars, wood, and stone are represented by appropriately painted wooden blocks. The more familiar with the game one becomes, the more he comes to appreciate the detail and amount of information the game board contains on every square inch throughout.

The rules themselves are pretty clearly presented so long as you don't make the mistake of attempting to comprehend them without the actual game components set up before you. I found that the quickest and easiest method to get underway was to actually follow the setup section precisely and to actually go through all of the motions on the board for a full year (4 seasons) along with the step by steps of the instructions. After which, starting over for an official game begins to feel quite intuitive. Fortunately the rules are presented in a very orderly fashion, complete with full color examples for nearly any situation, making quick reference to iron out the rough spots very convenient.

The pieces and bits are typical Fantasy Flight Games which is to say beautifully illustrated, constructed of unprecedented quality, and come within a box loaded with plastic storage compartments to insure that everything fits neatly within. Setup is quite minimal and in this case limited to a bit of card sorting, stacking up some wooden blocks, and retrieving the tokens, wooden markers, and wooden dice to correspond with your chosen color.

The game's greatest strength perhaps is its practice of not pitting players directly against one another but rather as individuals against the rigors of the kingdom. Decision making and resource allocation factor heavily upon the game's outcome over luck of the draw elements or random card flipping. In the end it's basically a player versus other player(s) situation even though it rarely feels like it during the course of play. I'm pleased to report that there's very little in the way of punishment or trickery to opponents. Again, players will find themselves quite involved in managing their own affairs, which is appropriate since it is their own decisions throughout that ultimately determine the game's winner.

In all, Kingsburg is a fantastic entry in a saturated market and further proof that Fantasy Flight Games is quite serious about their craft. Highly recommended entertainment!
20 of 22 people found the following review helpful
Best gateway game on the market 17 Oct 2009
By Christopher K. Halbower - Published on Amazon.com
Format: Toy Durability:    Educational:    Fun:   
Kingsburg is a worker placement board game designed by Andrea Chiarvesio and Luca Iennaco. The game is published in the United States by Fantasy Flight Games. For its price, quality and game play: Kingsburg is the best gateway game on the market.

Players strive to score the most victory points. You score victory points mostly by building. In order to make buildings, players must have resources: gold, ore and wood. Buildings give players several benefits such as bonuses to battle, extra resources, and manipulation of dice rolls.

Players have a town mat in front of them. This shows which buildings they have built. The buildings on the far left are entry level. To make buildings, you must have both the appropriate resources and have built all the other buildings to left of the desired building. Thus, long term strategy is required when deciding which building paths a player will take.

Players acquire resources during the productive seasons (spring, summer and fall). There are 8 phases in the game of which 3 are productive seasons. Players roll three dice (6-sided dice). Players play one or more dice onto the game board. The game board has 18 spaces numbered from 1 to 18--representing all the advisors from the Jester (1) to the King (18). To influence an advisor (and receive the bonus thereto), a player must place dice with the correct total onto that advisor's space. Thus, to influence the Jester, a player must place a die with a "1" onto that space. If you didn't roll a "1", you cannot influence the Jester. Players can place multiple dice onto an advisor in order to influence the more powerful advisors; again the total of the dice must equal the advisor's value.

Some advisors give victory points (the Jester and the Queen); some give soldiers (the Sergeant, Captain and King) and most give resources. If a player influences an advisor, no other player may influence that advisor during that season. So there is an important strategy to where to place your dice.

There are 5 years (8 phases each) in the game. During the 8th phase of each year, there is a battle. Players must defend the kingdom from the kingdom's enemies (goblins, orcs, barbarians, etc). If the player's battle total from soldiers, buildings and the king's aid is greater than the enemy's total, the player is successful, else the enemy wins. It is possible (and quite probable) that some players will be successful while others will be unsuccessful. Those who are unsuccessful are sacked by the enemy, losing the appropriate buildings or resouces listed on the enemy card. Those who are successful gain the booty listed on the enemy card. After 5 years, the game ends and the player with the highest victory point wins.

Kingsburg is easy to learn for non-gamers. The iconography is intuitive which aids to its gateway nature. There is a great deal of replayability in Kingsburg also. There are plenty of ways to win.

The only problem with Kingsburg is the way the battles are handled. The king's aid is a die roll. This eliminates so much strategy that it renders this aspect of the game meaningless. The expansion solves this problem luckily.

If you want a fairly cheap game with great replayability and that's also the best gateway game on the market, I highly recommend Kingsburg. If you like Kingsburg but think something is missing, I also suggest picking up the expansion.
10 of 10 people found the following review helpful
Quick to learn, good depth, Great Intro Game 14 Jun 2012
By JR Gumby - Published on Amazon.com
Format: Toy Verified Purchase Durability:    Educational:    Fun:   
I have 3 groups of friends that game.

1 is essentially non-gamers I've slowly gotten into board games with Dominion, Seven Wonders, and a few others (as well as by usually providing dinner).
1 is ruthlessly competitive hardcore boardgamers.
1 is composed of boardgamers who love to play new, interesting games more than winning (even though there is a lot of lighthearted competative spirit, it's not nearly the cutthroat rage of the 2nd group).

This game is pretty decent for all three.

Build:
First, the components are generally nice. Everyone gets a kick out of rolling a fist full of colorful dice and dropping them ominously on the board. The wooden resource tokens are a nice touch. The board is nice and solid, and the player tokens are thick chitboard. My only real complaint is the oddly flimsy player mats for tracking your buildings. It's very very thin, floppy, glossy paper that is at a stretch flimsy cardstock. One has already seen some damage from simple normal play. If these were heavy cardboard durability would be a 5.

Gameplay:
The simple worker placement mechanism means it's fairly easy to pick up. Novices probably won't win, but managing 3 resources and 3 dice isn't too bad. It also introduces a fair amount of direct competition because it allows you to interact with other players, albeit in a somewhat oblique fashion (which is something a lot of the euro-style games lack a bit). It keeps tension high and makes your choices impact everyone, and those are good things. It also makes it so outside your turn you actually CARE what is going on, unlike in some games like Dominion where you can essentially check out for at least half a game usually.

The other nice thing it does is introduce 2 very potent ways to help the person struggling in the rear to catch up fairly frequently. This gives even new players enough of a boost to keep them in the running. I've rarely seen someone fall so far behind it's hopeless, or for that matter get so far ahead they are certain winners before the end of the game.

I've played enough now to have seen a few different build orders that work fairly well, sometimes to my great surprise.

Here are my only real quibbles with the game:
1: (Player dependant) If you have that guy at the table that 'strategizes' every move, ie just takes forEVER to do ANYTHING every turn, he will ruin this game. The amount of dice combinations on the table can make a player like this bring the game to a screeching halt.
2: The person that rolls best tends to win. This is especially true if they consistently choose the Queen, who gives significant numbers of victory points and allows you to stay 'behind' since the last-player benefits are based on buildings instead of victory points.
3: The "Defense" mechanic actually has minimal danger to anyone. I have in only 1 game seen someone with a significant military presence win, on several occasions have seen someone lose to several enemies and still win the game, and frequently see someone spending nothing on military and getting by on building bonuses and the die roll. Usually it ends up wasting resources on what is really easily beaten for a single extra victory point. I have heard expansions and some house rules that aim to change this, but in general they aren't too worrisome.

With 3-5 players this game is a blast that is easy to get into and a lot of fun (with 2 people it's quite weak). I highly recommend it, and it's a glad addition to my collection.
10 of 12 people found the following review helpful
Excellent game, for the price! 8 Dec 2007
By Aaron Witten - Published on Amazon.com
Format: Toy Durability:    Educational:    Fun:   
Of all the euro-strategy games I've played, this one has the most appeal to me. It is one of few Euro games that I've expereinced that invovles both skill (in plotting your turns out carefully and in getting to resources before other players do) and luck (i.e. dice rolling). Your skill or luck can also only take you so far in this very well balanced game of medieval resource management. No two games played (of the 3 I have played in the Beta testing) have turned out the same, and three different strategies have one... making this game well worth the $60 price tag -- it's highly replayable.
7 of 8 people found the following review helpful
Very Disappointed 9 Jan 2013
By Ronald E. Olivier - Published on Amazon.com
Format: Toy Durability:    Educational:    Fun:   
Kingsburg is one of the few games I can say that I regret buying. It's not that the game is awful, because it's not. But it IS a game that needs something more, otherwise it will get old fast. Luckily, the expansion "To Forge a Realm" provides the much-needed shot in the arm for this game, but even with the expansion, the game falls a bit short of the Mark of Excellence.

One big problem is that each player receives an identical grid sheet of 20 buildings (5 rows of 4 columns) that they can choose to build (in most games players will build about 15 of them. Each row must be built from left to right, so on any turn you're limited to constructing one of the 5 leftmost open (unbuilt) buildings. This really hampers coming up with creative new strategies.

The other big problem is that there are two basic objectives in every game, gather Victory Points and defeat the monsters every winter. All players have these same objectives, and all receive the same amount of reinforcements from the King. Gathering the materials for buildings by influencing, different advisors on the board is the fun part of the game, certainly a lot more fun than deciding which building you're going to build next.

And while these (and other, less annoying) problems are mostly corrected in the expansion, that means you'll have to spend another $25-$30 to buy that, so you're looking at a total of about $80. For that price I'd expect a lot more than this game delivers. To be fair, my wife and my 9 year-old grandson really enjoy this game (with the expansion). I wish I could understand why.
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