Tabletop Gaming

VISCOUNTS OF THE WEST KINGDOM

If we may be Franks for a moment…

- Designer: Shem Phillips, S.J. Macdonald | Publisher: DAN JOLIN

The final instalment in Shem Phillips and S.J. Macdonald’s Eurotastic West Kingdom trilogy (following 2018’s Architects and 2019’s Paladins) picks up with the late-10th century decline of the once glorious Carolingia­n dynasty. This was the era of Louis V, known as Louis the Do-Nothing – so called because he pretty much left everything for his Frankish nobles to sort out. Which is where you come in. Buildings must be constructe­d, manuscript­s must be written, debts must be settled, townsfolk must be won over, and deeds must be secured for new land. It’s not easy being a viscount.

This is apparent with even the briefest of glances at Viscounts of the West Kingdom’s main board. It is a beautiful thing: a modular, hexagonal medieval landscape with a threetiere­d plastic castle at its centre. But it is busy, featuring numerous spaces for buildings, multiple stacks of recruitabl­e townsfolk cards (for some deckbuildi­ng), piles of manuscript­s (for a bit of set collection) and a twin-pathed rondel track, around which your viscount must clippitycl­op, executing a number of possible actions that include trading, scribing, constructi­ng and sending workers to go scurrying around the

Renegade Game Studios

WHAT’S IN THE BOX?

◗ 5 Main board

segments

◗ 1 3D Castle

◗ 4 Player boards

◗ 1 Rulebook

◗ 1 Start player

marker

◗ 4 Viscount figures

◗ 4 Virtue markers

◗ 4 Corruption

markers

◗ 80 Workers

◗ 36 Buildings

◗ 50 Silver

◗ 72 Wooden

resources

◗ 208 Cards

◗ 35 Manuscript­s

aforementi­oned castle. There are simply not enough minutes in the game to do everything.

And that’s not even mentioning the player boards. On these you must play down your townsfolk to fuel your actions and trigger special powers, adding one per turn to a small, ever-shifting tableau. This sits beneath a colourful crowd of initially bewilderin­g icons (unless you’re already familiar with the previous West Kingdoms), and a doubleende­d track on which you must move your virtue and corruption markers, depending on the moral quality of the various townsfolk you employ. Criminals offer handy short cuts, but they’ll cost you.

No doubt about it, Viscounts is a complex cocktail of mechanisms that will be too strong for many casual gamers to swallow. But, like the best heavy-strategy titles, all its moving parts click and slide together neatly, allowing for an impressive amount of variabilit­y between plays. (A factor that’s smartly reflected in the solo version, which offers up different kinds of AI opponent: one who 60-90m 1-4

focuses on building, one who focuses on manuscript­s, and so forth.)

It has a lot of character too, thanks to returning illustrato­r Mihajlo Dimitrievs­ki, whose art is so expressive and vibrant it really does feel like history brought to life in your hands. There’s also no denying the tactile joy of interactin­g with the board, especially that petit castle, on which workers soon stack up, pleasingly dispersing around its tiers every time one segment fills with three of the same colour, sparking a cascade that often leads to other players’ pieces being shunted out of the gates (with a small reward for the inconvenie­nce).

It might not be the easiest game to get into – especially for newcomers to Phillips and Macdonald’s West Kingdom – but if you persevere, these Viscounts will reward you.

PLAY IT?

12+ £55

❚ YES

An almost head-spinning hybrid of genres (deckbuildi­ng, set collection, worker placement, tableau-building, rondel movement…) bundled into a colourful slice of medieval history.

TRY THIS IF YOU LIKED PALADINS OF THE WEST KINGDOM…

It’s a touch more complex and ambitious than its predecesso­r, so it’s guaranteed to satisfy fans of that game.

45m 1-5 10+ £43

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