Tabletop Gaming

IT’S A WONDERFUL KINGDOM

Sometimes less is more

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Designer: Frédéric Guérard | Publisher: Ori Games

Over the years there have been a number of games getting tidily trimmed and tweaked for the two player market. My entrance to the hobby was in fact the increasing­ly rare Carcassonn­e: e Castle – a two player only powerhouse duet from Reiner Knizia and Klaus-Jurgen Wrede. Since then games such as Caverna, Catan, and Codenames have followed suit, o ering compelling distillati­ons for tabletop twosomes everywhere. It’s a Wonderful Kingdom is the latest exemplar of this trend, condensing the action of It’s a Wonderful World into a svelte, fantasy tinged duel of cards and cubes. Players will be competing to seize the throne by developing the most e cient kingdom, using the same engine-building and resource management mechanics of its predecesso­r, but with some new and highly interactiv­e additions to the core gameplay. Cutting to the chase, It’s a Wonderful Kingdom features one of the best two player drafting systems I’ve encountere­d, largely due to the introducti­on of blu ng mechanics. Each round players will be playing two cards next to the central board - either to one or both of the o ering areas. e opposing player then choses a side, taking all cards there before repeating the process for their opponent.

Complicati­ng matters though are traps: cards played facedown and potentiall­y hiding negative point scoring Calamities. Of course, dependent on your blu ng game, they could just as easily hide a powerful card you’re hoping to snap up yourself.

Aside from the obvious tactical edge traps bring to the game, there is also the irresistib­le tension of choosing between playing it safe or taking a guaranteed useful stack of cards - albeit with the simmering threat of a face-down trap. e designers have been wise though not to saturate the gameplay with these often risky choices, as players only possess two of these trap tokens to use each round and just one Calamity card each in their hand of eight. Actually, winning the game involves more than just card drafting though as players will need to build their kingdom through the generation of resources. e games four main resources can be gained either by ‘recycling’ cards for a small gain, or by building resource generating cards. ese can be constructe­d during the production phase where resources are sequential­ly dolled out and then assigned to any buildings under constructi­on. Once completed they will generate the resources, end game points, or points multiplier­s needed to win. is simple but engaging

engine-building system is made all the more interestin­g when combined with the game’s mandatory ‘modules.’ Each game requires the use of one of three modules, each o ering various levels of complexity and player interactio­n. Advisors add special abilities to the game whilst Menaces act as more troublesom­e Calamities, with Quests adding further win requiremen­ts and ways to spend resources. With plenty of variety within the modules themselves, there’s more than enough here to keep the game feeling fresh for many plays.

e manner in which It’s a Wonderful Kingdom feels excellent from the very rst play-throughs yet manages to improve incrementa­lly over time is a sign of great design. It demonstrat­es both accessibil­ity and depth, with experience and familiarit­y opening up new ways to approach the game - before even switching out the di erent modules or attempting the solo mode. Overall, this is a deceptivel­y voluminous game worth revisiting again and again.

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