Compare/Head to head

Architects of the West Kingdom vs Paladins of the West Kingdom: Which Should You Buy?

These two get cross-shopped constantly, and honestly, fair enough. They're siblings from the same West Kingdom trilogy, both designed by Shem Phillips and S.J. Macdonald, both worker placement Euros with Mico's gorgeous artwork, and they even sit at the exact same 3.8 rating on my shelf. If you're only buying one box from this family, the choice genuinely isn't obvious from the outside.

Here's the difference that decides it. Architects is a medium-weight game built around messing with people (you can literally arrest your opponents' workers), and it's one of the friendliest steps up from gateway games I know. Paladins is a medium-heavy solo puzzle that happens to have other players at the table, all interlocking tracks and plans that pay off two turns later. One is about the table, the other is about your own beautiful engine.

Mid-weight Euro (Worker Placement)2018
Architects of the West Kingdom box art

Architects of the West Kingdom

2018 · S J Macdonald and Shem Phillips

3.83.8 out of 5

One of the friendliest gateways into mid-weight Euros, with just enough thievery to keep it from feeling polite. It earns its spot near the top of the BGG charts.

Check Architects of the West Kingdom on Amazon

Affiliate link — we may earn a commission at no extra cost to you.

Read full review
Heavy Euro2019
Paladins of the West Kingdom box art

Paladins of the West Kingdom

2019 · Shem Phillips and S.J. Macdonald

3.83.8 out of 5

One of the best things Garphill has ever put out, as long as you're fine with a tense solo puzzle that happens to have other people sitting around it.

Check Paladins of the West Kingdom on Amazon

Affiliate link — we may earn a commission at no extra cost to you.

Read full review
Head to head
Architects of the West Kingdom
Paladins of the West Kingdom
Rating
3.8/5
3.8/5
Players
1-5
1-4
Play time
60-80 min
90-120 min
Complexity
Medium
Medium-Heavy
Category
Mid-weight Euro (Worker Placement)
Heavy Euro
Best for
Newer players graduating from gateway games, plus solo fans
Euro lovers who plan three moves ahead and enjoy interlocking systems
Strengths and trade-offs

Architects of the West Kingdom

  • Spaces don't block, so you never sit there fuming that someone took your spot
  • Arresting opponents' workers adds real friction without being mean-spirited
  • Genuinely strong solo bot that visits resource spaces like a real opponent
  • Two-player can feel flat: you either ignore each other or smother each other
  • Players consistently say the base game wants an expansion to fully sing

Paladins of the West Kingdom

  • Each round you draft a paladin that quietly reshapes what you can do, so no two games feel the same
  • The systems lock into each other beautifully, big plays come from setup that pays off two turns later
  • Mico's artwork and clean iconography make a crunchy game look gorgeous and teach faster than the rulebook
  • It plays close to solitaire, you're mostly racing your own engine, not fighting opponents
  • Each player's sprawl of wooden bits and rows is a table hog, and the box barely closes

How they actually play

Architects hands you a little army of 20 workers and a race to build a cathedral, recruit apprentices, and stay just virtuous enough to keep your options open. The hook is that placement spaces never block. You can pile workers onto the same spot to scale the payoff, so you're never sitting there fuming because someone stole your action. The friction comes from somewhere sneakier: you can arrest opponents' workers right off the board. It's mean in the most cheerful way possible, and it keeps the game from feeling polite without turning it into a knife fight.

Paladins is a different animal entirely. You're a noble recruiting workers, fending off raids, building outposts, and converting locals while the king watches. Every round you draft one paladin card that bends your stats and options for that turn, then spend your workers across a busy personal board. The clever bit is how your faith, strength, and influence tracks all gate each other, so you can't just dump everything into one lane. When a plan clicks and three systems pay off at once, it feels wonderful. But you're mostly racing your own engine, not fighting the people around you.

Complexity and learning curve

This is the cleanest split between them. Architects is one of the best on-ramps into mid-weight Euros going, and at 60-80 minutes it fits a weeknight. If your group has worn out its gateway games and wants a real step up that won't scare anybody, this is the teach I'd reach for. The no-blocking rule removes the most frustrating part of learning worker placement, and the arresting mechanic gives newer players a way to interact without feeling cruel.

Paladins asks more of you. It's a crunchy, medium-heavy puzzle that runs 90-120 minutes, big plays come from setup two turns earlier, and first games tend to be a bit humbling while you figure out how the tracks tangle together. The saving grace is the presentation: the clean iconography genuinely teaches faster than the rulebook, so it looks scarier than it is. Still, this one's for players who already like a tight Euro, not for the friend who just finished their first game of Catan.

Replayability and table presence

Paladins wins on variety. Because you draft a different paladin each round, quietly reshaping what you can do, no two games feel the same. The tradeoff is physical and social: each player's sprawl of wooden bits and rows is a proper table hog, the box barely closes, and the whole thing plays close to solitaire. It's happiest with people who don't need to punch the player across the table.

Architects has its own quirks. It genuinely sings at three or four players, but two-player can feel flat (you either drift into parallel solitaire or smother each other so hard nobody builds anything), and plenty of players say the base box wants an expansion to fully shine. Where it quietly earns its keep is solo mode. The bot visits resource spaces like a real opponent, and it's good enough that the game stays on the shelf even when nobody's coming over. Both play solo well, actually, which is a lovely bonus from this design team.

The verdict

If you're picking one, match the box to your table, not to some idea of which game is better, because they're rated identically for a reason. Buy Architects if your group is newer to Euros, you want a 60-80 minute game with real player interaction, or you play a lot of solo. Buy Paladins if your table is full of experienced Euro fans who love planning ahead and won't mind that everyone's mostly solving their own puzzle for 90-120 minutes. Skip Architects if you mostly play at two, and skip Paladins if you need conflict or a small table. Honestly, a lot of West Kingdom fans end up owning both, and I get it.

Architects is the one you teach to friends, Paladins is the one you save for the group that already loves a crunchy puzzle.