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Paladins of the West Kingdom
A medieval engine-builder where every track you climb needs the other tracks to climb it.
Designed by Shem Phillips and S.J. Macdonald · 2019
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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.
Best for: Euro fans who love interlocking systems and planning three moves ahead
What it is
Here's the pitch. You're a noble in the medieval West Kingdom, recruiting workers, fending off raids, building outposts and converting the locals while the king watches. Every round you draft one paladin, and that card bends your stats and options for the turn. Then you spend your little army of workers across a busy player board. It's worker placement wearing a puzzle box, and the puzzle is the point.
The catch
The clever bit is how the tracks tangle together. Your faith, strength and influence all gate each other, so you can't just dump everything into one lane and win. Reviewers keep using the same word for it: synergy. When a plan clicks and three systems pay off at once, it feels great. Real players warn it leans solitaire, though. You're racing your own engine more than reading your opponents, and that's just the design.
Who it's for
So who's it for? If you like a tight Euro that rewards planning and you don't need to punch the person across the table, this is close to perfect, and the iconography teaches fast despite the depth. If you want interaction, conflict, or a game that fits comfortably on a small table, look elsewhere. The setup sprawls and the box barely shuts. For the right brain, that's a small price.
What other players say
This write-up is grounded in real reviews and player discussion, not just one opinion. A few worth reading:
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