How to Play

Viscounts of the West Kingdom

1-4 players 60-90 min 7.8 Board Game Geek Rating

Players are viscounts navigating a declining medieval kingdom circa 980 AD, seeking to maintain power amid political uncertainty. Each turn, you travel the kingdom recruiting townsfolk and increasing influence across society. Victory points come from building construction, manuscript writing, castle work, and land acquisition. The game concludes when the kingdom reaches poverty, prosperity, or both states simultaneously.

Published 2020

Viscounts of the West Kingdom

Get Ready

Setup the game with these step-by-step instructions before diving into your turn.

1
Arrange main board segments
Turn the 5 Main Board Segments faceup to the correct side based on player count, mix them up, and place them in random order forming a circle
2
Place the castle
Put the Castle in the middle of the Main Board so it clicks into place, locking all segments together with random orientation
3
Prepare townsfolk cards
Shuffle all Neutral Townsfolk Cards, separate into 5 roughly-equal piles, and place 1 pile faceup onto each indicated space on the Main Board
4
Set up manuscripts
Find the 5 grey-backed Manuscripts, place facedown forming 5 piles, mix black-backed Manuscripts and place 6 facedown on top of each pile, then place 1 pile faceup on each indicated space
5
Create main supply
Place all Silver, Ink Wells, Gold, Stone, and Multiplier Cards near the Main Board, along with 4 Cleric Bonus Cards and Castle Leader Card
6
Distribute player components
Give each player 1 Player Board and their chosen color's components:
7
Determine start player
Randomly decide a start player and give them the Start Player Marker permanently
8
Set up player/hero cards
Shuffle Player Cards and lay out a number equal to players plus 1, then shuffle Hero Townsfolk Cards and place 1 below each Player Card
9
Select starting positions
In reverse turn order, each player selects 1 pair of cards:
10
Draw starting hand
Each player draws 3 cards from the top of their Draw Pile
11
Prepare debt pile
On top of the Poverty Card, place a number of Debt Cards (unpaid-side faceup) based on player count, with remaining Debts below
12
Prepare deed pile
On top of the Prosperity Card, place a number of Deed Cards (acquired-side faceup) based on player count, with remaining Deeds below

On Your Turn

What you can do during your turn.

1
Shift existing cards
Move all Townsfolk Cards currently on your Player Board 1 space to the right
2
Play a new card
Place 1 Townsfolk Card from your hand into the left-most space of your Player Board
3
Handle empty hand
If starting turn with no cards in hand, blindly play the top card from your Draw Pile
4
Move your Viscount
Move clockwise around the Main Board a distance equal to the Silver value on the card just played
5
Trigger opponent rearrange
If finishing movement on same space as an opposing Viscount, that opponent may immediately rearrange cards on their Player Board
6
Choose one action
Take exactly 1 of the 4 possible primary actions based on your Viscount's location
7
Fund actions with icons
Count relevant icons on your Player Board (excluding discard piles), spend resources, or use icons from a dismissed Townsfolk
8
Dismiss townsfolk option
Pay the Silver value of the adjacent Townsfolk Card to remove it from the game, gain its icons for your action, and gain its immediate effects (only if card has matching icons)
9
Gain silver
Gain 1 Silver per Merchant Icon
10
Gain resources
Gain 1 Ink Well, Gold, or Stone per 2 Merchant Icons
11
Destroy cards
Destroy 1 Townsfolk Card per 3 Merchant Icons; removed cards return Silver equal to their value
12
Flip cards
Flip 1 Debt or 1 Deed per 4 Merchant Icons
13
Check requirements
Must have an empty Building Spot at your Viscount's location (respecting River divisions)
14
Select building type
Choose Workshop (3 Builder Icons), Trading Post (5 Builder Icons), or Guildhall (7 Builder Icons)
15
Place building
Move building from Player Board to chosen Building Spot
16
Gain building spot bonus
Immediately gain the effect shown on the Building Spot
17
Resolve links
If linking to another player's building, both players gain the printed link effect; if linking your own buildings, gain effect only once
18
Place workers
Use 1, 3, 5, or 8 Noble Icons to place 1, 2, 3, or 4 Workers into the first tier of the Castle adjacent to your Viscount
19
Check for 3+ workers
If you have 3 or more of your Workers in a first tier section:
20
Cascade movements
After resolving first tier, check second tier for 3+ of your Workers to move 1 Worker to third tier and gain any 1 resource
21
Bump excess workers
If any section has more than 3 Workers total, current player decides which to bump back to owner's supply
22
Castle Leader Card
First player to reach third tier gains this card; transfers if another player has more Workers in third tier
23
Meet requirements
Have Cleric Icons equal to the Manuscript's cost adjacent to your Viscount
24
Collect manuscript
Add the Manuscript alongside your Player Board and resolve any immediate effect
25
Claim bonus cards
First player to transcribe 3 Manuscripts of the same ribbon color gains the corresponding Cleric Bonus Card
26
Optional hire
May hire the faceup Townsfolk Card adjacent to your Viscount by paying its Silver value
27
Place hired card
Put the hired card in your discard pile and resolve its immediate effects
28
Check for collision
If Virtue and Corruption Markers are on the same space, resolve in order:
29
Reset markers
Move Corruption and Virtue Markers back to opposite ends of Player Board
30
Refill hand
Draw cards from Draw Pile until reaching hand limit (starts at 3)
31
Handle empty draw pile
If Draw Pile is empty when needing to draw, shuffle discards to form new Draw Pile
32
Criminal icons as wilds
Each Criminal Icon can count as any other single icon for primary actions only
33
Gaining corruption
Move Corruption Marker 1 space right; gaining Virtue moves Virtue Marker 1 space left
34
Flipping debts
When flipping a Debt from unpaid to paid, immediately gain any 1 resource
35
Unlimited supplies
Debts, Deeds, Ink Wells, Stone, Gold, and Silver are unlimited; use Multiplier Cards if needed

Winning

How to claim victory.

1
Game end trigger
The game ends when either the Poverty Card or Prosperity Card is revealed from depleted piles
2
Final round
Complete the current round, then play 1 final round so all players have equal turns
3
Divided Kingdom
If both Poverty and Prosperity Cards are revealed, both are active during scoring
4
Constructed buildings
Score VPs as printed on Player Board (4/9/15 for Trading Posts, 6/13/21 for Guildhalls, 2/5/9 for Workshops)
5
Workers in castle
Score VPs equal to tier number for each Worker (1/2/3 VP for first/second/third tier)
6
Manuscript sets
Score 1/4/9/16 VP for sets of 1/2/3/4 different ribbon colors; may score multiple sets
7
Manuscript bonuses
Score VPs from specific Manuscripts based on icons, resources, buildings, workers, or flipped cards
8
Castle Leader Card
Score 5 VP if holding at game end
9
Cleric Bonus Cards
Score 3 VP each
10
Unpaid debts
Lose 2 VP for each unpaid Debt
11
Acquired deeds
Gain 1 VP for each acquired (unflipped) Deed
12
Approved deeds
Gain 3 VP for each approved (flipped) Deed
13
Poverty Card bonus
If revealed, players with most/second/third-most flipped Deeds gain 12/8/4 VP (must have at least 1 flipped Deed)
14
Prosperity Card bonus
If revealed, players with most/second/third-most flipped Debts gain 12/8/4 VP (must have at least 1 flipped Debt)
15
Tie handling for bonuses
Tied players split VPs between levels as equally as possible
16
Two-player adjustment
In games with fewer than 3 players, the middle (8 VP) reward is ignored on Poverty and Prosperity Cards
17
Determine winner
Player with highest total VP wins
18
Tiebreaker
Tied players compare remaining Silver and Resources; if still tied, share the victory

watch & Learn

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FULL rules

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