![]() Whilst these things are mechanically fused, the points you’ll score for things like building fortifications or converting outsiders act as kind of like “consequences” of your engine, and so there’s a bit of point salad feel as well. It uses a system of deckbuilding and hand management that interlocks with its core worker placement mechanic, which in turn leads to kind of like a light engine building element. In general, you could summarise Paladins of the West Kingdom as being at the heavier end of the spectrum of games that have been produced by Garphill Games and at least compared to those I’ve played, it’s also more satisfying. On the up side, the components here are very nicely done, with the now classic Mihajlo Dimitrievski artwork that features in all games from this universe, and a component quality that is generally very high. ![]() Thankfully, in keeping with the other Garphill Games products that I’ve played, the instruction manual is clear and concise, with good images that assist in jogging the memory. This, honestly, was overwhelming at first and it takes a number of games before Paladins of the West Kingdom becomes second nature to setup. In addition, the central board contains a ton of other elements – villager and criminal cards, a load of meeples, a host of seal cards, some debt cards, the coin supply and more. Each player has four rows of wooden pieces to arrange in a set way (representing workshops, outposts, monks and jars) as well as a small hand of cards, a starting villager card, some coins and a few other bits and bobs like tracking markers. ![]() The amount of components is also a problem during setup, because each player has one of the most expansive individual setups that I’ve ever seen. There’s no room for even a few cubic millimetres of air in each bag and you’ll need to squeeze them flat – that’s the margin of error we’re talking about here. I’m all for reducing the carbon footprint produced by shipping games around the world, but I honestly cannot get the contents of this box back in without just ramming them into any gap. The first thing that you have to note about Paladins of the West Kingdom is that it contains a ridiculous amount of components into a smaller than average box. With that in mind, I felt I had to jump back in and find out for myself. Since then, however, I’ve heard nothing but good things about Paladins of the West Kingdom, and I note that certain characters (including Tom Vasel) believe that this is the best game in the series so far. I really enjoyed Raiders of the North Sea, but Shipwrights of the North Sea left me cold enough that I felt no inclination to return to the series. When it comes to the various similarly themed games from Shem Phillips and Garphill Games, I have to admit to having had a mixed experience so far.
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