
2019 · Medieval
Paladins of the West Kingdom
Set in early medieval West Francia, players act as nobles recruiting workers and leveraging royal knights to protect borderlands and expand influence. Each round a specific paladin is activated and players gather workers to build outposts and fortifications, commission monks, confront invading groups, and advance their faith, strength and influence tracks. Victory points come from constructed buildings, religious commissions and successful conflicts; the game ends after seven rounds. Players plan worker placement and resource use to maximize actions and timing while managing threats on the map.
- Players
- 1–4 best 2
- Playing time
- 90–120 min
- Age
- 12+
- Complexity
- 3.7 / 5
About the game
- Publishers
Expansions
See them in Ludoya
Paladins of the West Kingdom: City of Crowns2021
The West Kingdom Tomesaga2020
Paladins of the West Kingdom: The Vassals Mini-Expansion2021
Paladins of the West Kingdom: 2019 Promos2019
West Kingdom Mini Card Set2019
Paladins of the West Kingdom: Dice Tower 2021 Pack2021
Paladins of the West Kingdom: Meeple Folk2020
Paladins of the West Kingdom: Suzerain2021
Paladins of the West Kingdom: King Dan2020
Level Up Loot 22019
Paladins of the West Kingdom: Player Suspicion Decks2025
Paladins of the West Kingdom: Principi Promo Card2022
West Kingdom Trilogy: Promo Pack 22025Photos from Ludoya tables
All photos in LudoyaOn Ludoya's tables
Full stats in Ludoya- 642
- Plays logged
- 479
- Players
- 1h 58m
- Average play
- 205
- In collections
- 36
- On wishlists
7.5/10
from 124 Ludoya reviews
Very good and fun game. The rules are very easy while the game brings a lot of strategy. It feels well balanced. The main interaction between players comes from people not taking your spots. The decisions matter. Slightly long is my only minus.
First impressions · 2 plays
Ed.Kickstarter
Played it 5 times
SrCornelius8.0 Local-(343)
First impressions · 1 play
Rules questions
Answered from the rulebook by Ludoya's rules assistant.
Do I have to pay Tax every time an effect gives me Tax, and what happens if the Tax supply runs out?
Taking Tax (the red coin) is mandatory and you must take the required Silver from the Tax supply when instructed; if you need more Silver than is in the Tax supply, take the remainder from the main Silver supply and taking the last Silver from the Tax supply immediately triggers an Inquisition. When an Inquisition occurs, the player(s) with the most Suspicion each gain 1 Debt and discard half their Suspicion (round down), then the Tax supply is refilled (pages 22–23).
If I choose to pass, do I have to return my Workers and can I carry any into the next round?
When you pass you clear all Workers from your Player Board back to the main supply, but you may carry up to 3 Workers from your personal supply into the next Round (any excess must be returned); once passed you cannot take further actions that Round though you can still be affected by Inquisitions and some Townsfolk abilities (page 24).
Do I have to match worker colours on action spaces, and what about Criminals?
Workers placed on coloured spaces must match the space colour, while any Worker may be placed on transparent spaces; Criminals (purple) are wild and may be placed on both coloured and transparent action spaces (page 12).
If I place one Worker on Recruit, can I place the second Worker later to recruit instead of discarding the Townsfolk?
No — you must decide to place either 1 or both Workers as a single Recruit action; placing only 1 Worker discards a Townsfolk for its immediate reward, and you cannot add the second Worker on a later turn to instead recruit that card (page 14).
How does the Develop action work — which Workshop moves and do I get a Worker from the target space? What if a Worker is already on that action space?
Develop costs 2 Workers and 4 Silver and moves your left-most Workshop to one of the right-side action spaces (in the dotted boxes), and you immediately gain the Worker shown on that action space; if a Worker already occupies that space, return that Worker to the supply before placing your Workshop (page 13).
Is there any limit to how many times I can take actions like Commission, Fortify, Garrison, Absolve or Convert?
Yes — you can only ever perform up to 7 of each of the Commission, Fortify, Garrison, Absolve and Convert actions during the game (there is no limit on how many times you may Attack) (page 12).
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Play Paladins of the West Kingdom with Ludoya
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Game facts (players, playing time, age, credits) from BoardGameGeek.























