Full manual text
game design - shem phillips & s j macdonald
illustration - mihajlo dimitrievski
graphic design & layouts - shem phillips
copyright 2021 garphill games
www.garphill.com
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introduction
In Paladins of the West Kingdom: City of Crowns, noble allies have responded to the recent attacks against our
borders. Only through careful negotiation and diplomacy will these dukes, barons, counts and margraves offer the
aid we so desperately need. Will you be able to muster enough support to once again defend this great city, or will
you crumble beneath the weight of indecision and apathy?
components
4 Attribute Markers
(Diplomacy)
6 Outsider Cards
(Marked with a )
30 Negotiate
Cards
4 Ally Cards 5 King’s Favour
Cards
(Marked
with a )
2 King’s
Order Cards
30 Muster
Cards
2 Scheme Cards
(For Solo Play)
16 Paladin Cards
(Marked with a )
8 Townsfolk Cards
(Marked with a )
1 Diplomat
4 Workshops
7 Board Extensions
(4 Player / 2 Main / 1 Solo)
Also included: 6 additional cards for the Tomesaga Co-operative Scenario.
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3
setup
Setup Paladins of the West Kingdom as described in the original rulebook, with the following changes:
1. Place the 2 Main Board Extensions at each end of the Main Board, as shown below.
2. Shuffle the new Outsider, Townsfolk, King’s Order and King’s Favour Cards into their respective piles. When
setting up the Townsfolk Cards, there are 2 more spaces available to the left. Place 1 card faceup to the left of
the usual 5 Townsfolk, and place the entire Townsfolk Draw Pile faceup to the left of this. Likewise, there is 1
more space available to the right of the Outsider Cards. Place the entire Outsider Draw Pile faceup here. Above
the Outsider Draw Pile is now a space to discard Townsfolk, Outsider and Negotiate Cards throughout the game.
3. After setting up the King’s Orders on the Main Board, randomly deal 1 of the remaining King’s Orders to each
player. They are allowed to look at these, but should keep them hidden from other players. These become secret
orders, which if fulfilled, will earn players an additional 6 VP.
4. Separate the Muster Cards into their 3 tiers
(indicated by the number on the back of each card). Shuffle the 6
tier-1 cards and place 1 facedown on each of the 4 spaces of the new left Board Extension. Return the other 2
cards to the box. Shuffle the tier-2 cards, returning 4 cards back to the box if playing with less than 3 players.
Place an equal amount of tier-2 cards facedown on top of each of the 4 tier-1 cards. Shuffle all tier-3 cards
and place an equal facedown amount onto each pile. Finally, turn over all 4 Muster Card Piles
(the tier-1 cards
should now be faceup on top of each pile).
5. Place the Diplomat on top of the right-most Muster Card Pile and place the 4 Ally Cards nearby.
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4
setup
6. Separate the Negotiate Cards into their 4 tiers (indicated by the number on the back of each card). Shuffle the
tier-1 cards and place 1 faceup below each of the 3 bottom spaces of the new Main Board Extension. Place the
4th card facedown above the top-left space, forming the Negotiate Draw Pile. Shuffle the tier-2 cards, returning
2 cards to the box if playing with less than 3 players. Place all remaining tier-2 cards facedown on top of the
Negotiate Draw Pile. Do the same for the tier-3 cards, returning 2 cards to the box if playing with less than 4
players. Shuffle all tier-4 cards and place them facedown on top as well. Finally, turn over the entire Negotiate
Draw Pile
(the tier-1 card should now be faceup on top).
7. Randomly deal each player 1 Player Board Extension. These should sit along the right edge of their Player
Boards. Use the side showing the coloured Worker spots. The backside is for Solo Play.
8. Give each player 1 Diplomacy Attribute Marker
(placed on the zero space), 1 additional Workshop (kept
alongside their Board for now)
and their 4 new Paladin Cards, shuffled into their Paladin Draw Pile.
9. Immediately after selecting their starting Townsfolk Card during Setup, players must also place the extra
Workshop they were given onto any 1 of their 8 right-side action spaces
(this may include Muster or Negotiate).
For example, this player has received the Merchant
Player Board Extension. After selecting the Chevalier
as their starting Townfolk Card, they decided to place
their additional Workshop onto their Convert action
space.
Space for placing Muster Cards
Space for placing
Negotiate Cards
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5
muster cards
When selecting Paladins each Round, players should now draw 4 cards to their
hand
(rather than 3). As with the standard game, players will select 1 to play that
Round, then place 1 on the top of their Paladin Draw Pile and 1 on the bottom.
The 4th card must be removed from the game entirely.
The new Paladins function in a similar way to the originals, but also provide
temporary boosts of Diplomacy. Astolfo has no special ability, but does come with
2 additional Workers for the Round. Maugris allows players to avoid all Silver or
Provision costs when taking actions, by taking Debts instead.
For example, a player using Maugris may take a Debt instead of paying Silver to
attack any available Outsider. Likewise, they could take a Debt instead of paying
Provisions to Fortify.
As an action, players may now place Workers on the top-left Worker space of Muster Cards,
in a similar way to how they already do with King’s Favour Cards.
When doing so, players should ignore the banner on the right side of each Muster Card. After
paying any costs shown on the left side, they then gain the reward shown on the bottom.
For example, a player could place a Fighter (Red) on this Muster Card and pay 1 Provision
to immediately Recruit 1 Townsfolk for free.
However, unlike how Workers are cleared off King’s Favour Cards at the end of each Round,
Workers on Muster Cards remain there until someone collects the card.
selecting paladins
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player board actions
6
This action requires 3 Workers (1 Cleric, 1 Worker of any type and 1 Scout) and 1-3 Provisions. The Provision cost
is calculated by counting the printed Provision icons between each Muster Card that the Diplomat moves over.
When taking this action, players are potentially using any 1 of their Attributes to collect a specific Muster Card.
Each Muster Card has a printed Attribute value below the Muster icon on the right side of the card. Granted they
have the required Attribute and Provisions, players may collect any 1 Muster Card, except for the card where
the Diplomat currently stands. To collect a Muster Card, move the Diplomat to that card and pay the required
Provisions. Collect the card, along with any Worker sitting on it, and resolve the rewards on the bottom. Note that
any Criminals collected from Muster Cards still require players to also gain 1 Suspicion. As noted on the right side
of each Muster Card, this action always rewards at least 1 Diplomacy. Players should keep their collected Muster
Cards facedown above the Muster action on their new Player Board Extensions.
For example, the player below decided to Muster support from their allies in the west. They placed 3 Workers and
paid 2 Provisions to the supply, as they plan to collect the left-most Muster Card from the Main Board. As we can
see, with the help of their Paladin, they have a total of 2 Influence. They collect the Muster Card, along with the
Merchant (Blue), adding it to their supply. This card rewards them with 1 Diplomacy, moving their Diplomacy
Marker up the Attribute Track immediately, and also the chance to either flip 1 Debt or remove 2 Suspicion. Note
that the Silver cost on the left side of the card has no effect, as that is only a cost when placing a Worker there.
After fully resolving this action, the player places the Muster Card facedown above the Muster action on their
Player Board. The Diplomat will now be on top of the newly revealed Muster Card on the left-most space.
Muster
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7
This action requires 3 Workers (1 Fighter, 1 Worker of any type and 1 Merchant) and 1-3
Silver
(or sometimes a Debt). The Silver/Debt cost is shown along the edge of the card
spaces of the Main Board Extension.
When taking this action, players are focused on using either their Diplomacy Attribute
to have nobles carry out actions on their behalf
(Entrust), or their other 3 Attributes
(Influence, Faith and Strength) to recruit them to their cause (Enlist).
Entrust
While looking to Entrust nobles, players are only concerned with
the top section of each Negotiate Card. To take this action, they
require a certain amount of Diplomacy, as shown in the top-left
of each card. If targeting the top card of the Negotiate Draw Pile,
players must pay 3 Silver or gain 1 Debt. If targeting 1 of the 3
cards along the bottom, players must pay 1-2 Silver, as printed.
After ensuring they have enough Diplomacy and paying any
Silver
(or taking a Debt), they must then resolve the action
printed on the top-right of the chosen Negotiate Card. Resolving
these actions works in the same way as regular actions, but
players are not required to place Workers on the corresponding
action space of their Player Board. They do not pay the usual
costs either
(nor can Attack be boosted using Silver). Taking
actions this way also triggers any Townsfolk associated with
those actions, just as though the action had been taken the regular
way. These cards also provide a temporary Attribute boost while
taking that action. After resolving this action, the Negotiate Card
is discarded.
For example, when Negotiating to Entrust these nobles, this
player needed to have 5 Diplomacy and pay 1 Silver. They could
then Commission, with an added 4 Faith to boost this action.
Negotiate
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8
player board actions
Enlist
When looking to Enlist nobles to their cause, players are only
concerned with the bottom section of each Negotiate Card. To
take this action, they require a certain amount of Influence,
Faith or Strength, as shown in the bottom-left of each card. If
targeting the top card of the Negotiate Draw Pile, players must
pay 3 Silver or gain 1 Debt. If targeting 1 of the 3 cards along the
bottom, players must pay 1-2 Silver, as printed.
After selecting a Negotiate Card they wish to collect, they must
first check that they have enough of the required Attribute and
pay the required Silver
(or optionally take a Debt if targeting the
Draw Pile).
After doing so, they take the card and tuck it below
the Negotiate action on their new Player Board Extension. As
noted on the right side of each Negotiate Card, this action always
immediately rewards 1 Diplomacy.
For example, when Negotiating to Enlist these nobles, this player needed to have 2
Strength and pay 2 Silver. They immediately gained 1 Diplomacy and tucked the card
under their Player Board.
The main purpose of collecting Negotiate Cards is end-game scoring. Players score up
to 9 VP for each set of unique icons
(as shown down the left side of their Player Board
Extensions).
Players can also focus on collecting sets of 3 matching icons in order to
acquire Ally Cards.
For example, the first player to have a total of 3 Military icons on their collected
Negotiate Cards would immediately gain this Ally Card, placing it alongside their
Player Board. Not only can they immediately remove 1 Suspicion and gain 2 Tax,
but they will also gain 1 Fighter when passing each Round.
All Player Board Extensions have 1 preprinted icon, which counts towards scoring sets and
acquiring Ally Cards, but is not considered to be a Negotiate Card for other purposes.
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9
round cleanup
Once all players have passed, the Main Board needs to be refreshed. Follow the steps outlined in the original game
and also do the following:
If there is still a Negotiate Card in the right-most bottom space, discard it, then slide all remaining Negotiate
Cards along the bottom of the Main Board
(if any) to the right, filling empty spaces. Then reveal new Negotiate
Cards from the top of the Negotiate Draw Pile to fill all remaining empty spaces. If the Negotiate Draw Pile
runs out, do not shuffle the discards. They are intended to be a limited supply.
Nothing needs to be refreshed for the Muster section of the Main Board. All Workers remain where they are, as
does the Diplomat.
The game ends in the same way as the original game. In addition to the original scoring steps, players also score
Victory Points for the following:
• Diplomacy Marker on their Attribute Track
• Secret King’s Order
(6 VP if fulfilled)
• Collected Muster Cards (1 VP for every 2)
• Negotiate Cards (0-9 VP for each set of unique icons)
For example, this player would score 9 VP for a complete set of 4
unique icons, and another 2 VP for a set of 2 (Merchant and Farmer)
on their Negotiate Cards. However, they did not fulfill their Secret
King’s Order of collecting 5 Negotiate Cards, missing out on those
extra 6 VP.
end-game scoring
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10
solo play rules: Setup and Overview
Setup the Solo Variant for Paladins of the West Kingdom as described in the original rulebook, with the additional
steps also outlined on pages 3-4 of this rulebook.
Place the new Solo Board Extension over the original AI Player Board, so that the artwork lines up. Place the
AI Resource Marker on the left-most space of the Resource Track. Also give them 1 of the new Player Board
Extensions, turning it over to the Solo side and placing it alongside their Player Board. Add the 2 new Scheme
Cards into the AI Scheme Deck. Lastly, place their Diplomacy Marker on the 3-space of their Attribute Track, their
Strength Marker on the 2-space, Faith on the 1-space and Influence on
the 0-space
(these numbers are printed below the Resource Track).
There are also new difficulties available. When following Step 6 in the
original Solo Setup Rules, use these numbers instead:
Easy = 2 King’s Order Cards
Standard = 4 King’s Order Cards
Hard = 6 King’s Order Cards
Insane = 1 Workshop on each action space
(8 total)
The AI functions mostly in the same way as the original game, with a few minor changes:
1. The AI can now also place Workers on Muster Cards when playing their King’s Favour Scheme Card. But, as
noted near the top-right of the new Solo Board Extension, they will only target Muster Cards once all available
King’s Favours have been filled with Workers. Any Workers the AI places here should match the required colour
on each card
(Labourers for transparent spaces).
2. New card locators have been added to the Resource Track for Townsfolk and Outsiders. Note that they will only
ever target cards in the Draw Piles if there are no other cards available.
3. Now when the AI is unable to remove Suspicion or destroy a Debt, not only will they remove 1 Tax from the
supply, but they will also advance their Resource Marker 1 space along the Resource Track.
4. Rather than moving their Resource Marker 1 space along the Resource Track when gaining
Provisions Provisions, Silver or Tax, they now move it 2 spaces per resource gained.
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11
solo play rules: ai actions
When taking this action, the AI Player will always attempt to gain the Muster Card with the highest printed
Attribute value. If there is a tie for this, they target the tied card for which they have the highest value on their
Attribute Track
(remembering that Attribute Markers on top always break ties).
As with human players, the AI cannot target the Muster Card where the Diplomat currently stands. They collect
any Workers sitting on the collected Muster Cards, along with the cards for end-game scoring. The AI also gains
the benefits printed on the bottom of each Muster Card when collecting them. As with all other actions, if the AI
cannot collect a Muster Card for any reason, they will instead place a Worker on the next available action space
along the top-left of their AI Player Board, resolving that action instead.
For example, the AI has revealed their Muster Scheme Card, placing Workers from their supply onto that action
space. Of the available Muster Cards, the highest printed Attribute is 5 Strength. However, they do not have
enough Strength to collect this card. The next highest are 4 Influence and 4 Faith. They have enough Influence and
Faith for these, but as their Faith Marker is higher on their Attribute Track, they will target the far-right Muster
Card. After collecting the card, along with the Criminal (gaining 1 Suspicion), they also gain 1 Diplomacy, moving
their Diplomacy Marker up their Attribute Track. As it shows on the bottom this card, they immediately Pray,
shuffling their Scheme Deck and clearing all Workers off the right side of their Player Board.
Muster
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12
solo play rules: ai actions
When taking this action, the AI Player will always attempt to Enlist (collect) the right-most Negotiate Card along
the bottom of the Main Board. If they do not have the required Attribute for this, they will target the card to the
left, then to the left again, and finally up to the Negotiate Draw Pile. If they cannot Enlist any of the available
cards, they will then try to Entrust
(discard) a Negotiate Card, following the same method. For both results, they
ignore all Silver costs.
When Enlisting nobles, the AI simply collects the Negotiate Card, tucking it under their Player Board and
advances their Diplomacy Marker 1 space up their Attribute Track. They are also able to collect Ally Cards,
gaining the immediate rewards, and 1 additional Worker each Round, for each Ally Card they hold.
When Entrusting nobles, the AI resolves the indicated
action without needing to place Workers on that action
space or pay any costs. They also make use of the
temporary Attribute boosts provided by Negotiate Cards.
If they didn’t have the required Influence, they would have
kept moving through the cards, being unable to Enlist.
Instead, they would have used their Diplomacy to Entrust
the nobles on the first card to make an Fortify action.
Negotiate
For example, the AI has revealed their
Negotiate Scheme Card, placing Workers
from their supply onto that action space.
They first try to Enlist the right-most card,
but they do not have enough Strength. The
next card requires 4 Influence to Enlist,
which they have. They collect the Negotiate
Card, tucking it under their Player Board,
and immediately gain 1 Diplomacy.
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13
solo play rules: round cleanup
In the original game, the AI Player does not carry Workers over between Rounds. That is still true, but they now
also gain 1 additional Worker at the start of each Round for each Ally Card they hold.
In the regular game, if the right-most Negotiate Card is still in play, it is discarded. In the Solo Game, also discard
the second-right-most Negotiate Card.
The AI Player scores their Diplomacy Marker,
Muster Cards and Negotiate Cards just like
human players would. As they do not receive a
secret King’s Order card during setup, they
do not score any additional VP for this
category. solo play rules: end-game scoring
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14
outsiders and Townsfolk
Players can now interact with the top-most, faceup cards on each of these Draw Piles. After doing so, a new card
will be revealed. This means that there will always be at least 1 Townsfolk and 1 Outsider available each Round
(unless the Draw Piles happen to run out).
Enforcer
Gain 1 VP per 2 Muster Cards you have collected.
Envoy
Gain 1 VP per 4 Diplomacy you have.
Rogue
Gain 1 VP per 2 Negotiate Cards you have collected
(this does not include dismissed cards
from the Entrust action).
Chevalier Gain the indicated reward when collecting a Negotiate Card
(this does not include dismissing cards
with the Entrust action).
Outrider Gain the indicated reward when taking the Muster action.
Princess Gain the indicated rewards when you pass each Round
(this happens after clearing your Player Board
and checking your Worker limit; therefore, players may hold more than 3Workers at this point).
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15
new iconography
If followed by an arrow and rewards on the right, this means “when passing, gain this”.
As noted on Page 16, the King’s Favour with this icon forces players
(but not the AI) to pass.
This allows players to discard a Townsfolk Card from the Main Board at no cost for its immediate rewards.
This allows players to discard 1 of their hired Townsfolk to immediately gain its dismiss reward
(shown in
the top-right of each card).
If the AI gains this reward in the Solo Mode, they will simply use it to target a
Townsfolk Card above the Main Board, following the usual rules.
This allows players to move 1 of their Workshops from any 1 action space to another. In the Solo Mode,
the AI will never make use of this. Instead, they will take the second option provided.
Also included in City of Crowns are 6 additional cards to make it compatible with the Tomesaga Co-op Scenario.
During Setup, shuffle the new Overlord Threat Cards and King’s Order Cards with those from the original
scenario. Replace the original King’s Threat Card with the new Card.
Punishment:
Lose 1 Honour
or 1 Diplomacy
Punishment:
Lose 1 Honour or
1 Townsfolk Card
(without effect)
tomesaga co-op scenario
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16
king’s favour cards - base game and expansion
Pay no Silver to Hire
or Dismiss a Townsfolk
Card above the Main
Board.
Pay 1 Silver to either
flip 1 Debt or remove 2
Suspicion.
Remove 1 Suspicion
and gain 2 Tax. Players
may resolve these 2
effects in either order.
Gain 2 Criminals
(and
2 Suspicion as normal,
resolving 1 card at a
time).
Gain 2 Provisions and
1 Tax.
Collect 1 Debt to
also gain 1 Scout, 1
Merchant and 1 Fighter.
Pay 1 Provision to
develop 1 Workshop,
or gain 1 Fighter and
1 Cleric.
Clear all Workers off
any 1 action space,
returning them to the
main supply.
Gain 3 Labourers.
Gain 1 Faith, Strength
or Influence.
Gain 1 Silver and 1
Provision, remove 1
Suspicion and gain 1
Labourer.
Gain 1 Faith,
Strength, Influence
or Diplomacy and
immediately pass
(in
Solo, the AI does not
pass from this card).
Move 1 of your
Workshops from
any 1 action space
to another, or gain 2
Labourers.
Destroy 1 Debt or
gain 1 Diplomacy.
Discard 1 of your
hired Townsfolk to
immediately gain its
dismiss reward, or
gain 2 Silver.
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