7.5
rating
Ludopedia
6.6
rating
BGG
Our Verdict
RECOMMENDED
If you love dark cults and light strategy, Kingsport Festival serves up macabre fun in 90 minutes.
Highlights
- Immersive Lovecraftian atmosphere
- Easy‑to‑learn mechanics
- Unique dice‑worker blend
Keep in mind
- Some luck required on rolls
- Player count capped at five
Rules manual not indexed yet
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About the game
What you do in a play session
Kingsport Festival puts you in the shoes of Arkham's darkest cultists, trying to summon cosmic horrors while taking over the town of Kingsport. Each game runs 12 rounds, each split into six phases, and starts with a dice roll: the player with the lowest total goes first. On your turn you may use one or more of your dice to invoke an Elder God, provided the sum of the dice exactly matches the god's number. Once all cultists have either used or passed with their dice, the gods grant gifts – which may cost sanity points – and the dice return to their owners.
Next comes the domain‑expansion phase. Players place their disc on a building that is linked to a previously marked one, paying the required domain resources. In rounds marked with a blue symbol on the calendar, a Raid occurs: an Event card is revealed followed by an Investigator card. You total any modifiers from spells, buildings and other effects to calculate your strength; if it exceeds the investigator's, you reap rewards, otherwise you suffer penalties.
The game ends after the 12th round, or earlier if a scenario’s Festival card is revealed with special effects. The player with the most cult points – earned by invoking gods, completing buildings and winning raids – wins. Its light weight (2.6/5) and 90‑minute playtime make it approachable, yet the blend of dice rolling, worker placement and sanity management adds a tactical depth that will please lovers of Lovecraftian horror and strategic, dark‑themed games.
Next comes the domain‑expansion phase. Players place their disc on a building that is linked to a previously marked one, paying the required domain resources. In rounds marked with a blue symbol on the calendar, a Raid occurs: an Event card is revealed followed by an Investigator card. You total any modifiers from spells, buildings and other effects to calculate your strength; if it exceeds the investigator's, you reap rewards, otherwise you suffer penalties.
The game ends after the 12th round, or earlier if a scenario’s Festival card is revealed with special effects. The player with the most cult points – earned by invoking gods, completing buildings and winning raids – wins. Its light weight (2.6/5) and 90‑minute playtime make it approachable, yet the blend of dice rolling, worker placement and sanity management adds a tactical depth that will please lovers of Lovecraftian horror and strategic, dark‑themed games.
Gallery
Box and component photos
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Rules videos
Learn by watching before you open the box
Best player count
BGG community vote
3
REC
4
BEST
5
REC
Soundtrack
Ambience suggested by Melodice
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Mechanics, categories, families and credits
Mechanics
Categories
Families
Publisher
Black Monk, Devir, Giochi Uniti, Hobby Japan, Hobby World, IELLO, KOSMOS, Passport Game Studios, Sir Chester Cobblepot, Stratelibri
Designer
Andrea Chiarvesio, Gianluca Santopietro
Artist
Alan D'Amico, Demis Savini, Maichol Quinto
Community
Data from BoardGameGeek
Frequently Asked Questions
Quick answers before you buy
How many players can join?
3 to 5 players.
How long does a game take?
About 90 minutes.
What is the complexity level?
Light weight (2.6/5), suitable for newcomers to strategic games.
What components are included?
Dice, domain discs, Event and Investigator cards, modular board, sanity and resource tokens.
Who is the game best for?
Fans of Lovecraftian horror, worker‑placement mechanics and quick, dark‑themed sessions.
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