# Paladins of the West Kingdom: City of Crowns ## General Info - **Year Published**: 2021 - **BGG Rating**: 8.2 - **BGG Rank**: — - **Players**: 1-4 (Best with: 2) - **Duration**: 90-120 min - **Weight**: 4.11 / 5 - **Designers**: S J Macdonald, Shem Phillips - **Artists**: Mihajlo Dimitrievski - **Publishers**: Garphill Games, Banana Games, CMON Global Limited, Fever Games, Korea Boardgames, Lavka Games, Mosaico Jogos, Pixie Games, Portal Games, Primigenio, Reflexshop, Schwerkraft-Verlag, TLAMA games - **Categories**: Expansion for Base-game, Medieval - **Mechanics**: Market, Open Drafting, Set Collection, Worker Placement, Worker Placement, Different Worker Types ## Verdict If you're already a master of Paladins of the West Kingdom and crave more depth and challenges, City of Crowns is a feast, intelligently expanding strategic possibilities.New board extensionsMore action optionsNew attribute to manageDeepens existing strategyDiplomacy with noblesRequires base gameIncreases complexityMay extend playtimeHIGHLY RECOMMENDED ## Description Get ready for more intrigue and diplomacy in the West Kingdom! In Paladins of the West Kingdom: City of Crowns, the situation is tense, with recent attacks on the borders and an urgent need for support. But don't worry, the cavalry (or rather, the nobility) is coming! Dukes, barons, counts, and margraves have answered the call, and now it's up to you, the player, to use your negotiation skills to secure the aid of these powerful allies. Can you muster enough support to protect the city, or will you succumb to indecision? This expansion is no joke: it brings new extensions for both the main board and player boards, meaning more space for your strategies to shine. Furthermore, a brand new attribute comes into play, adding an extra layer of management and decisions. And, of course, new actions become available each turn, expanding your options and the complexity of your planning. If you're already a fan of the base game, you'll love how City of Crowns deepens the experience, further challenging your ability to manage workers, resources, and now, diplomacy with the nobility. It's time to show who rules the West Kingdom! ## How to Play 1. Objetivo do Jogo In Paladins of the West Kingdom: City of Crowns, you are a noble ally trying to rally support against recent attacks on the borders. Each player must negotiate with dukes, barons, counts and margraves to secure Diplomacy and other resources. The game ends when the End‑Game Scoring phase is triggered (see section 5). Victory is achieved by accumulating the most Victory Points (VP) from: the Diplomacy Attribute Marker on the Attribute Track; fulfilling a secret King’s Order (6 VP if completed); collecting Muster Cards (1 VP for every 2 collected); scoring Negotiate Cards (0‑9 VP for each set of unique icons). 2. Preparação (Setup) Set up the Main Board as described in the original rulebook. Then place the two Main Board Extensions at each end of the Main Board. Shuffle the new Outsider Cards, Townsfolk Cards, King’s Order Cards and King’s Favour Cards into their respective piles. When setting up the Townsfolk Cards, add one extra space to the left: place one card face‑up there and the entire Townsfolk Draw Pile face‑up to its left. Add one extra space to the right of the Outsider Cards: place the entire Outsider Draw Pile face‑up there. Above the Outsider Draw Pile is a space for discarding Townsfolk, Outsider and Negotiate Cards during play. After setting up the King’s Orders on the Main Board, randomly deal one remaining King’s Order to each player. Players may look at their own order but must keep it hidden from others. These are secret orders that, if fulfilled, award an extra 6 VP. Separate the Muster Cards into their three tiers (indicated by the number on the back). Shuffle the tier‑1 cards and place one facedown on each of the four spaces of the new left Board Extension; return the other two to the box. Shuffle the tier‑2 cards, returning four to the box if playing with fewer than three players, and place an equal number of tier‑2 cards facedown on top of each tier‑1 card. Shuffle all tier‑3 cards and place an equal facedown amount on each pile. Finally, turn over all four Muster Card piles so that the tier‑1 cards are face‑up on top. Place the Diplomat on top of the right‑most Muster Card pile and keep the four Ally Cards nearby. Separate the Negotiate Cards into their four tiers. Shuffle the tier‑1 cards and place one face‑up below each of the three bottom spaces of the new Main Board Extension; place the fourth card facedown above the top‑left space to form the Negotiate Draw Pile. Shuffle the tier‑2 cards, returning two to the box if playing with fewer than three players, and place all remaining tier‑2 cards facedown on top of the Negotiate Draw Pile. Repeat for tier‑3 cards (return two to the box if playing with fewer than four players). Shuffle all tier‑4 cards and place them facedown on top. Finally, turn over the entire Negotiate Draw Pile so that the tier‑1 card is face‑up on top. Randomly deal each player one Player Board Extension. Use the side showing the coloured Worker spots; the backside is for Solo Play. Give each player one Diplomacy Attribute Marker (placed on the zero space), one additional Workshop (kept alongside their Board for now), and their four new Paladin Cards, shuffled into their Paladin Draw Pile. After selecting their starting Townsfolk Card during Setup, players must place the extra Workshop they were given onto any one of their eight right‑side action spaces (this may include Muster or Negotiate). 3. Fluxo do Jogo Play proceeds in rounds. Each round consists of the following phases in order: Player Actions – Players take turns performing actions from their Player Board Extensions (Muster, Negotiate, etc.) until all players pass. Round Cleanup – After all players have passed, refresh the Main Board: If a Negotiate Card remains in the right‑most bottom space, discard it. Slide any remaining Negotiate Cards along the bottom of the Main Board to the right, filling empty spaces. 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 a limited supply. No other section of the Main Board is refreshed. Workers remain where they are, as does the Diplomat. Repeat the cycle until the End‑Game Scoring trigger occurs (see section 5). 4. Ações e Como Jogar Muster 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. To collect a Muster Card, move the Diplomat to that card and pay the required Provisions. Collect the card (and any Worker on it) and resolve the rewards on the bottom. The card is then placed facedown above the Muster action on the Player Board Extension. The Diplomat ends on the newly revealed Muster Card. Negotiate – Entrust Requires 3 Workers (1 Fighter, 1 Worker of any type, and 1 Merchant) and 1‑3 Silver (or a Debt). Use the Diplomacy Attribute to Entrust nobles. Pay the Diplomacy cost shown in the top‑left of the chosen Negotiate Card. If targeting the top card of the Negotiate Draw Pile, pay 3 Silver or gain 1 Debt; if targeting one of the three bottom cards, pay 1‑2 Silver as printed. Resolve the action printed on the top‑right of the card. The card is then discarded. Negotiate – Enlist Requires 3 Workers (1 Fighter, 1 Worker of any type, and 1 Merchant) and 1‑3 Silver (or a Debt). Use Influence, Faith or Strength to Enlist nobles. Pay the required Attribute cost shown in the bottom‑left of the card. If targeting the top card of the Negotiate Draw Pile, pay 3 Silver or gain 1 Debt; if targeting one of the three bottom cards, pay 1‑2 Silver as printed. Take the card and tuck it below the Negotiate action on the Player Board Extension. This action immediately rewards 1 Diplomacy. Collected Negotiate Cards are used for end‑game scoring and for acquiring Ally Cards (three matching icons). Other Actions All other actions (e.g., Attack, Fortify, etc.) are resolved exactly as in the original game. The new Paladin Cards provide temporary boosts of Diplomacy and may add extra Workers or allow costs to be paid with Debts instead of Silver or Provisions. 5. Fim de Jogo e Pontuação The game ends in the same way as the original game. After the final round, perform the End‑Game Scoring steps: Score Victory Points** from the Diplomacy Marker** on the Attribute Track. Score 6 VP for each fulfilled secret King’s Order. Score 1 VP for every 2 Muster Cards** collected**. Score 0‑9 VP for each set of unique icons on collected Negotiate Cards** (up to 9 for a complete set of 4 unique icons, plus additional points for smaller sets). Players compare total VP; the highest total wins. If a player fails to fulfill their secret King’s Order, they receive no extra VP for that order. 6. Dicas para Vencer Use Muster Cards that reward Diplomacy and other resources early to build a strong Attribute Track. Collect Negotiate Cards that share icons to quickly earn Ally Cards, which grant immediate benefits and extra Workers each round. Pay attention to the Diplomacy Attribute Marker**; many actions and rewards depend on having enough Diplomacy to trigger them. ## FAQ ### Is Paladins of the West Kingdom: City of Crowns a standalone game? No, this is an expansion, and therefore, you need the Paladins of the West Kingdom base game to play it. It adds content and mechanics to the original game. ### What are the main new features this expansion brings? The expansion introduces new extensions for both the main board and player boards, a new attribute to manage, and a series of new actions that can be performed each turn. ### Does this expansion increase the game's complexity? Yes, absolutely! With a new attribute to manage and more action options, City of Crowns adds an extra layer of strategic complexity, making the game even more challenging for those seeking it. ### How many players can play with this expansion? The expansion maintains the player count of the base game, allowing for 1 to 4 players, with the same flexibility for those who enjoy solo play or group sessions. ### Is the playtime affected by the expansion? Yes, as is common with expansions that add more content and decisions, playtime may extend slightly, falling within the 90 to 120-minute range, depending on the number of players and familiarity with the new rules. ### Who is this expansion recommended for? It is highly recommended for fans of the Paladins of the West Kingdom base game who are looking to deepen the experience, with more strategic options, complexity, and a new diplomatic challenge. 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