Our Verdict
RECOMMENDED
If you love a game that hides its win conditions and lets you deduce them, The King's Will serves up medieval intrigue.
Highlights
- Secret conditions change each game
- Action drafting keeps play brisk
- High‑quality wooden components
Keep in mind
- Learning curve may trip newcomers
- Reliance on luck for secret goals
Rules manual not indexed yet
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About the game
What you do in a play session
In The King's Will each game kicks off in 962 AD, the year Otto the Great becomes Holy Roman Emperor. You play as a duke whose palaces are visited by the itinerant monarch. Your goal? Uncover, over four rounds, the secret wishes of the king while also setting your own scoring criteria. Every session draws a different set of hidden victory conditions, keeping each playthrough fresh and unpredictable.
The core mechanic is action drafting: all players simultaneously pick cards that dictate what they can do that turn – expand territory, boost agricultural output, build factories, or fulfill specific royal demands. Because actions are resolved synchronously, downtime for non‑active players is virtually eliminated, keeping the game brisk.
The components shine – wooden pieces for fields, factories, castles and resources feel solid and tactile, pleasing both collectors and tactile‑oriented gamers. After the four rounds each duke tallies points based on the secret conditions they managed to satisfy and according to the personal scoring goal they chose at the start. The ducal who best aligns his moves with the king’s desires wins.
With a weight of 3.2/5, the game is approachable for newcomers to medium‑complexity titles, yet offers enough depth for seasoned players who enjoy adapting to hidden objectives. It blends medieval flavor, resource management and a dash of deduction into a satisfying tabletop experience.
The core mechanic is action drafting: all players simultaneously pick cards that dictate what they can do that turn – expand territory, boost agricultural output, build factories, or fulfill specific royal demands. Because actions are resolved synchronously, downtime for non‑active players is virtually eliminated, keeping the game brisk.
The components shine – wooden pieces for fields, factories, castles and resources feel solid and tactile, pleasing both collectors and tactile‑oriented gamers. After the four rounds each duke tallies points based on the secret conditions they managed to satisfy and according to the personal scoring goal they chose at the start. The ducal who best aligns his moves with the king’s desires wins.
With a weight of 3.2/5, the game is approachable for newcomers to medium‑complexity titles, yet offers enough depth for seasoned players who enjoy adapting to hidden objectives. It blends medieval flavor, resource management and a dash of deduction into a satisfying tabletop experience.
Gallery
Box and component photos
Tap any photo to open fullscreen. Photos submitted by the community or publisher.
Best player count
BGG community vote
2
REC
3
BEST
4
REC
Soundtrack
Ambience suggested by Melodice
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Mechanics, categories, families and credits
Mechanics
Categories
Families
Publisher
ADC Blackfire Entertainment GmbH
Designer
Hans-Peter Stoll
Artist
Harald Lieske
Community
Data from BoardGameGeek
732owners
144wishlist
26want to play
Frequently Asked Questions
Quick answers before you buy
How many players can play?
2 to 4 players.
What is the playing time?
Between 50 and 90 minutes, depending on player count.
How complex is the game?
Weight 3.2/5 – medium complexity, suitable for players with some board‑game experience.
What components are included?
Wooden pieces (fields, factories, castles), action cards, modular board, victory markers, and an English rulebook.
Who should buy this game?
Fans of deduction, resource management, and medieval themes will enjoy it.
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