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2019 · 1-4 players · 120min · weight 3.71 · 20,467 ratings
At a glance — v4 wide
Controlled-vocabulary primitives + 8-axis MDA aesthetic vector. Vocab v2.
Draft a paladin card for its action icons, place a meeple on a board space to take that action using matching stats.
- [3]action_blocking— “worker placement on shared board; limited action spaces tightly contested”
- [3]engine_growth— “buildings provide ongoing benefits; townsfolk provide persistent conversion bonuses”
- [2]card_drafting— “each round players draft a paladin card; each paladin has unique combination of actions available”
- [2]feeding_pressure— “outer wall attackers drawn at round start; unchallenged attackers breach and cost VP/resources”
- [2]delayed_payoff— “end-game scoring includes multiplier from virtue track applied to one scoring category”
Translation candidate
Composite fit_score = bayes×0.30 + wish×0.18 + compress×0.17 + difficulty×0.20 + headroom×0.15.
Discrete action tableau ports cleanly and Dire Wolf has done similar Garphill games; mostly solitaire optimization.
Rules card
Synthesized from sources below. Readiness: ready. Confidence: 0.80.
Readiness
ready (confidence=0.80, rules=0.75, fun=0.90). BGG rank: 79; year: 2019; weight: 3.71; playtime: 120 min
| Source | Quality | Role | Note |
|---|---|---|---|
bgg_comments | 0.75 | player voice | positive/player-voice sample |
youtube_transcript | 0.70 | teach-flow | how-to-play transcript |
llm_memory | 0.65 | draft synthesis | sonnet-self-rated-7 |
tabletopia_overview | 0.30 | availability/context | Tabletopia overview; not a rules authority |
wikipedia | 0.15 | context/reception | possible-title-mismatch: Renegade Game Studios |
Core Loop
Paladins is the second entry in Shem Phillips's West Kingdom trilogy. Players are paladins defending the realm while building up their village. Each round, players draft a paladin card — each paladin has a unique combination of actions available (shown as icons on the card). On your turn, you place one of your meeples on an action space on the board and execute that action, but you also pay a loyalty cost by moving the leftmost paladin in your hand to a communal area (the "provision track"), gradually losing access to your paladin pool.
Resources include strength, gold, faith, and provisions. The main action categories are: building (construct buildings for ongoing benefits), defending (fight off attackers at the city walls using military strength), converting (gain faith and virtue), and trading (exchange resources). The virtue/sin track is central — gaining virtue unlocks benefits; accruing sin penalties hurt end-game scoring.
Turn Structure and State
- How-to-play transcript is present; useful for teach order and confusing steps.
- BGG description anchor: Paladins of the West Kingdom is set at a turbulent time of West Francia's story, circa 900 AD. Despite recent efforts to develop the city, outlying townships are still under threat from outsiders. Saracens scout the borders, while Vikings plunder wealth and livestock. Even the Byzantines from the east have shown their darker side. As noble men and women, players must gather workers from the city to defend [...]
Win Condition and Arc
After a fixed number of rounds (varies by player count, roughly 6-8), players tally VP from buildings, townsfolk, virtue track position, defeated invaders, and other objectives. The arc moves from establishing resource generation early to specializing and optimizing a scoring engine mid-game to maxing out virtue and fulfilling end-game card bonuses in the final rounds.
Decision Primitives
BGG mechanisms: End Game Bonuses, Market, Open Drafting, Solo / Solitaire Game, Worker Placement, Worker Placement, Different Worker Types
Memory-derived primitives:
- Card-driven action selection (paladin cards determine available actions each round)
- Meeple worker placement on shared board
- Virtue/sin track (moral alignment affects end-game scoring and some actions)
- Resource management (strength, gold, faith, provisions, wood, stone)
- Building tableau (player board construction for engine building)
- Outer wall defense (attackers appear and must be repelled or incur penalties)
- Townsfolk cards (hired helpers providing conversion bonuses)
v4 controlled primitives: action_blocking, engine_growth, card_drafting, delayed_payoff, progressive_complexity
Why It Is Fun
The paladin card drafting creates meaningful asymmetry each round — your available actions depend on which paladin you drafted, encouraging creative pivots. The virtue track creates genuine moral tension: pursuing efficient paths often involves sin, while the highest-VP paths require staying virtuous. Defenders feel rewarded for thematic engagement (protecting the realm) not just economic optimization.
Player-voice evidence:
- Played solo to get the feeling of the game and even if I didn't like the solo mode, this game is really awesome. A really brain teaser where you have to think ahead and to make difficults choices. I really appreciated my first try even...
- Each new game from Shem Phillips and team seems to top the previous release. I LOVE Architects of the West Kingdom, but this is even better. So many brain-burning choices that makes every choice meaningful and something you need to...
- Played a 4 player game. Very engaging with its neat interconnectivity between the tracks. Went too hard on one track and in the end suffered scoring on the other two . Has a somewhat multiplayer solitaire feel but a definite step up from...
- Can't go wrong with Shem's worker placement games. However, Paladins has almost no players' interaction.
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- [thing=317980]City of Crowns[/thing], [thing=327244]The Vassals[/thing], & various promos
Friction and Failure Modes
- Treat Sonnet-memory edge rules as draft until confirmed by manual, BGA, or transcript.
- Wikipedia source is flagged as a possible title mismatch; do not use it as evidence.
Translation and Design Hooks
- Use this card to ask: which primitive carries the fun if theme/licensing is removed?
- For iOS, look for short-session compression, clear state visualization, and a digital-only twist.
- For new tabletop design, look for the tension source and decide whether to preserve or invert it.
Edge Rules and Gotchas
- Each paladin card has a unique combination of 3-4 action icons; placing that paladin on a board space means only those icons are available at that location
- The provision track depletes your paladin hand — you must buy provisions or lose paladins from your pool
- Outer wall attackers are drawn at round start; unchallenged attackers breach and cost VP/resources
- Townsfolk are purchased and placed on your board, providing persistent conversion bonuses
- Some buildings have a sin cost to construct; others grant virtue
- End-game scoring includes a multiplier from virtue track position applied to one scoring category
Sources Used
[
{
"kind": "bgg_comments",
"path": "data/bgg_comments/266810.txt",
"quality": 0.75,
"note": "positive/player-voice sample"
},
{
"kind": "youtube_transcript",
"path": "data/youtube_transcripts/266810.txt",
"quality": 0.7,
"note": "how-to-play transcript"
},
{
"kind": "llm_memory",
"path": "data/llm_memory_sonnet/266810.md",
"quality": 0.65,
"note": "sonnet-self-rated-7"
},
{
"kind": "tabletopia_overview",
"path": "data/tabletopia_overviews/266810.md",
"quality": 0.3,
"note": "Tabletopia overview; not a rules authority"
},
{
"kind": "wikipedia",
"path": "data/wikipedia/266810.md",
"quality": 0.15,
"note": "possible-title-mismatch: Renegade Game Studios"
}
]
Sources (5)
Inputs to rules-card synthesis. Click any pill with ↗ to open the original source.