Purple Phoenix Games (2266 KP) rated King of the Castle in Tabletop Games
Jul 2, 2020
Disclaimer: We were provided a prototype copy of this game for the purposes of this preview. The components pictured are not final. Also, I do not plan to detail the entire rulebook in this review, but rather discuss the main rules and overall flow of the game. Keep an eye out for the Kickstarter launching later this fall! -L
King of the Castle is a game of hand management, grid movement, and take that in which players are battling to be the first to capture and hold the throne. Played over a series of turns, players will move around the board, draw cards, and battle opponents to hinder their progress. To setup, each player is given a Character card at random, selects a Meeple in their chosen color, and places it on one of the various Start spaces on the game board. Shuffle all other cards and place them in a draw deck. Select a player to be the first player, and you are ready to begin!
On your turn, you will take a combination of 2 actions. Those combos are: Move 1 space and draw 1 card, Move 2 spaces, or Draw 2 cards. It is important to note that diagonal movement is not allowed! There are 2 types of cards that can be drawn: Potion cards (special powers/abilities) and Army cards (strength points for duels). Once you have performed your 2 actions, and played any Potion cards from your hand that you want, your turn ends. The game moves on to the next player. If you land on the same space as an opponent, you must duel each other. The dueling players will select as many Army cards from their hand as they wish to play, and will lay them down simultaneously. They may then play up to 3 Potion cards from their hand to influence the strength points of either player, as stated on the Potion cards. Whomever has the most strength points wins the duel, and gets to remain on that space. The loser must discard a card, and is knocked back to the nearest Exit space (depending on their current placement on the board).
In the center of the board are 2 Tower spaces. You must ‘capture’ a Tower in order to fulfill the win conditions. To capture a Tower, you must land on that space and occupy it for one full turn. Once you have captured a Tower, you may move to capture the Throne. The centermost space of the board is the Throne. To capture the Throne, you must first have captured a Tower, and you must enter the Throne space and occupy it for 3 complete and consecutive turns. When you are capturing a Tower or the Throne, you can still be attacked by opponents – so it is important to have a strong hand of cards to ward off enemies and continue your occupation of these valuable spaces. Once a player has occupied the Throne space for 3 consecutive turns, the game ends and that player is named King!
So with all of that said, how does King of the Castle play? Overall, I would say it’s a nice and simple little game. The concept itself is easy to comprehend – draw cards, duel opponents, capture a Tower, and ultimately, the Throne. There is a decent amount of strategy required for success. Not only are you racing to the center of the board, but you also need to amass a strong hand of cards with which you can hinder your opponents. Choosing when to use your Potion cards can affect not only your strategy, but those of your enemies as well. Is your strategy to skirt around your opponents and try to sneak by unnoticed? Or will you duel enemies at every opportunity, building up your Army and continually kicking the other players to the Exit spaces on the board? The idea of having to ‘capture’ certain spaces by occupying them for consecutive turns is an interesting one, and adds a unique twist to this game. You must be able to defend yourself in those spaces, or risk being kicked back to an Exit, requiring you to start that journey over again. It is a simple game to play, but not necessarily one that is easy to win, and I really like that.
Components. As I stated earlier, this is only a prototype version of the game, and I anticipate that there will be some changes for final production. That being said, the board in this prototype is nice and sturdy, the cards are easy to manipulate, and the Meeples are your standard wooden bits. So overall, these prototype components are off to a great start. The artwork and overall style of the game are a different story. The current artwork is pretty childish and unrefined. Again, this being only a prototype, I anticipate that the artwork will be overhauled and revised for final production. The artwork on the board is pretty basic as well, which is not necessarily a bad thing, it just doesn’t feel immersive or engaging for players. The spaces of the board are different colors to denote different areas of play, but nothing is labeled on the board, which can create some confusion at first as to the flow of movement around the board. The rules themselves need to be revised and edited for clarity. There is just a bit of ambiguity that leaves questions unanswered, but nothing that cannot be fixed.
All in all, the concept of King of the Castle is a solid one. It combines hand management, grid movement, and take that in a way that all 3 mechanics complement and work well with each other. The gameplay is lighthearted and relatively simple, which results in a fun and fast game. With some refining of the style and editing of the rules, I am sure that this game will truly shine. I look forward to following its progress, and am eager to see the Kickstarter campaign later this year. Keep your eyes on King of the Castle, because it’s shaping up to be a solid game.
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Jul 26, 2017
Jump ahead thirteen years, and those same crime solving sleuths of young are now disillusioned 20-somethings trying to make their way thru life, not really understanding where their lives went wrong. Peter is dead (even tho Nate still talks to him), Nate is institutionalized (he talks to a dead guy, after all), Andy is a wanderer with a somewhat criminal past, and Kerri is a bartender in a seedy bar, who is also taking care of Tim, Sean's descendant. There was something about that last case, the one they all can't stop thinking about, that wasn't quite right, that is at the root of their problems. When Andy finally decides that enough is enough and they need to go back to Blyton Hills to face these demons and reopen that last case, the group gets together one last time to try to bring sense and closure to that final, haunting case.
Of course, it's not as easy as just a guy in a mask, and as they face down eco-villainous corporations, primordial monsters, ecological disasters, and something that defies description, they begin to come to terms with what has been haunting them over the years. This sounds wildly simplistic as I type it out, and I'm leaving it that way. It's not simplistic in the slightest, but the joy in this book is in the details and following along with the BSDC as they uncover one clue after the next, taking them on a whirlwind ride that makes you unable to put the book down until the very last page.
Much like his previous novel The Supernatural Enhancements (which I am a huge fan of as well), Cantero takes his time with the story, creating a slow build that eventually spirals into this wild adventure, making unexpected twists and turns in the narrative so you never really are sure that you know what's going on. His characters are exactly who they appear to be, rifs of the Scooby gang, but he doesn't make clichés of them. These characters are all their own and as individual as can be. Eagle-eyed readers will also notice fun callbacks to the Scooby cartoons.
So, if you're looking for something with a little mystery, a little horror, with some supernatural hijinx thrown in for fun, you can't go wrong with Meddling Kids. And if you like this, be sure to check out Cantero's The Supernatural Enhancements as well.


