PLAYED FOR YOU

 

Kings of Mithril

A KINGDOM BENEATH AND AROUND A MOUNTAIN

 

We want to be Dwarf King and build our kingdom around and deep within Mithril Mountain.

You start the game with 1x Barley, Metal and Gold. In your turn you 1) buy buildings - mine buildings for 1x Barley, surface buildings for 1x Metal and any building for 1x Gold. Bought Buildings must be placed in the same turn, on the surface or below according to type and must continue at least one duct or path, but can never connect paths or duct networks of two different players. You can give a back a building instead of placing it. Forge, Village or Tower end a path. Buildings placed let you place production shields and/or draw point cards; the shields bring you more Barley, Metal and Gold. When you close the last open route in your kingdom, you draw two army cards and stop playing till voting occurs.

2) You move the bailiff according to a die roll and should he pass the timer you remove a timer chip; then the bailiff hands out resources for production shields equal to his location and a building according to the die result. When there is no timer chip for the bailiff to remove the voting starts: all reveal their cards and first get crowns for army cards and then for majorities at other building projects. This voting is repeated until only two players are left; in each turn the player with the fewest crowns is out, which can change majorities for the next turn. When you win the last turn you are elected king!

For a resources management game Kings of Mithril has an unusually high element of chance for provisions and buildings, the final scoring is usual, but again, not very projectable, just like the rest of the game.

 

Players: 2-4

Age: 8+

Time: 45+

Designer: Esa Wiik

Art: Esa Wiik, Matti Jokihaara

Price: ca. 30 Euro

Publisher: Mindwarrior Games 2011

Web: www.mindwarriorgames.com

Genre: Resources management game

Users: With friends

Version: multi

Rules: de en fi nl

In-game text: no

 

Comments:

Beautiful components

Very high element of chance, not much planning possible

Needs some gaming experience

 

Compares to:

Resources management with majority scoring

 

Other editions:

Currently none

 

Chance (pink): 3

Tactic (turquoise): 1

Strategy (blue): 0

Creativity (dark blue): 0

Knowledge (yellow): 0

Memory (orange): 0

Communication (red): 0

Interaction (brown): 2

Dexterity (green): 0

Action (dark green): 0