Welcome to Kingsburg!
In this exciting game, you have five years to prove yourself as the best Governor of the magical kingdom of Kingsburg by earning the highest number of victory points. Your goal is to manage your resources, construct buildings, and prepare for battle against dangerous creatures that threaten the kingdom. But fear not, for you are not alone! Each season, you will roll three dice to determine which advisors you can sway to obtain resources, military forces, and bonuses for your dice. And at the end of each year, you must face off against enemies who seek to invade the kingdom and destroy everything you’ve worked for.
Setting Up the Game
- First, set up your province by arranging the buildings on your board.
- Next, take the building tokens and the three dice in your chosen color.
- Finally, place your Military Force pawn on the starting space of the military track.
I’m going to walk you through how to set up the game board. First, let’s grab our pawns and put them in their starting positions. Take the Score pawn and place it on the 0 square of the Score track. Next, grab the Turn Order pawn and place it on the 0 square of the Turn Order track.
Now, it’s time to place some tokens on the board. Start by putting the Year token on square I of the Year track. Then, grab the Season counter and place it on square 1 of the Seasons track. Also, don’t forget to put the King’s Envoy pawn on the slot in square 5 of the Seasons track that matches its color.
Next, let’s distribute some items on the board. Put the Goods cubes in their corresponding areas on the board. Also, place the +2 tokens on the matching area of the board.
Lastly, we need to set up the Battle area. Take one Enemy card from each year’s set of cards (1 card I, 1 card II, 1 card III, 1 card IV, and 1 card V) and place them on square 8 of the Seasons track, in ascending order. Make sure not to look at the cards when you’re selecting them.
And there you have it! The game board is all set up and ready for you to start playing. Enjoy!
GAMEPLAY
The game is a five-year journey that consists of 20 game rounds. Let me break it down for you:
- First, we have three production seasons: spring, summer, and autumn.
- Then comes the battle season, which happens during winter.
During the three production seasons, you’ll need to strategize and make the most out of your counsellors and buildings, so you’ll be well-prepared for the battle that takes place in winter.
Now, let me walk you through the eight steps that make up a year:
- King’s Help: At the beginning of spring, the player who has the fewest buildings gets a white die. This die can be rolled during the spring season and only during the spring season.
- Spring: This is the first production season.
- King’s Reward: The player who has the most buildings gets a victory point.
- Summer: This is the second production season.
I’m the King’s Envoy, and I’m here to tell you all about the exciting world of board games! Let’s dive right into it.
First up, we have a game called King’s Envoy. In this game, the player with the fewest buildings will get some help from me, the King’s Envoy. I can do two things: I can either influence a counsellor that has already been influenced, or I can build two buildings instead of just one during a production season. When I’m used, I go back to my square, ready to help again.
Speaking of production seasons, let’s talk about that next. A production season is like the autumn season in the game. It’s a time for gathering resources and preparing for battles.
During a production season, you get to roll three dice. This will determine what resources you receive. Each player takes turns rolling the dice, and then they get their goodies based on the results.
But that’s not all. You can also recruit soldiers during a production season. All you need to do is pay two goods of your choice for each point of military strength you want. It’s a great way to build up your army and prepare for battles.
And speaking of battles, that’s our last topic. When it’s time for a battle, the Enemies of the Current Year map is revealed, and the battle is resolved. It’s an exciting and strategic part of the game.
So there you have it, the basics of King’s Envoy. It’s a game full of strategy, resource management, and excitement. I hope this overview has piqued your interest, and if it has, make sure to give this game a try. Happy gaming!
Alright, let’s get started! I’m here to explain the steps you’ll need to take to play the game. Here they are:
1. Adjusting the Turn Order: To begin, we need to update the turn order. This means we move the Turn Order pawns based on the results of the dice. The player with the lower dice score goes first.
2. Influencing Counsellors: In this step, we go one by one in turn order. Each player gets a chance to influence a counsellor by placing one or more dice on them. The dice value must match the number shown on the counsellor.
– Remember, you can’t influence a counsellor if it’s already been influenced by other dice. Unless, of course, you have the King’s Envoy!
– If you want to increase the value of your dice set, you can use +2 tokens. But remember, you can’t make a set using only tokens.
3. Receiving Help from Counsellors: Once every player has finished placing their dice, it’s time to reap the rewards. You get to collect the resources or effects from each Counsellor you’ve successfully influenced.
4. Constructing a Building: And finally, the last step! It’s time to build a building. You can use the resources you’ve collected to construct your very own building.
There you have it! These are the steps you need to follow to play the game. I hope you’re excited to get started!
When playing the game, I can construct a building on my Province board by paying the cost displayed in the round box of the building. It’s important to note the following:
- I can only construct a building if I have already built the previous buildings on the same line.
- During a production season, I can only construct one building (unless I use the King’s Envoy).
To indicate that I have built a building, I place a building token on the round box. Buildings not only provide immediate victory points, but they also offer various bonuses to enhance my province.

Let me give you an example: the black player has two white dice. One is because they have fewer buildings than everyone else, and the other is thanks to their Farms building. They roll a total of 18, while the red player rolls 16 and the green player rolls 13.
- First, the green player takes their turn. They use a 4 to influence the Sergeant, whose number is 5. However, the green player has the Market built, so they can influence a Counsellor for one more or one less than the used die.
- Next, the red player also has a Market and uses it to influence the Swordsmith with a 10 instead of 11.
- Then, it’s the black player’s turn again. They use a 15 and a +2 token to influence the Queen.
- The green player uses their remaining dice (6+3) to influence the Master Hunter, whose value is 9.
- Finally, the red player uses the Market’s power again to influence the Astronomer with a 6 instead of a 7.
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I still have 3 influence tokens left, which I can use to have an impact on the Architect. The Architect is an important figure in the game.
Now, let’s see what each player collects:
– The green player gains 1 Military strength from the Sergeant.
– The Master Hunter provides the green player with 1 wood and 1 gold.
– The Astronomer offers the green player a good of their choice and a +2 token.
– The Swordsmith grants the green player 1 gold and 1 stone (they could have chosen 1 wood and 1 stone instead).
– The Queen is quite powerful. The green player gets 2 goods of their choice, 3 victory points, and the ability to secretly look at the current Enemy card.
– Lastly, the green player receives 1 wood from the Architect.
In the winter battle, each player compares their military strength with that of the revealed Enemy card. If a player’s military strength is lower, they lose the battle and suffer the malus indicated on the card.
In the game, there are battles between players, and the winner of each battle gets a bonus. If a player has a higher military strength, they win the battle and receive the bonus shown on the card. If there is a tie, the enemies are barely repelled, so there is no bonus or penalty.
If a player loses a battle, they can face different consequences. They may lose resources by putting them back into the reserve. If they don’t have enough resources, they only lose what they have. They can also lose victory points by moving their pawn back on the Score track. Additionally, they may lose buildings. The buildings in the rightmost column are always destroyed first. If there are multiple buildings in the rightmost column, the one at the top is destroyed first.
After each player’s battle is resolved, the military strength of each winning player is compared. The player with the strongest army wins one victory point.
END OF GAME
In the end, after five years, the player with the most victory points will be declared the winner. If there happens to be a tie, the player with the greatest amount of goods will be awarded the victory. And if, by some rare chance, there is still a tie, the player with the most buildings will be the one celebrated. But if the tie persists, well, it’s a perfectly balanced tie!
VARIATIONS
Rules for 2 players
The only difference is this: before each production season, three white dice are rolled and placed on the corresponding counsellor, and then two more white dice are rolled and placed on the same counsellor. However, if that counsellor already has three dice from a previous roll, the dice are separated and one is placed on each possible counsellor.