Architects of the West Kingdom

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Architects of the West Kingdom

Overview

Architects of the West Kingdom is a worker-placement game set in the Carolingian Empire, circa 850 AD. Players are royal architects competing to impress the king by constructing buildings and advancing work on the Cathedral. The key mechanic: resources gained at a location scale with the number of your own workers already there (your 3rd worker at the Forest yields 3 Wood, not 1). A Virtue Track tracks your moral standing — high virtue earns VP and Cathedral access; low virtue opens Black Market access and Tax shortcuts but risks Debt penalties. The game ends when all Guildhall worker spaces are filled, triggering one final round. Most VP wins.

Components

Setup

  1. Place Main Board in center.
  2. Shuffle Black Market Cards; place on left Black Market space, “Small Market” side up.
  3. Shuffle Reward Cards; place (2 × players + 1) cards facedown to the right of the Cathedral. Return excess to box.
  4. Place all Debt Cards near the Guardhouse, “unpaid” side up.
  5. Place Multiplier Cards and all resources in a supply near the board.
  6. Place 4 Silver above the Tax Stand.
  7. Shuffle Apprentice Cards; reveal 1 into each of the 8 Workshop spaces.
  8. Shuffle Building Cards; place facedown by the Workshop.
  9. Each player takes a Player Board (Side 1 unless using Variable Setup) and 20 Workers.
  10. Each player places 1 marker below the Cathedral and 1 on space 7 of the Virtue Track.
  11. Deal 4 Building Cards to each player. Draft: keep 1, pass left; keep 1, pass left; of the last 2 received, keep 1, discard 1 facedown under the pile. Each player starts with 3 Building Cards in hand (max hand size 6). Building Cards in hand are secret throughout the game.
  12. Randomly choose start player. They receive 3 Silver; each subsequent player receives 1 more Silver than the player to their right (2nd player: 4 Silver, 3rd: 5 Silver, etc.).

Variable Setup: Use Side 2 of Player Boards for unique player abilities. Starting resources and Virtue differ per character (see Variable Setup section). Turn order is determined by Virtue (highest goes first). Players do not receive extra Silver based on turn order.

Turn Structure

Play proceeds clockwise. On your turn, place exactly 1 Worker from your Player Board to a location on the Main Board and resolve that location’s effects.

Special Rule — No Workers: If you start your turn with no Workers on your board, spend your entire turn returning any 1 Worker from the Main Board to your board (cannot come from Guildhall, Black Market, Prison, or an opposing player’s Board). You do not place that Worker until next turn.

The game ends once all Guildhall spaces are filled (number of spaces used scales with player count: 3+, 4+, and 5+ icons indicate additional columns). After the last Guildhall Worker is placed, every player (including that player) takes 1 final turn.

Actions

Location Types

Resource Locations (Quarry, Forest, Mines, Silversmith)

Resources gained = number of your own Workers at the location after placing (opposing Workers are irrelevant).

Location Resource
Quarry Stone (1 per your worker there)
Forest Wood (1 per your worker there)
Silversmith Silver: 1 + 1 per your worker there (e.g., 4th worker = 5 Silver)
Mines Choose either: Clay (1 + 1 per worker) or Gold (1 per 2 workers). Cannot split. First worker can only take Clay (need ≥2 workers for Gold). Example: 5th worker = 6 Clay or 2 Gold.

King’s Storehouse

Take 1 action per Worker you have there. Available actions:

Certain Apprentices (Merchant, Trader, Patron) add further actions here.

Workshop

Choose one action:

Hire an Apprentice:

Draw Building Cards:

Town Centre

For each Worker you have at the Town Centre, spend 1 Silver to capture 1 group of same-colored Workers from 1 “large open circle” location. The first Silver is Tax (to Tax Stand space); all additional Silver goes to Supply.

Tax Stand

Take all Silver above the Tax Stand and add it to your supply. Lose 2 Virtue. Cannot use this location if there is no Tax Silver there.

Black Market

3 spaces (1 Worker per space, cannot be captured). Current card text drives the actions. Typical options:

  1. Pay 1 Silver + lose 1 Virtue → gain 1 Marble + 1 Stone
  2. Pay 2 Silver + lose 1 Virtue → either hire any faceup Apprentice (plus any Silver on that card), or draw 5 Building Cards and keep 1
  3. Pay 3 Silver + lose 1 Virtue → gain 1 Gold + 1 Stone + 2 Wood

Restriction: Players with 10 or more Virtue cannot place Workers in the Black Market. (Drops below 10 → restriction lifts.)

Guardhouse

Take 1 action per Worker you have there (actions in any order, may repeat):

  1. Send all captured Workers from your board to Prison → gain 1 Silver per Worker.
  2. Release all your own Workers from Prison → return them to your board.
  3. Release all your Workers from opponents’ boards: pay 5 Silver (2 Tax), or take 1 Debt + lose 1 Virtue. Requires at least 1 captured Worker on opponents’ boards.
  4. Pay off 1 Debt: pay 6 Silver (3 Tax). Flip the Debt Card to “paid” side. Immediately gain 1 Virtue (plus any Debt Collector Apprentice bonuses). May pay multiple Debts per turn (resolve each separately).

Guildhall

Place a Worker (lay flat, fill left-to-right top-to-bottom) and do one of:

Construct a Building from your hand:

Advance work on the Cathedral:

Cathedral VP at game end = VP shown in the yellow flag at your current level.

Virtue Track

Range: 0 to 14+. Start: 7.

Threshold Effect
≥15 Each point gained above 14 destroys 1 unpaid Debt (returned to pile, no other effects)
≥10 Cannot place Workers in Black Market
≤3 Ignore 1 Tax per “avoid Tax” icon at your current level (check track)
≤4 Cannot advance work on Cathedral
<0 Each point below 0 forces taking 1 Debt Card (“unpaid” side up)

End-game VP from Virtue: the track shows VP values in yellow flags at the upper and lower levels.

Black Market Reset

Triggered when:

  1. All 3 Black Market spaces are filled, OR
  2. A Worker is placed on either left-most space on the bottom 2 rows of the Guildhall.

Resolve the triggering action first, then:

  1. Move all Black Market Workers to Prison.
  2. Flip the top Small Market Card (left pile) faceup onto the Large Market (right pile).
  3. Any Reset-based Apprentice abilities trigger (in any order players choose).
  4. All players with ≥3 Workers in Prison lose 1 Virtue.
  5. The player(s) with the most Workers in Prison each take 1 Debt Card (“unpaid”).

If the Small Market pile is empty during reset: shuffle all Large Market Cards to form a new Small Market pile.

Scoring / Victory Conditions

After the final round, resolve all end-game Building effects, then score:

Item VP
Buildings VP shown on each card (including end-game bonuses)
Cathedral VP from yellow flag at your current level
Gold +1 VP each
Marble +1 VP each
Silver +1 VP per 10 Silver
Virtue Track position + or − VP per yellow flags on track
Unpaid Debt Cards −2 VP each
Workers in Prison −1 VP per pair (odd Worker has no effect)

Tiebreakers: Most Virtue → most Silver → shared victory.

Special Rules & Edge Cases

Player Reference

Apprentice abilities:

Variable Setup characters: