Overview
Kings & Things is a fantasy board game where 2-4 players are minor nobles vying for control of the broken kingdom of Kadab. Players expand their territory across varied terrain hexes, recruit rag-tag armies of mythical creatures, hire powerful Heroes, and build fortifications (towers, keeps, castles, and finally a citadel). The first player to build a citadel and successfully defend it wins the game.
Components
- Hex tiles (various terrain types: jungle, plains, swamp, desert, forest, frozen waste, mountains)
- Thing counters (creatures, events, special items — drawn from a bag)
- Hero counters (powerful leaders with special abilities)
- Building markers (towers, keeps, castles, citadels)
- Gold counters and treasure counters
- Special income counters (Diamond Field, Timberland, Farmlands, Oil Field, Copper/Silver/Gold Mine, Elephants’ Graveyard, Peat Bog, Pearl)
- Player shields (to hide recruited Things)
- Dice
Setup
- Place starting hex tiles on the table. Each player starts with a small kingdom of hexes.
- Place unexplored hex tiles face-down around the starting positions.
- Each player draws initial Thing counters from the bag and places them behind their player shield.
- Each player places starting fortifications (tower) on their home hex.
- Distribute starting gold to each player.
- Determine first player.
Turn Structure
Each turn follows a fixed sequence of phases:
- Gold Collection: Collect income based on controlled hexes and special income counters.
- Hero Recruitment: Attempt to recruit a Hero by rolling dice (gold can modify the roll).
- Thing Recruitment: Draw free recruits from the Thing bag. May pay gold for paid recruits. May trade Things with the bag.
- Deployment: Place Things, Heroes, and bluff counters from behind your shield onto hexes you control.
- Movement: Move stacks of counters across the board (movement speed depends on terrain and creature type; flying creatures have special movement).
- Exploration: When moving into unexplored hexes, reveal the terrain and fight native defenders.
- Combat: Resolve battles between opposing stacks.
- Construction: Build or upgrade fortifications (tower → keep → castle → citadel).
Actions
Gold and Income
- Each controlled hex produces income based on terrain type.
- Special income counters (mines, farmlands, etc.) provide bonus gold.
- Treasure counters provide one-time gold bonuses.
Hero Recruitment
- Roll dice to attempt recruiting a Hero. Gold can be spent to modify the roll.
- Heroes have special abilities and lead armies.
- Heroes can be discharged or may flee if their army is defeated.
Thing Recruitment
- Free recruits: Draw Things from the bag at no cost.
- Paid recruits: Spend gold to draw additional Things.
- Trades: Exchange unwanted Things with the bag.
- Player shields hold Things in reserve until deployment.
Deployment
- Place Things and Heroes on hexes you control.
- Bluff creatures can be deployed as decoys (face-down counters that may or may not be real).
- Things can only be placed on terrain matching their type (jungle creatures in jungle, etc.).
Movement
- Regular creatures: movement varies by terrain.
- Flying creatures: Can move over any terrain and have extended range.
- Cannot move through enemy-controlled hexes without stopping to fight.
Exploration
- Moving into an unexplored hex reveals its terrain type.
- Roll to determine native defenders.
- Bribery: May attempt to bribe defenders instead of fighting.
- If defenders are defeated, the hex is claimed.
Combat
- Battles are resolved in rounds.
- Each combat round: players roll dice for hits based on their creatures’ combat values.
- Hits are applied; creatures are eliminated when hit.
- Retreats are possible after any combat round.
- Special creatures have abilities that affect combat (magic, ranged attacks, charging, etc.).
Construction
- Build fortifications on controlled hexes to protect territory.
- Tower (cheapest) → Keep → Castle → Citadel (most expensive, required to win).
- Each level provides increasing defensive bonuses.
Scoring / Victory Conditions
The game is won by building a Citadel and controlling it. Specifically:
- A player must accumulate enough gold and resources to build a Citadel (the final upgrade from Castle).
- The Citadel must survive — if opponents cannot destroy it, the player who built it wins.
- If multiple players build Citadels, the game continues until only one Citadel remains.
Special Rules & Edge Cases
- Bluff counters: Decoy deployments create uncertainty about army composition. Bluffs are revealed only in combat.
- Event counters: Some Things drawn from the bag are events (Weather Control, Defection, Dark Plague, Small Pox, Vandals, Good Harvest, Terrain Disaster, etc.) that have immediate effects.
- Special characters: Named Heroes (Jungle Lord, Dwarf King, Elf Lord, Ice Lord, etc.) have unique terrain-specific bonuses.
- Magical items: Talisman, Dust of Defense, Elixir, Bow, Golem, Lucky Charm, Sword — provide combat or exploration bonuses.
- Terrain matching: Many creatures can only be recruited or deployed in specific terrain types.
- 2-3 player variant: Adjusted starting positions and hex layout for fewer players.
- Thing bag management: When the bag empties, discarded/eliminated Things are returned to it.
Player Reference
Turn: Income → Recruit Hero → Recruit Things → Deploy → Move → Explore → Combat → Build
Construction: Tower → Keep → Castle → Citadel (win condition)
Combat: Roll dice per creature → Apply hits → Retreat or continue
Win: Build and hold a Citadel.