AI-friendly board game rules summaries — use with Claude, ChatGPT, or any AI assistant
In Kingsburg, players are governors of newly acquired territories at the edge of King Tritus’s realm. Over 5 years (rounds), players roll dice to influence the King’s 18 advisors, gaining resources to construct buildings, recruit soldiers, and defend against invading enemies each winter. The player with the most Victory Points after 5 years wins.
The game lasts 5 years. Each year has 8 phases:
Player with the fewest buildings (tiebreaker: fewest goods) rolls an extra white die during Spring. If tied on both, all tied players receive 1 good of their choice instead (no extra die). In Year 1, all players are tied, so everyone gets 1 good.
Each productive season has 4 steps:
a) Roll Dice & Adjust Turn Order All players roll simultaneously. Rerolls from Statue/Chapel are used in turn order. Reorder Turn Order Chart by dice totals (lowest = first). Ties keep previous relative order.
b) Influence Advisors In turn order, each player places dice on advisor spaces. The dice total must exactly equal the advisor’s number (1-18). Each advisor accepts only one player per season (exception: King’s Envoy). You may add one “+2” token per season to modify a dice group by +2. Must use at least one colored die. Continue until all players pass.
c) Receive Help from Advisors Resolve advisors in ascending order (#1 to #18). Each influenced advisor provides their reward to the influencing player.
d) Construct Buildings In turn order, each player may build one building by paying its goods cost. Buildings in each row must be built left-to-right. Building VP are scored immediately.
Player with the most buildings earns 1 VP. Ties: all tied players get 1 VP.
Player with the fewest buildings (tiebreaker: fewest goods; if still tied: no one gets it) receives the King’s Envoy marker. It allows one of:
In turn order, players may hire soldiers at a cost of 2 goods (any combination) per soldier. Advance on Soldiers Chart.
Reveal top enemy card. First player on Turn Order rolls 1 die — all players advance that many spaces on the Soldiers Chart (King’s reinforcements).
Compare combat value (Soldiers Chart position + building bonuses) to enemy strength:
Highest combat value among victorious players earns 1 bonus VP.
After battle: return enemy card to box, reset all tokens on Soldiers Chart to 0.
| # | Name | Reward | |—|——|——–| | 1 | Jester | +1 VP | | 2 | Squire | 1 gold | | 3 | Architect | 1 wood | | 4 | Merchant | 1 wood OR 1 gold | | 5 | Sergeant | +1 soldier | | 6 | Alchemist | Trade 1 good for the other 2 goods | | 7 | Astronomer | 1 good of choice + 1 “+2” token | | 8 | Treasurer | 2 gold | | 9 | Master Hunter | 1 wood + 1 gold OR 1 wood + 1 stone | | 10 | General | +2 soldiers + peek at top enemy card | | 11 | Swordsmith | 1 stone + 1 wood OR 1 stone + 1 gold | | 12 | Duchess | 2 goods of choice + 1 “+2” token | | 13 | Champion | 3 stone | | 14 | Smuggler | Pay 1 VP → take 3 goods of choice | | 15 | Inventor | 1 gold + 1 wood + 1 stone | | 16 | Wizard | 4 gold | | 17 | Queen | 2 goods of choice + peek at enemy card + 3 VP | | 18 | King | 1 gold + 1 wood + 1 stone + 1 soldier |
Buildings are arranged in rows on the province sheet. Must build left-to-right within each row. Each building has a goods cost, may grant VP and/or special powers. One building per productive season (unless using King’s Envoy for double build).
Game end: After Year 5’s winter battle.
Victory Points come from:
Winner: Most VP after 5 years. Tiebreakers: most goods remaining → most buildings → shared victory.
Year Phases: 1. Aid from King → 2. Spring → 3. King’s Reward → 4. Summer → 5. King’s Envoy → 6. Autumn → 7. Recruit Soldiers → 8. Winter Battle
Productive Season Steps: a) Roll & Turn Order → b) Influence Advisors → c) Receive Help → d) Construct
Combat: Soldiers Chart + building bonuses vs. enemy strength. Higher = win, equal = draw, lower = lose.
Goods: Gold, Wood, Stone. Used for buildings, soldiers, and trading.