AI-friendly board game rules summaries — use with Claude, ChatGPT, or any AI assistant
Paladins of the West Kingdom is a worker placement and resource management game set in the West Francia circa 900 AD. Players assume the role of noble Paladins tasked with defending the city against outsiders, commissioning monks to build outposts, and converting the populace to the one true faith. Workers come in multiple colors with different effects, and players must manage their virtue/corruption, faith/influence tracks while hiring townsfolk and developing their abilities.
The game plays over 7 rounds. Each round:
Players place workers to perform actions:
| Action | Effect |
|---|---|
| Fortify | Build fortifications and garrison; advance Strength |
| Commission | Send monks to build outposts; costs Provisions |
| Absolve | Convert populace; advance Faith |
| Attack | Fight outsiders threatening the kingdom; requires Strength |
| Pray | Gain Faith and spiritual benefits |
| Hire Townsfolk | Recruit new workers with special abilities |
| Develop | Upgrade buildings and gain VP |
| Trade | Exchange resources at the market |
| Tax | Gain Silver or Provisions (may affect Virtue) |
Worker colors matter: Different actions require specific colors. Black and Silver workers have special properties. Using certain workers may affect your Virtue/Corruption track.
After 7 rounds, calculate VP:
| Source | Points |
|---|---|
| Completed King’s Orders | Variable VP |
| King’s Favors | Variable VP |
| Built outposts/fortifications | VP per structure |
| Faith/Strength/Influence tracks | VP based on position |
| Virtue track | VP or penalty based on position |
| Remaining resources | Minor VP |
| Townsfolk bonuses | Variable VP |
Highest VP total wins.
Game length: 7 rounds
Round: Reveal Paladin → Take turns placing workers → End of round cleanup
Worker colors: Blue/Green/Red (standard), Black (flexible/corrupt), Silver/Gold (premium)
Tracks: Faith, Strength, Influence, Virtue/Corruption
Win: Most VP after 7 rounds