Viscounts of the West Kingdom
Cycle townsfolk through a shifting tableau, travel the kingdom and invest in buildings, manuscripts and the castle while virtue and corruption shape the final race.
Viscounts of the West Kingdom supports 1–4 players; community best: 3 players; playing time: 60–90 minutes. A WANGO browser trial has not been confirmed.
Background & introduction
Viscounts of the West Kingdom ties deck building to movement. A newly played townsfolk card sets the turn’s travel distance and remains in your tableau for several turns, contributing icons or abilities. Improving a deck therefore changes both where you can go and what later turns can accomplish.
The outer route supports trading and construction; the inner route supports castle workers and manuscripts. Buildings reveal permanent board benefits, workers advance inward and can displace rivals, and manuscripts reward ribbon collections. Each direction needs the right mix of icons, resources and stopping position.
Criminal icons can fill a primary action’s professional requirements but add corruption pressure. Virtue and corruption collide at a scheduled point in the turn, generating debts and deeds that can expose Poverty or Prosperity. Players shape both their scoring plans and the remaining time.
Core rules & scoring
The base game supports 1–4. In multiplayer, assemble the player-count map and give each player eight starting townsfolk. Choose a paired player/hero card in reverse order, take its starting supplies and location, shuffle the hero into your deck and draw three. Stack player-count debts and deeds above Poverty and Prosperity.
Each turn has Card Management, Movement, Primary Action, Recruit, Resolve Collision and Draw Cards. Shift the tableau right, discard its departing card and resolve any drop-off effect, then play one hand card to the left and resolve its immediate effect.
Playing a Criminal gains corruption for all Criminal icons currently on your board. Criminal icons are wild only when funding primary actions, not when scoring other icon types on manuscripts. Use tableau icons, not icons in discards, for primary actions.
Move the Viscount along arrows by at least the new card’s silver value. Pay one silver per additional step; never move backward. Landing on an opponent lets that opponent rearrange their tableau immediately.
Take one primary action: outer-route trade or construction, or inner-route workers or a manuscript. Matching resources can supplement icons. You may pay to dismiss one matching local townsfolk, removing it and gaining its icons for this action plus its top-right immediate reward. Transcribe at most one manuscript, collecting its ribbon and printed benefits.
Use 1,3,5 or 8 Noble icons to place 1–4 workers in the adjacent first tier. Three of your workers in one first-tier section move one inward and one each sideways; three in a second-tier section move one to the third tier. Resolve advancement and rewards before reducing first/second-tier sections to three total workers. Displaced workers return home with compensation.
After the primary action, optionally hire one local townsfolk for silver, put it in your discards and resolve its top-right reward. Hiring retains the card for future draws, unlike dismissal. Refill to your hand limit, initially three; at or above it, draw nothing without discarding down.
Virtue and corruption stay together after meeting, but resolve and reset only in your fifth phase. Collision effects may also affect rivals. Whenever you reshuffle discards to draw, gain one corruption if your tableau has Criminal icons, otherwise one virtue. A collision during refill waits until your next fifth phase.
Revealing Poverty or Prosperity finishes the current round and triggers one complete final round. Score buildings, workers by castle tier, manuscripts, bonus cards and deeds; unpaid debts cost two, acquired deeds score one and approved deeds three. Poverty rewards approved-deed standings, while Prosperity rewards paid-debt standings. Highest score wins; ties compare combined silver/resources, then share victory.
Official solo gives you first player against one of four AI focuses. The AI shifts Scheme cards rather than using townsfolk, resolves each new card top to bottom and moves only on the outer route, but may place workers or transcribe from there. Standard ending timing gives the AI the final turn. It also scores one per leftover resource; you must strictly outscore it to win.
Rules & gameplay questions
Does a virtue/corruption collision resolve immediately?
No. The markers remain together and keep moving, then resolve in that player’s fifth phase. A reshuffle collision during refill normally waits until their next turn rather than returning to a finished phase.
Are hiring and dismissal interchangeable?
No. Hiring adds the card to discards for future use. Dismissal temporarily supplies matching icons during a primary action, gives its immediate reward and permanently removes the card. Each uses its own cost and timing.
Are Criminal icons always wild?
No. They substitute for professional icons only for primary actions. When a manuscript scores Merchant or Cleric icons, Criminals do not count as those icons.
Does revealing Poverty end the game immediately?
No. Finish the current round and play a complete final round. Further debts and deeds remain available. Both Poverty and Prosperity can be revealed and both then affect final scoring.
Can solo use the multiplayer resource tiebreak to award me a win?
No. Solo requires a strictly higher score than the AI. Its additional point per remaining resource must also be included before comparing scores.
Rules & introduction sources
- Edition
- Original 2020 Viscounts of the West Kingdom base game, using the current publisher-linked 32-page English manual and its four-AI solo overview. Excludes Gates of Gold, Keeper of Keys, Tomesaga, promos and other expansions. Specific townsfolk, manuscript and AI effects follow their components and rulebook appendix.
- Rule references
- Introduction source
- BoardGameGeek
WANGO editorial
| Parameter | Recorded value |
|---|---|
| BGG overall rank (snapshot) | #200 |
| Complexity Weight | 3.46 / 5 |
| Best player count (community) | 3 |
| Player range | 1–4 |
| Playing time (minutes) | 60–90 |
| Core mechanisms | Area Majority / Influence · Deck, Bag, and Pool Building · End Game Bonuses · Hand Management · King of the Hill · Modular Board · Rondel · Set Collection · Solo / Solitaire Game · Variable Player Powers |
| Chinese publication | Unconfirmed |
| WANGO browser play | No confirmed WANGO trial |
| Year published | 2020 |
| Suggested age | 12+ |
BGG statistics are stored snapshots, not live rankings. Source checked:2026-09-27
Player questions
What is the best player count for Viscounts of the West Kingdom, and can I play online?
Viscounts of the West Kingdom supports 1–4 players; community best: 3 players; playing time: 60–90 minutes. A WANGO browser trial has not been confirmed. Recorded mechanism tags: Solo / Solitaire Game.
How complex is Viscounts of the West Kingdom, and which mechanisms does it use?
Weight: 3.46 / 5. Mechanisms: Area Majority / Influence · Deck, Bag, and Pool Building · End Game Bonuses · Hand Management · King of the Hill · Modular Board · Rondel · Set Collection · Solo / Solitaire Game · Variable Player Powers. Chinese publication: Unconfirmed.
Where can I learn Viscounts of the West Kingdom?
No rule guide, strategy article or WANGO trial has been confirmed for this record.