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Kingless box art

Kingless

Players

2-6

Time

10-30

Age

14+

Weight

2

Rating

7.58

Fit

Teach 2.3

Teaching signal

Replay 4.0

High replayability

Interaction 3.7

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 3.0

Luck-sensitive

Table feel

Kingless has a high level of direct confrontation and strategic depth in confrontation. Players must frequently pay attention to and react to each other's strategies and turns. However, there is less emphasis on cooperation in the game.

Replay value

Kingless has a high variability gameboard, with multiple paths to victory and variable setups. The presence of expansions adds new content and gameplay elements, enhancing replay value. The game offers deep strategic possibilities and room for improvement over time. Player interaction is moderate. It scales well with different numbers of players. The game is moderately easy to learn, offering a balance between depth and accessibility. Overall, Kingless has a strong replayability score of 7.9.

Luck profile

Kingless has a moderate level of luck involved in the game. While random elements such as dice rolls or card draws do have an impact on the outcome, players have a significant ability to mitigate the effects of luck through strategic decisions and planning. The game strikes a balanced mix between luck and strategy, making it an engaging and challenging experience for players.

Overview

Kingless is a fast-paced, easy to learn, hard to master card game. Kingless is designed to capture the imagination as you and 1-5 friends compete for the highest score while sabotaging each other using Dwarf themed cards with rich varied artwork that brings the game to life. Each player has a hand composed of Dwarves, Events and Items drawing from the deck each turn or when certain cards are played. Dwarves and Items have an associated score which when in play counts towards a player's total score. Events can be used to remove other players' Dwarves or even make them your own. Turns are taken sequentially until an end game condition is reached, leaving all players a final turn to either push for the highest score or drag their friends down to their level. —description from the designer

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Credits

Designers

3
Nathan Brown Alex Kenworthy-Neale Sebastian Roberts

Artists

1
Anastas Ermolina

Publishers

1
Two19

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