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Board Game

Paladins of Highcrown

By S J Macdonald, Shem Phillips · Art by Andrew Bosley

Players 1–4
Playtime 100–200 min
Age 14+
Year 2027
  • Fantasy
  • Hand Management
  • Solo / Solitaire Game
  • Area Majority / Influence
  • End Game Bonuses
  • Scenario / Mission / Campaign Game
  • Worker Placement

Within the city of Highcrown, the World Tree grows, ancient beyond memory, its roots reaching across all of Coroneth. Its avatars, the Paladins, have kept watch for a thousand years, guarding the realm with their strength, wisdom, and magic. But something has changed. Creatures once gentle now turn savage, villages are being attacked by malevolent forces, and something restless stirs beneath the earth. Paladins and townsfolk must now rally together to face an unknown evil, intent on destroying Highcrown and all who protect the World Tree. The aim of Paladins of Highcrown is to be the player with the most Victory Points (VP) at the game’s end. Points are gained primarily by improving attributes, supplying the battlefields, taming beasts, and by persuading or inspiring the city’s inhabitants to support the defensive efforts. Each Round, players will enlist the help of a new Paladin before using their supplies of workers and resources to take various actions. Once they cannot take any further actions, they must rest, which may come with extra benefits alongside new workers for the next Round. After 5 Rounds, the player with the most Victory Points will be declared the winner! —description from the publisher

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