King of Kings (1990)
Speeltijd: 240
Min. Leeftijd: 12
Spelers: 1 - 5
Uitgever: Good Industries
Ontwerpers: William L. Banks
Kunstenaars: Onbekend
Mechanismen: Grid Movement, Dice Rolling, Hexagon Grid, Events, Simulation, Scenario / Mission / Campaign Game
Min. Leeftijd: 12
Spelers: 1 - 5
Uitgever: Good Industries
Ontwerpers: William L. Banks
Kunstenaars: Onbekend
Mechanismen: Grid Movement, Dice Rolling, Hexagon Grid, Events, Simulation, Scenario / Mission / Campaign Game
Beschrijving Tonen Opmerkingen Tonen Prijstrend
Players become the emperors/kings of empires/kingdoms of the ancient world. This may appear to be a wargame, but there are numerous roads to victory, as the use of trade and economic advancement is just as likely to prevail, in the end, as territorial expansion and conquest.
King of Kings includes 15 scenarios set from 1700 BC to 1200 AD, ranging from 1 to 5 players. A ruler can try to increase his empire by conquest, increase wealth by trade, or invest in civilisatory improvements that may well be a better path to victory than warfare. Trade is handled by caravans moving from resource areas back to the heart of your empire. As the design notes say, "this is not a wargame".
If players desire, battles can be fought in detail, by using the rules from Good Industries' other game, Ancients. Calls for Divine Intervention, as well as finding out the personal characteristics of your partner in Royal Marriages add to the colour of the game. The game end is variable, depending on the death of monarchs, which can be sudden (although it is possible in principle to continue playing as one's heir).
(source : Publisher and user's desciption)
Reimplemented by Imperator, which replaced the hex-based map with area movement.
King of Kings includes 15 scenarios set from 1700 BC to 1200 AD, ranging from 1 to 5 players. A ruler can try to increase his empire by conquest, increase wealth by trade, or invest in civilisatory improvements that may well be a better path to victory than warfare. Trade is handled by caravans moving from resource areas back to the heart of your empire. As the design notes say, "this is not a wargame".
If players desire, battles can be fought in detail, by using the rules from Good Industries' other game, Ancients. Calls for Divine Intervention, as well as finding out the personal characteristics of your partner in Royal Marriages add to the colour of the game. The game end is variable, depending on the death of monarchs, which can be sudden (although it is possible in principle to continue playing as one's heir).
(source : Publisher and user's desciption)
Reimplemented by Imperator, which replaced the hex-based map with area movement.
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ag.gameitem.lastUpdated: 2025-04-29 14:00:31.048