To Court the King
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More than "Super Yahtzee"
First off, I need to say that I find this game rather underrated here at BGG. I therefore wanted to write this review (my first one, actually) in helping others decide if this game is for them or not.
OverviewTo say "To Court the King" is like "Super Yahtzee" is both semi-accurate and misleading. Yes, you roll dice and try to create certain combos, but you have lots of control over the dice. You start with 3 dice to acquire easy combos, but work your way up to 7 or more dice for more difficult combos. You're also competing for a limited number of available combos. The "story" is that you are trying "To Court the King" by associating with people on the lower rungs of society and working your way up to him. So how does it work?
Components and Base RulesDice combos are represented by attractive, sturdy cards with a painted portrait of a Renaissance type character, such as Knight, Farmer, Serving Maid, Bishop, etc. Each card has a cost (dice combo) and grants an ability to help create more difficult combos (better cards). The cards are broken out into levels of 1 to 5, with 1's easiest to acquire. Along the bottom of each card is a graphical representation of its cost and ability. (Until players are familiar with the graphics, the game comes with cheat sheets.) You may only have one of each card.
At game start, all available cards are placed face-up by tier level. The number of players determines how many of each card is available, which is listed in the rules. Only one card is acquired per turn, dependent on your final dice combo. When I teach this, I categorize cards by "quantity" and "manipulation" cards: Quantity cards give more dice, while manipulation cards alter the dice. Each card may only be used once per turn, but you can use several cards at once. As you acquire cards, keep them face-up in front of you.
Of the quantity cards, 2 give dice to roll at your turn's start: Farmer (1 extra) and General (2 extra). Other quantity dice are unique in that you place a die with a preset value on the card to pull in at any point during your turn, but only after you've rolled at least once. Of these, there are 7: One for each die number and the Queen, who allows any value. When you pull in these dice, you can use their current value or include them in your rolling. I'll refer to these as "preset" dice cards, even though they can be rolled and/or manipulated.
Turn MechanicsRoll all possible dice (at least three). These are now your "active dice". You may alter them via manipulation cards. Before rolling again, you must set aside at least 1 die to possibly use in your final combo. Once a die is set aside, you may not re-roll or manipulate it. (You do not have to determine a target combo from the onset. Be flexible!) You may also pull in any "preset" dice off your cards to set aside, manipulate, or roll. On a turn, you can roll several times, so long as you keep setting aside at least one die after each roll. Important: You do
not have to use all your dice in the final combo! (For instance, if you have four 2's and a 5, you can pick up a Guard (three-of-a-kind).
Example: You start each turn with at least three dice. On your first turn, those three dice can only acquire level 1 cards: Farmer (pair), Serving Maid (all odds), Philosopher, (all evens), Laborer (dice total at least 15), and Guard (three-of-a-kind). You roll 1, 2, 6. Nothing, so you want to keep rolling. You must set aside at least one, so you set aside the 6. (Mainly because it's the highest, which in most cases is wisest, but not always.) You roll the remaining two dice: 6, 4. Now you
could set aside the 6 and re-roll the 4, but let's weigh your options. With 6, 4, 6, you can take the Farmer, Philosopher, or Laborer. A nice selection, so you pick the Farmer. Now next turn you'll roll 4 dice (Farmer gives an extra die to roll), which will allow you to acquire a level 1 or 2 card.
Let's jump ahead several turns: You now own the Farmer, Philosopher, Hunter, and Knight. Respectively, these give: Extra die, subtract from one die and add to another, "preset" 3, and "preset" 5. (Three "quantity" cards and one "manipulation" card). To begin, place a die with a face-up 3 on your Hunter and a 5 on your Knight. Now let's roll...
You always start with three minimum dice, but you add one extra for the Farmer. You roll 1, 2, 4, 4. You could take the Magician card (small straight) by pulling in your preset 3 and 5, giving you 1, 2, 3, 4, 5 and your turn is done. This is a fine manipulation card (turn a die into any number) but say you
really want more dice, so you set your eyes on the General (2 extra dice). But to acquire him you need six-of-a-kind.
"No guts, no glory," you think, so you set aside the two 4's and pick up the 2 remaining active dice. You
could pull in the preset 3 and 5 to roll, but given the Philosopher, you can instead add one to the 3 and subtract it from the 5, thereby creating two 4's! However, there's no reason to do that now because you've already set aside dice this turn. So you'll wait and give yourself an extra roll. You roll the two active dice: 1, 4. Sweet! You set aside the 4, giving you three 4's. You roll the one die: 6. Bummer. Well, you still must set aside at least one die, so you take the preset 3 and 5 off the cards and use the Philosopher to make them two 4's. (Thereby using three cards at once.) You set them aside for a total of five 4's. Now with everything hinging on this one die roll, you flick your wrist for a (drum roll)... 2. Ah, well. You tried. But all is not lost. Check out the available character cards and see if you can take a different one...
Let's see. You happen to qualify for all 4 of your current cards, but you can't have more than one of each, so those aren't options. The total of all the dice is 22, so you can take the Merchant (20 or more) or the Laborer (15 or more). You can also take the Guard (three-of-a-kind). You also qualify for the Astronomer (two pairs) and the Noblewoman (full house) because there's no rule against the die values all being the same (two pairs of 4's / three 4's and two 4's). Pick one and the next person plays.
Worst case scenario: If your final combo doesn't match any cards available, you at least get a consolation card of the Fool. He only gives you the ability to re-roll one active die, but at least it's something. (If later in the game you are again unable to get an available card, flip the Fool over for the Charlatan, who gives you an extra die to roll.)
Playing TipWaiting to know when to pull in your preset dice is huge. Example: Earlier, you could have made a small straight by adding the preset 3 and 5 to your 1, 2, 4, 4. But let's say you
really wanted the Alchemist (large straight). You could set aside the 1, 2, 4, along with the 3 and 5, then try to roll a 6, but that only gives you one chance. Instead, set aside the 1, 2, and 4. Now re-roll that extra 4. If you fail to get 6, set aside the preset 3. Roll again. If you fail again, set aside the preset 5. Now roll again for your last chance. As you can see, wisely playing the preset dice can extend the number of times you re-roll other dice. Of course, in other scenarios it's smarter to include them after your initial roll.
On a personal note, it's the preset dice cards that made me cock an eyebrow at this game. Not everyone sees and uses it all the time, though to some it's very obvious. But it's a unique and key mechanic that I admire about this game.
RoundsOnce a round is made, the last person starts the next round. This is remembered with a game marker. So with three players, player A starts, followed by B and C. Then C takes the marker and starts the next round, etc. Without this, those who always play early in the round would have an advantage. (In short, they'd always have the "first pick" with X number of cards in their hand.) Many reviews here criticize this mechanic, calling it cumbersome and unnecessary. I disagree with both claims and fail to see why there's such a whine-fest about it.
End GameThe end game starts when the King is taken (with at least seven-of-a-kind). He doesn't give an ability, but comes with the Queen who gives a "preset" dice of any number. The current round finishes, letting others acquire one more card. After that, those who didn't take the King try to steal him. Since a player gets the King with X-of-a-kind (where X is at least 7) this can be done two ways: By getting a better X-of-a-kind (higher pip values) or more than an X-of-a-kind (X+1, X+2, etc.) Ties cannot steal the King. After everyone tries, if the king was stolen, the player who first won the King tries to steal it back. He
can win on a tie. After that, the game ends and the one with the King wins.
Example: We have five players. Player D started the latest round and Player E followed. Player A wins the King (and the Queen) with seven 5's. Players B and C play for one more card. Now players try to steal the King. Player C gets eight 3's and steals it. (Yet Player A keeps the Queen, who cannot be stolen.) Player D rolls eight 6's and steals it. Player E rolls eight 6's, but cannot win on a tie. Player B's cards don't even allow eight dice, so he doesn't try. Now Player A rolls. He
can win on a tie with eight 6's, but he rolls nine 4's! He wins back the king and wins the game.
ObservationsThose with analytical minds initially do better and therefore have more immediate enjoyment. Yet they also tire of the game sooner because they have most of the strategies figured out after several plays. Others may have somewhat more trouble from the onset, but tend to stick with the game longer and enjoy it more as it's fun and attractive.
So to some this will feel like a "light" game, but "medium" to others. And although you can play this very analytically, others don't need to in order to enjoy it. They may make weaker choices and you can "correct" them if they're open to it, but be wary, because with all a player's cards in the open, it's very easy to move from coaching a player to playing for them, which will frustrate both of you.
I've found this to be a great game in attracting non-gamers. Though when you first teach non-gamers, don't make them take the Fool if they fail to get a combo, especially early in the game. That can be frustrating, so let them try again, assuming you want them to play again.
This is a nice filler game for 2-3 players who really know how to play it. With 4 or 5 players, if there's even one person who's not up on it, there's a lot of down time between turns, which will feel even longer if you only take a minute. This is also a great game for couples: It's one of a few games I've used to draw in my non-gaming wife.
Final ThoughtsIn my opinion, Yahtzee is to "To Court the King" as Risk is to "Axis and Allies." Meaning...
1) If you like the former, you'll like the latter.
2) If you find the former too simple, you should give the latter a chance.
3) If you once enjoyed the former, you'll enjoy the latter... at least for a while.
4) Yes, there's a base similarity (dice combos / ruling the world) but the latter takes it to another level.
Some say they've got this game all figured out and no longer care for it. For gamers, I can see this as a legit concern and one I could voice myself. But that doesn't mean I don't have fun with a certain crowd, and I've found that to be non-gamers. They enjoy the dice, artwork, as well as interacting and figuring out how to make combos work. They're not out to dominate and maximize to the Nth degree, but to have fun. In my book, that's what a game should do.
Again, I believe this game is underrated on BGG, which is unfortunate. Though maybe it
is accurate for strictly "gamer" circles, which BGG primarily is. Yes, I enjoy games like Battlelore or Dungeon Twister far more with another gamer, but I've had more enjoyable gaming sessions with this one, given the right players.