<rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/">
<channel>
	<title>Game: Kings Progress</title>
	<link>http://www.boardgamegeek.com/boardgame/19418</link>
	<language>en-us</language>
	<lastBuildDate>Tue, 07 Oct 2008 17:23:17 -0500</lastBuildDate>
	<pubDate>Tue, 07 Oct 2008 17:23:17 -0500</pubDate>
	<webMaster>aldie@boardgamegeek.com</webMaster>
	<description>BoardGameGeek features information related to the board gaming hobby</description><item>
	<title>Thread: Re: On The Road With Henry VIII</title>
	<description>Agree with you, this is one of those underrated gems that for some reason has fallen through the cracks as far as the BGG cogniscenti are concerned.</description>
	<link>http://www.boardgamegeek.com/article/2577547#2577547</link>
	<pubDate>2008-08-21T17:12:02+00:00</pubDate>
	<dc:creator>John Weber</dc:creator>
</item><item>
	<title>Thread: On The Road With Henry VIII</title>
	<description>&lt;font color='#660000'&gt;&lt;b&gt;Kings Progress&lt;br&gt;&lt;br&gt;<![CDATA[<div style=''><a href="/image/92368"><img src="http://images.boardgamegeek.com/images/pic92368_t.jpg" border=0></a></div>]]>&lt;br&gt;A Card-game/Boardgame for 3-5 Players&lt;br&gt;Playing Time – No More Than 90 minutes&lt;br&gt;Designed by Steve Kingsbury&lt;br&gt;Published by ‘JKL&amp;M Games’ (2005)&lt;/b&gt;&lt;/font&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;It is amazing what you can learn by playing games. Being an Australian I had never heard of a ‘Kings Progress’ until I came across this game. Apparently for several weeks each year King Henry VIII of England would make a tour of his country and this was called the Kings Progress. Henry would take his entire court on the road and visit many distant areas of his realm, staying at the homes and the rich and famous (not to mention powerful). While on his progress, the King would take many wagonloads of his domestic paraphernalia (such as chairs, tables, candlesticks, bathtubs, and perhaps even the proverbial kitchen-sink). While on tour many local dignitaries (and perhaps even ‘not-so-local’) would call upon the king, seeking to ingratiate themselves – as subjects are want to do. This is the world in which the game, Kings Progress, is set.&lt;br&gt;&lt;br&gt;The idea of Henry VIII visiting Royal Castles and giving away gifts doesn’t sound terribly exciting but I was happy enough to purchase the game from ‘JKL&amp;M’ games on the strength of a previous purchase of one of their games, 1861: the Railroads of the Russian Empire.&lt;br&gt;&lt;br&gt;<![CDATA[<div style=''><a href="/image/321157"><img src="http://images.boardgamegeek.com/images/pic321157_t.jpg" border=0></a></div>]]>&lt;br&gt;I was very impressed with the physical quality of 1861 and was a little disappointed with the physical quality of Kings Progress (and Kogge, which I purchased at the same time). My initial impression of the game was that it had a home-made feel to it – although the box is fairly sturdy. The cards come printed in several sheets and need to be separated before they can be used. My first thought was that they are very thin – but playing Ticket to Ride immediately following Kings Progress, the cards felt only slightly thinner than the cards in that train game. The game-board, although appearing that it is home-made rather than professionally printed, is quite attractive, giving the impression of an artistic map of the period laid upon a timber table. There are deep colours and it does look quite good and is very functional.&lt;br&gt;&lt;br&gt;<![CDATA[<div style=''><a href="/image/321158"><img src="http://images.boardgamegeek.com/images/pic321158_t.jpg" border=0></a></div>]]>&lt;br&gt;Kings Progress is a cross between a card game and a boardgame. The object is to collect sets of influence cards that will allow you to control various courtiers (which will directly lead to the acquisition of gift cards) and then to collect sets of gift cards that will score you prestige points.&lt;br&gt;&lt;br&gt;<![CDATA[<div style=''><a href="/image/94396"><img src="http://images.boardgamegeek.com/images/pic94396_t.jpg" border=0></a></div>]]>&lt;br&gt;&lt;font color='#660000'&gt;&lt;u&gt;&lt;b&gt;Brief Explanation of the Game&lt;/b&gt;&lt;/u&gt;&lt;/font&gt;&lt;br&gt;&lt;br&gt;The game runs for three turns. Each turn continues until either 5 of the 8 courtiers have arrived at court or until the King’s pawn reaches the end of the Player Round Track.&lt;br&gt;&lt;br&gt;There are 8 courtier pawns – each have their own home castle. Players try to collect cards that match each of the courtiers and meld them. At the same time the players try to move the courtiers that they hope to control towards the royal castle that is the current location of the king. As each courtier arrives at the royal castle the person having major control of that courtier will receive gifts from the king. The gifts are either castles, land, money, offices or titles. At the end of each turn the person who has the largest set of matching gifts will receive prestige points.&lt;br&gt;&lt;br&gt;Each round each player is allowed to perform two actions. The available actions are Advance (move a courtier towards the Royal Castle), Build (play influence cards to take control of a courtier), Collect (take influence cards into your hand) or Discard (remove exposed cards from your own melds). Actions may be repeated but all actions taken must be taken in alphabetical order (A, B, C and then D).&lt;br&gt;&lt;br&gt;At the end of the game the person with the most prestige points will be declared winner and can announce to all and sundry, “I am the most prestigious person at this gathering!”&lt;br&gt;&lt;br&gt;For those want a more detailed explanation of the game you could a lot worse than read Steve Kingsbury’s own review of his game (&lt;A target='_blank' href=&quot;http://www.boardgamegeek.com/thread/79970&quot; rel=&quot;nofollow&quot;&gt;http://www.boardgamegeek.com/thread/79970&lt;/A&gt;).&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;b&gt;Everything Is Back-to-front&lt;/b&gt; – one of the essential elements of the game is that you are limited to only two actions each round. The actions must be performed in the order Advance, Build, Collect and Discard. The problem is that it would nice to collect a card and then build it (meld it) in front of you OR build a card and then move a courtier. This is a very nice design feature in the game and makes planning the order in which you will conduct your actions from round to round quite important.&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;b&gt;I Want To Collect Cards&lt;/b&gt; – it is nice to collect cards and give yourself a better chance to become the Major power controlling each courtier. If you spend too much time collecting cards the downside is that you less time to move the courtier towards the Royal Castle.&lt;br&gt;&lt;br&gt;&lt;br&gt;One of the nice aspects of the game is that you have to get your timing right. If you spend actions moving a courtier you hope to control towards the Royal Castle, you have fewer actions available to collect cards and to lay down melds. If you see someone else moving a courtier you may decide to try to collect matching cards and then hope to take control just before they move into court. Each of the 8 courtiers has 8 cards (two each of 0 value, 1 value, 2 value and 3 value).&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;b&gt;Not All Courtiers Are Equal&lt;/b&gt; – the person who has major control of each courtier is allowed to use a special ability associated with that courtier.&lt;br&gt;&lt;br&gt;&lt;i&gt;Chamberlain – allows you to put non-matching cards into melds&lt;br&gt;Chaplain – allows you to perform three actions in any order (very powerful)&lt;br&gt;Knight – allows you a free advance for any courtier&lt;br&gt;Mistress – gives you the chance of gaining an extra influence card in your hand&lt;br&gt;Privy Seal – can change the order of cards within two of your melds&lt;br&gt;Secretary – can rearrange gifts&lt;br&gt;Steward – can draw a discarded card&lt;br&gt;Treasurer – gives you the chance of scoring extra prestige points&lt;br&gt;&lt;/i&gt;&lt;br&gt;This means that obtaining a Major control of some courtiers is more useful than others.&lt;br&gt;&lt;br&gt;<![CDATA[<div style=''><a href="/image/94801"><img src="http://images.boardgamegeek.com/images/pic94801_t.jpg" border=0></a></div>]]>&lt;br&gt;&lt;b&gt;How Much Control Is Enough?&lt;/b&gt; – judging how much control to exert on a courtier is not as simple a question as it may appear. Each courtier’s special ability can only be used once by the person with Major control – the ability is then exhausted. Each time there is a chance of control the ability becomes refreshed. It may be beneficial not to lay all your cards on the table but to keep some in reserve, hoping that someone else will take Major control of a courtier and then allow you to retake control and be able to use the ability a second time.&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;b&gt;Highly Interactive&lt;/b&gt; – the game involves a high degree of player interaction on several levels. There is interaction as you see which courtiers are being moved by other players and decide if you can use those moves to your advantage. You should be perusing other players’ melds, and watching which influence cards they draw, as you decide which courtiers you think you can gain control over. As the final object of the game is to score points for sets of gift cards, looking at the cards on offer each turn may show that if there is only one set of gifts that is especially beneficial to you – consequently there is a bit of a race to get to the castle first with your courtier and so have first pick of the gifts.&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;b&gt;Minor Control&lt;/b&gt; – at the end of each turn the player with Minor control of the five courtiers who have arrived at court get to select a single gift. Looking at how to gain Minor control of courtiers is quite important.&lt;br&gt;&lt;br&gt;<![CDATA[<div style=''><a href="/image/94393"><img src="http://images.boardgamegeek.com/images/pic94393_t.jpg" border=0></a></div>]]>&lt;br&gt;&lt;b&gt;Courtiers Left Out in the Cold&lt;/b&gt; – each turn only a maximum of five courtiers will arrive at the Royal Court.  At the end of each turn these five courtiers are returned to their home castles. The other three courtiers remain where there were at the end of the turn. This means that it is possible to position a courtier favourably so that they have an advantage for the following turn, based on their location.&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;b&gt;Be There Any Discontent in the Kingdom?&lt;/b&gt; – It would be nice to have better components – but as this is a small company I feel they should be congratulated for a good game design and the courage to publish it in opposition to much larger companies. The rules are quite good - Initially I felt that the rules regarding how and when Minor control of courtiers takes place seemed somewhat vague but that was my error for rushing through the rules - everything seems quite unambiguous and very clear - a player aid card and summary would have made a good set of rules even better.&lt;br&gt;&lt;br&gt;<![CDATA[<div style=''><a href="/image/94394"><img src="http://images.boardgamegeek.com/images/pic94394_t.jpg" border=0></a></div>]]>&lt;br&gt;&lt;b&gt;It is a nice game.&lt;/b&gt; It plays quickly and all players feel quite involved, even during other players’ turns. The 90 minute playtime goes very quickly. The game is full of difficult decisions – it has been designed so that you really want to do more than just two actions a turn and really would like to perform actions in the very opposite order to which you are forced to play your actions. It doesn’t seem to me that luck plays a large role in the game. Certainly the order in which the influence and gift cards are revealed will influence your options but the final outcome will be the result of how well you read the intention of other players and how you can meld your plans to take advantage of their plans and how well you count the cards as you try to gain majorities of both types of cards. The game will have excellent replayability due to the order in which Royal Castles are visited changes from game to game (giving courtiers differing levels of accessibility from game to game).&lt;br&gt;&lt;br&gt;&lt;br&gt;Like many interesting games, the first time you play it may be a little unsettling for some players as you come to grips with the mechanics of the game and the key to scoring. I look forward to the next time that it hits the table.&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;img src=&quot;http://files.boardgamegeek.com/images/arrr.gif&quot; alt=&quot;:arrrh:&quot; border=&quot;0&quot;&gt;     &lt;font color='#660000'&gt;&lt;i&gt;&lt;b&gt;“Dead Men Tell No Tales!”&lt;/b&gt;&lt;/i&gt;&lt;/font&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/2575421#2575421</link>
	<pubDate>2008-08-21T01:19:39+00:00</pubDate>
	<dc:creator>da pyrate</dc:creator>
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	<title>Thread: Misuse of color overwhelmed some players in our group</title>
	<description>I appreciate the use of color to differentiate things in games, but in this game, there is an unfortunate use and misuse of color. I'm curious about the design decision, because it makes for a muddled play experience.&lt;br&gt;&lt;br&gt;Each player has a color (red, blue, green, yellow, purple)&lt;br&gt;This color corresponds to a type of GIFT, which scores bonus points for them when they score ANY points from that gift during scoring rounds.&lt;br&gt;This color does NOT correspond to the same colors used for pawns on the board or cards in hand (which are used to control those pawns on the board).&lt;br&gt;&lt;br&gt;With no strict player analog within the game (you are actually a level abstracted away from the action, represnting some shadowy family or power which is controlling the various figures), the duplicative use of color which both did and did not correlate to player color led to constant questioning of which times color mattered, and which times it didn't.&lt;br&gt;&lt;br&gt;Another misstep in color use is printing black text on the dark grey 'power' cards. Admittedly we were in a dim-light situation, but it made it very difficult to read the text on the power card.&lt;br&gt;&lt;br&gt;I consider this issue to be one of the contributing factors, along with some rules which were not apparent until mid game, to us abandoning the game after the first scoring phase as being unsalvagable.&lt;br&gt;&lt;br&gt;Any one else have trouble or issue with this? </description>
	<link>http://www.boardgamegeek.com/article/2322834#2322834</link>
	<pubDate>2008-05-18T01:57:26+00:00</pubDate>
	<dc:creator>byronczimmer</dc:creator>
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	<title>Thread: Re: Question about discard action</title>
	<description>I just played a 'partial' game of this today, and we also interpreted discard to allow attacks, which made it FAR too powerful.&lt;br&gt;&lt;br&gt;I want to like this game, but important rules and clarifications were not apparent in the rules, and the layout is a bit off.&lt;br&gt;&lt;br&gt;For example - the bit about discarding a card from a meld when you are FIRST in a gift category was AFTER the example text, and was missed in two readings. Bad form.&lt;br&gt;&lt;br&gt;A summary of procedures available to EACH player (small card, possibly in their own color) should really have been included to help this along.</description>
	<link>http://www.boardgamegeek.com/article/2322821#2322821</link>
	<pubDate>2008-05-18T01:46:46+00:00</pubDate>
	<dc:creator>byronczimmer</dc:creator>
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	<title>Image</title>
	<description>
		Some cards &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic321158_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/321158</link>
	<pubDate>2008-04-12T13:48:25+00:00</pubDate>
	<dc:creator>Toynan</dc:creator>
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	<title>Image</title>
	<description>
		Game in progress &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic321157_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/321157</link>
	<pubDate>2008-04-12T13:47:44+00:00</pubDate>
	<dc:creator>Toynan</dc:creator>
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	<title>Thread: Availability in US?</title>
	<description>No info on this question posted here since March, only 28 raters for a game that has been out over a year, all of this for a game that should have wider distribution that for some reason has not.  All the Essen 2006 JKLM releases seem to have made it into mainstream US distibution but many of the earlier ones have not.  Markus Welbourne back in 2006 said Boulder had it, but just checked today and it's listed as &quot;Out of Stock.&quot;  GameSurplus and Boards and Bits, two other online US retailers, don't have it listed at all.&lt;br&gt;&lt;br&gt;What gives on US distribution of this game?  Have all the limited number of copies dried up?</description>
	<link>http://www.boardgamegeek.com/article/1230236#1230236</link>
	<pubDate>2006-12-17T20:29:28+00:00</pubDate>
	<dc:creator>John Weber</dc:creator>
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	<title>Thread: Re: Questions upon first playing:</title>
	<description>&lt;i&gt;Most gifts: Player 1 wins (10-9)&lt;br&gt;You only look at the number of Gifts. If this is tied, the winner is the player who the most gifts in his worst suite. Crowns win ties. In your example the worst suit of each player is 1 (with 1 crown): 'Title' or 'Office' for player 1 (he may choose either one) and 'Office' for player 2. As there was a tied for worst suit, you look for their second worst suits. For player one that would be other type he didn't select above ('Title' or 'Office'). Player 2 would win the points for Most Gifts as his second worst suit is '1 Castle with 2 Crowns' or '1 Office with 2 crowns'.&lt;/i&gt;&lt;br&gt;This is not correct - the 6th award is for the most TYPES of gifts.&lt;br&gt;&lt;br&gt;As for the question of ties for control of courtiers, I tend to agree that they are not as clear as they could be.  It is possible that a very strict literal rules interpretation is correct, but that produces situations that strike me as very odd.  I would like to get clarification from the designer here.&lt;br&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/1072000#1072000</link>
	<pubDate>2006-09-10T15:52:11+00:00</pubDate>
	<dc:creator>tool</dc:creator>
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	<title>Thread: Re: A sort of review</title>
	<description>We played this today and quite enjoyed it, once we got the rules (mostly) right.&lt;br&gt;&lt;br&gt;One rule we did not get right, mentioned in this summary, is that actions must be taken in ABCD order.  This seems remarkably confining:  it prevents gambits like taking control of a courtier and then advancing him, or collecting a card and then building to take control of him.&lt;br&gt;&lt;br&gt;Is the game really that freewheeling that such restrictions are necessary?&lt;br&gt;&lt;br&gt;This is a game that would be greatly helped by play aids.  In particular, controlling (and changing the control of) courtiers is essential to the game, and the circumstances under which control changes hands are not at all internally consistent.  (They make sense once you understand the overall flow of the game, but not until then.)  It's counterintuitive that you play new courtier cards &lt;i&gt;under&lt;/i&gt; the ones that you've already played.  And there are crucial rules that are easy to overlook -- notably (in our case) the discarding of courtiers when gifts are scored.  Play aids would help a lot.&lt;br&gt;&lt;br&gt;My biggest gripe with the game has to do with the final round, which feels extremely kingmaker-ey.  So much of what's going to happen in the final scoring is visible on the board that when you start resolving the major gifts on the last turn you start thinking in terms of who you want to be stealing points from, and it seems that players who are behind can easily be in position to determine which of their opponents wins. &lt;br&gt;&lt;br&gt;Overall, though, I like this game a lot -- much more than the ratings here would indicate.  It brings together a lot of disparate elements   -- card drafting, melding, majority control, positioning, special powers -- in a way that feels very balanced.&lt;br&gt;&lt;br&gt;I think the rules need to be much more clearly organized.  (I think that some negative comments, such as Morgan's, may come from not following every rule to the letter -- his comment sort of describes what we were thinking about the game until we found the rule about discarding a courtier when you win a gift category.)  I think the graphic design could be improved.  (It's pretty, but it's very hard to tell who's going to control what if something gets discarded, and while the map is not ambiguous, it's quite busy, and that gets confusing.)  But still:  a very good game, and one I'm looking forward to playing again.</description>
	<link>http://www.boardgamegeek.com/article/980999#980999</link>
	<pubDate>2006-07-09T06:31:31+00:00</pubDate>
	<dc:creator>UhhhClem</dc:creator>
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	<title>Thread: Re: Questions upon first playing:</title>
	<description>&lt;b&gt;jbluestein wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;We had our first playing of this game on Monday night and several rules questions came up.  &lt;br&gt;&lt;br&gt;1)  One of our group had played the game before with a JKLM rep, and he was apparently trying out some different rules.  One rule in particular allowed you to draw a face-down card from the deck -- still less powerful than the Mistress's special ability, but a good option if nothing face-up appeals.&lt;br&gt;&lt;br&gt;Is this an official variant/rule?  We found the inability to draw facedown cards to be somewhat frustrating at times.  We may play with this as a variant in any case.&lt;/i&gt;&lt;br&gt;&lt;br&gt;It is certainly not part of the first edition rules - as they explicitly state &quot;&lt;font color='#660033'&gt;At no time can a player take a blind card from the top of the deck without the Rumour ability of the Mistress.&lt;/font&gt;&lt;br&gt;&lt;br&gt;&lt;i&gt;&lt;br&gt;2)  The way certain ties are decided is a little unclear.&lt;br&gt;&lt;br&gt;Example 1:  For control of the Privy Seal (Red) Courtier, Player 1 has five points of  influence and Major Control.  Player 2 has five points of influence and Minor control.&lt;br&gt;&lt;br&gt;Player 3 plays Red cards and now has six points of influence.  So Major control obviously goes to Player 3.  The rules for movement of Minor control seem a little ambiguous.  We played it that Minor control went to the player who just lost Major control, but it seemed a little arbitrary and could construct an argument for things to go the other way as well.  I don't think we ever get to a seating order determination in this case, but not sure.&lt;/i&gt;&lt;br&gt;&lt;br&gt;Ties for 'Major Control' are resolved in favor of whoever has either card. But the rules also state that a card will not change hand unless someone has improved his courtier value. As neither player 1 nor player 2 has improved their status will the person who hold the Minor Control card (player 2) keep the card.&lt;br&gt;&lt;br&gt;&lt;i&gt;Example 2:  In determining who has the most different types of gifts:&lt;br&gt;&lt;br&gt;Player 1 has:  3 Castles, 3 Money, 2 Land, 1 Title (1 crown), 1 Office (1 crown)&lt;br&gt;Player 2 has:  3 Money, 3 Land, 1 Castle (2 crowns), 1 Title (2 crowns), 1 Office (1 crown)&lt;br&gt;&lt;br&gt;So the question is who gets first place?  Are crowns only used if all lengths are equal?  Or do you look at each player's worst color (1 Office/1 Crown vs. 1 Office/1 Crown) in order and then go up the line?  Done the first way, Player 1 wins with 3/3/2/1/1 vs. 3/3/1/1/1.  Done the second way, Player 2 wins with 1 Title/2 Crowns vs. 1 Title/1 Crown&lt;br&gt;&lt;/i&gt;&lt;br&gt;&lt;br&gt;Crowns are only used to win ties of a paticular type (color). The types are scored individually in this order:&lt;br&gt;&lt;br&gt;&lt;b&gt;Castles:&lt;/b&gt; Player 1 wins (3-1)&lt;br&gt;&lt;br&gt;&lt;b&gt;Land:&lt;/b&gt; Player 2 wins (2-3)&lt;br&gt;&lt;br&gt;&lt;b&gt;Money:&lt;/b&gt; Tied (3-3, no crowns) Each player score that position minus 1 point. (So if the tied for first will each receive 1 point)&lt;br&gt;&lt;br&gt;&lt;b&gt;Offices:&lt;/b&gt; Ties (1-1, 1 crown each) same as Money.&lt;br&gt;&lt;br&gt;&lt;b&gt;Titles:&lt;/b&gt; Player 2 wins the tie as he has most crowns:&lt;br&gt;(1-1, Crowns: 1-2).&lt;br&gt;&lt;br&gt;&lt;b&gt;Most gifts:&lt;/b&gt;  Player 1 wins (10-9)&lt;br&gt;You only look at the number of Gifts. If this is tied, the winner is the player who the most gifts in his worst suite. Crowns win ties. In your example the worst suit of each player is 1 (with 1 crown): 'Title' or 'Office' for player 1 (he may choose either one) and 'Office' for player 2. As there was a tied for worst suit, you look for their second worst suits. For player one that would be other type he didn't select above ('Title' or 'Office'). Player 2 would win the points for Most Gifts as his second worst suit is '1 Castle with 2 Crowns' or '1 Office with 2 crowns'.&lt;br&gt;&lt;br&gt;&lt;i&gt;3)  Use of Courtier special powers.  Now, the rules clearly state that all usage of Courtier special powers (except for the Chaplain) is a free action.  So if I use the Mistress's special power to draw cards from the top of the deck, that does not count as one of my two actions for drawing cards.  &lt;br&gt;&lt;br&gt;I just want to make sure this is correct.  In some cases it's pretty unambiguous (the Treasurer's special power).  In other cases it seems like someone might argue that these are enhancements to regular actions.  The rules are pretty clear, but I just want to make sure that this isn't an errata or anything.&lt;/i&gt;&lt;br&gt;&lt;br&gt;All character abilities are independent of the regular actions: you can use the Carriage to move a courtier 1 space without taking the 'Advance' action; you can use Disguise to build up to 2 different courties without using the 'Build' action etc.</description>
	<link>http://www.boardgamegeek.com/article/962830#962830</link>
	<pubDate>2006-06-22T15:45:17+00:00</pubDate>
	<dc:creator>Great Dane</dc:creator>
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	<title>Thread: Questions upon first playing:</title>
	<description>We had our first playing of this game on Monday night and several rules questions came up.  &lt;br&gt;&lt;br&gt;1)  One of our group had played the game before with a JKLM rep, and he was apparently trying out some different rules.  One rule in particular allowed you to draw a face-down card from the deck -- still less powerful than the Mistress's special ability, but a good option if nothing face-up appeals.&lt;br&gt;&lt;br&gt;Is this an official variant/rule?  We found the inability to draw facedown cards to be somewhat frustrating at times.  We may play with this as a variant in any case. &lt;br&gt;&lt;br&gt;2)  The way certain ties are decided is a little unclear.&lt;br&gt;&lt;br&gt;Example 1:  For control of the Privy Seal (Red) Courtier, Player 1 has five points of  influence and Major Control.  Player 2 has five points of influence and Minor control.&lt;br&gt;&lt;br&gt;Player 3 plays Red cards and now has six points of influence.  So Major control obviously goes to Player 3.  The rules for movement of Minor control seem a little ambiguous.  We played it that Minor control went to the player who just lost Major control, but it seemed a little arbitrary and could construct an argument for things to go the other way as well.  I don't think we ever get to a seating order determination in this case, but not sure.&lt;br&gt;&lt;br&gt;Example 2:  In determining who has the most different types of gifts:&lt;br&gt;&lt;br&gt;Player 1 has:  3 Castles, 3 Money, 2 Land, 1 Title (1 crown), 1 Office (1 crown)&lt;br&gt;Player 2 has:  3 Money, 3 Land, 1 Castle (2 crowns), 1 Title (2 crowns), 1 Office (1 crown)&lt;br&gt;&lt;br&gt;So the question is who gets first place?  Are crowns only used if all lengths are equal?  Or do you look at each player's worst color (1 Office/1 Crown vs. 1 Office/1 Crown) in order and then go up the line?  Done the first way, Player 1 wins with 3/3/2/1/1 vs. 3/3/1/1/1.  Done the second way, Player 2 wins with 1 Title/2 Crowns vs. 1 Title/1 Crown.&lt;br&gt;&lt;br&gt;3)  Use of Courtier special powers.  Now, the rules clearly state that all usage of Courtier special powers (except for the Chaplain) is a free action.  So if I use the Mistress's special power to draw cards from the top of the deck, that does not count as one of my two actions for drawing cards.  &lt;br&gt;&lt;br&gt;I just want to make sure this is correct.  In some cases it's pretty unambiguous (the Treasurer's special power).  In other cases it seems like someone might argue that these are enhancements to regular actions.  The rules are pretty clear, but I just want to make sure that this isn't an errata or anything.&lt;br&gt;&lt;br&gt;That's all for now...&lt;br&gt;&lt;br&gt;Thanks!&lt;br&gt;Josh</description>
	<link>http://www.boardgamegeek.com/article/952120#952120</link>
	<pubDate>2006-06-14T17:23:55+00:00</pubDate>
	<dc:creator>jbluestein</dc:creator>
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	<title>Thread: Re: New version?</title>
	<description>Hi&lt;br&gt;&lt;br&gt;We have been tring to do this&lt;br&gt;but as yet it has not happened&lt;br&gt;but the game is avaliable at both Boulder and Games and bits in America&lt;br&gt;&lt;br&gt;Markus</description>
	<link>http://www.boardgamegeek.com/article/825419#825419</link>
	<pubDate>2006-03-02T11:29:44+00:00</pubDate>
	<dc:creator>Markusawel</dc:creator>
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	<title>Thread: New version?</title>
	<description>Is there any truth to the rumor that this game is going to be picked up for wider distribution and if so any timeframe?</description>
	<link>http://www.boardgamegeek.com/article/752802#752802</link>
	<pubDate>2006-01-05T04:48:00+00:00</pubDate>
	<dc:creator>lyman</dc:creator>
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	<title>Thread: Re: Question about discard action</title>
	<description>Thanks Joshua&lt;br&gt;&lt;br&gt;Your interpetation is right; it is definately meant to be limited to your own melds. In our play testing it wasn't an often used action but very occasionally it allowed a better value card to be revealed and if timed right to nick the power.&lt;br&gt;&lt;br&gt;It is wierd with rules as at least 8 people read the rules, including me several times, and one german, and no-one thought to question. I guess we all made the saem assumption! &lt;br&gt;&lt;br&gt;Cheers&lt;br&gt;&lt;br&gt;Steve Kingsbury</description>
	<link>http://www.boardgamegeek.com/article/687080#687080</link>
	<pubDate>2005-11-08T21:00:58+00:00</pubDate>
	<dc:creator>Steve Silbla</dc:creator>
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	<title>Thread: Question about discard action</title>
	<description>Question for Steve Kingsbury or anyone who knows the answer:&lt;br&gt;&lt;br&gt;The &lt;font color='#FF0000'&gt;Discard&lt;/font&gt; action allows a player to discard an exposed influence card from a meld.&lt;br&gt;&lt;br&gt;Are players allowed to pillage an exposed card from any meld on the table?  Or is this action meant to be restricted to a player's own melds?  The rules clearly point toward the former, but after playing it that way, I suspect this may have been an incorrectly-written rule.&lt;br&gt;&lt;br&gt;We played both ways, and the game played much better when limiting discards to one's own melds.  Kings Progress is already quite chaotic, and players lose cards off their melds with great frequency.  Allowing players to attack one another's melds exacerbates both of these patterns.&lt;br&gt;&lt;br&gt;There is nothing in the rules to indicate that the discard action is limited to one's own melds, not even a supporting example.  If the action is meant to limited in such a way, then the rules definitely lead players down the wrong path.</description>
	<link>http://www.boardgamegeek.com/article/686892#686892</link>
	<pubDate>2005-11-08T18:26:47+00:00</pubDate>
	<dc:creator>Glamorous Mucus</dc:creator>
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	<title>Thread: Re: Influence Cards</title>
	<description>Hi&lt;br&gt;&lt;br&gt;Yes he can but it is good etiqutte to do it in a manner so that it is clear he isnt rearranging the order.&lt;br&gt;&lt;br&gt;Cheers&lt;br&gt;&lt;br&gt;Steve Kingsbury</description>
	<link>http://www.boardgamegeek.com/article/663191#663191</link>
	<pubDate>2005-10-19T05:01:51+00:00</pubDate>
	<dc:creator>Steve Silbla</dc:creator>
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	<title>Thread: Re: Loyalty Test</title>
	<description>Hi&lt;br&gt;&lt;br&gt;Yes it does. Which seems harsh but of course you would have known that you were about to trigger it.&lt;br&gt;&lt;br&gt;Cheers&lt;br&gt;&lt;br&gt;Steve Kingsbury</description>
	<link>http://www.boardgamegeek.com/article/663190#663190</link>
	<pubDate>2005-10-19T05:00:09+00:00</pubDate>
	<dc:creator>Steve Silbla</dc:creator>
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	<title>Thread: Loyalty Test</title>
	<description>If a Loyalty Test occurs during your first action, and this triggers the end of the round, do you lose your second (and possible third) action?</description>
	<link>http://www.boardgamegeek.com/article/661496#661496</link>
	<pubDate>2005-10-18T09:30:37+00:00</pubDate>
	<dc:creator>ekted</dc:creator>
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	<title>Thread: Influence Cards</title>
	<description>Can a player look at his own hidden Influence Cards (the ones under the Exposed card) during play?</description>
	<link>http://www.boardgamegeek.com/article/661495#661495</link>
	<pubDate>2005-10-18T09:28:06+00:00</pubDate>
	<dc:creator>ekted</dc:creator>
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		Being played at JKLM booth, Essen 2005 &lt;br&gt;
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	<link>http://www.boardgamegeek.com/image/97894</link>
	<pubDate>2005-10-18T04:57:51+00:00</pubDate>
	<dc:creator>mcdeans</dc:creator>
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	<link>http://www.boardgamegeek.com/image/95813</link>
	<pubDate>2005-09-29T12:52:32+00:00</pubDate>
	<dc:creator>Steve Silbla</dc:creator>
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	<link>http://www.boardgamegeek.com/image/95812</link>
	<pubDate>2005-09-29T12:52:32+00:00</pubDate>
	<dc:creator>Steve Silbla</dc:creator>
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	<link>http://www.boardgamegeek.com/image/95810</link>
	<pubDate>2005-09-29T12:52:32+00:00</pubDate>
	<dc:creator>Steve Silbla</dc:creator>
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	<link>http://www.boardgamegeek.com/image/95809</link>
	<pubDate>2005-09-29T12:52:32+00:00</pubDate>
	<dc:creator>Steve Silbla</dc:creator>
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	<link>http://www.boardgamegeek.com/image/95808</link>
	<pubDate>2005-09-29T12:52:32+00:00</pubDate>
	<dc:creator>Steve Silbla</dc:creator>
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	<link>http://www.boardgamegeek.com/image/94801</link>
	<pubDate>2005-09-21T12:41:09+00:00</pubDate>
	<dc:creator>Steve Silbla</dc:creator>
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	<link>http://www.boardgamegeek.com/image/94477</link>
	<pubDate>2005-09-19T12:12:21+00:00</pubDate>
	<dc:creator>Steve Silbla</dc:creator>
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	<title>Thread: A sort of review</title>
	<description>As I’m the designer of the game I can’t really review it, but I know that when I’m looking at new games on BGG I like to have something to read. So I’m going to describe the game and tell you what I think makes it interesting and that I hope you’ll like. I’m not going to describe the rules in detail but just outline the major themes. Any comments of course welcome!&lt;br&gt;&lt;br&gt;Kings Progress is a game set in the court of Henry the VIII. It takes about 90 minutes and plays as well (although differently) with 3 to 5 players. In Henry’s court there are 8 courtiers (the Mistress, Treasurer, Privy Seal, Knight, Chaplain, Steward, Chamberlain and Secretary). Each courtier has their own special ability which you can use if you have major control of the courtier. The game is played on the board which is a map of southern England with 11 county houses and castles arranged around London. Eight of the castles are the home domiciles for the eight courtiers and 3 are the houses or castles that the King occupies on his travels (the Kings Progress). Examples are Windsor Castle, Hampton Court and Knebworth house. Between the houses, castles and London is a network of roads with travel inns on them.&lt;br&gt;&lt;br&gt;The basic aim of the game is to collect influence cards for the courtiers, meld these cards into sets for the courtiers, move those courtiers you have control over towards, and then into, the Royal Court and, when at the court, get the King to give you (via the courtier) gifts. There are five types of gift: Land, Offices, Titles, Money and Castles. Having the most of these gifts as well as courtier control gives you prestige points and the most prestige points at game end determines the winner. Simple.&lt;br&gt;&lt;br&gt;The game is played over three rounds and in each of the rounds the courtiers travel from their home domicile, through the travel inns, to the King at one of the three Court locations. The first round starts with the courtiers in their home domiciles and 18 gifts dealt to the board in 6 pairs and six singles. During the round players take their turns in clockwise order until five courtiers have arrived at court or until the time for the round has expired (the King has grown impatient). As courtiers arrive at court the controlling player of that courier selects two gifts. The controlling player has the highest value meld for that courtier and is said to have Major control. The Major gifts are arranged in six pairs in the Major gifts area so the first arrival has a choice out of six pairs, the second five pairs until the last arrival who has a choice from two pairs. &lt;br&gt;&lt;br&gt;Once the court is full or the round ended then each player with minor control (the second highest value meld on the table) of courtiers in the Court chooses one gift from the six single gifts in the minor gifts area. The order is the player with minor control of the last arriving courtier picks first, the second pick by the second to last arriving courtier down to the first arriving courtier picks last.&lt;br&gt;&lt;br&gt;At the end of each court phase the players score points for most gifts in each of the gifts types as well has who has the most types of gift. At the end of the first round only first place scores, the second round first and second places and at the end of the third first to third scores. Each player with major control of a courtier also scores. The points for the gifts escalate throughout the game but the courtier prestige points remain the same.&lt;br&gt;&lt;br&gt;For the second and third rounds the courtiers who reached the royal court return to their home domiciles but the others remain where they are. In other words some courtiers will have a head start to the next royal court.&lt;br&gt;&lt;br&gt;OK but what do you do on your turn?&lt;br&gt;&lt;br&gt;Each player has two actions from a choice of four actions types. He can repeat an action from one type and he can:&lt;br&gt;•	&lt;font color='#FF0000'&gt;Advance&lt;/font&gt; a courtier from one location to another, &lt;br&gt;•	&lt;font color='#FF0000'&gt;Build&lt;/font&gt; (meld) sets of courtiers on the table from influence cards in your hand&lt;br&gt;•	&lt;font color='#FF0000'&gt;Collect&lt;/font&gt; influence cards from the three face –up or&lt;br&gt;•	&lt;font color='#FF0000'&gt;Discard&lt;/font&gt; an exposed influence card from a meld&lt;br&gt;&lt;br&gt;However whichever actions are chosen must be carried out in the alphabetical order above. In other words you must advance a courtier before you can meld influence for him or her and you have to meld cards for a courtier before you can pick more cards up. This action order is a key mechanism for the game as really you’d like to collect cards and then meld them with cards you already hold in your hand but you have to Build before you Collect or you’d like to meld influence cards and then move that courtier into court but again you have to Advance before you Build. &lt;br&gt;&lt;br&gt;This makes the game full of the GHOD experience or the Gamers Horns Of a Dilemma. There are so many actions you want to take and you can only do two. &lt;br&gt;•	You want to collect more influence cards, especially the high value ones, to build a good position in various courtiers and to make your melds efficient. You can build as many cards as you lie for one courtier so melding more in one go is clearly more efficient. Otherwise if you later collect a really powerful card (3 value) when you meld it, it goes underneath the set and doesn’t contribute its 3 value until it reaches the top (which it may never do). However if you pick the high value up another player also interested in “your” courtier can’t pick it up.&lt;br&gt;•	You want to meld sets to the table so that you get major control and thus the character ability for that courtier. These can be really useful allowing things like an extra move (Knight) and pick up a discarded influence card (Steward). You also want to meld to avoid the risk of the courtier being moved by someone else into the court when the rule is that further melds don’t change ownership while the courtier is at court. You could be sitting there with a great meld for the mistress say but even if you play it now the controlling player in court will still get to pick gifts&lt;br&gt;•	You want to move your courtiers towards the court but every move you do means you not picking up cards or melding them and someone else with a strong hand may meld a large set, thank you for your work (smugly), and take control.&lt;br&gt;•	You also want to pick gifts especially gifts that suit what you already own so as not all courtiers can get to court; only 5 of the 8 are allowed in so once the race begins you want yours there before the others. You also have to think about when you want to be there depending on the particular gifts available.&lt;br&gt;•	Finally there is a time pressure for although each game round can end when the first five courtiers reach the royal court it will also end after a certain number of turns so you cant spend all your time collecting and melding as you wont have any time to move your courtiers!&lt;br&gt;&lt;br&gt;There is another issue to consider which is about the influence cards. There are 8 for each courtier; 2 each of value 0, 1, 2 and 3. When a set is melded to the table its build value is the number of cards plus the value of the top or exposed card. Any cards added to this set later go underneath. However these sets aren’t static as during gift selection as well as at the end of each round, after the gifts and major control are scored, each player has to discard an exposed card if they selected gifts and if they came first in any gift type. So every time you collect gifts and score prestige pints for gift type you have to discard an influence card from a table meld. The better you do the worse you position becomes!&lt;br&gt;&lt;br&gt;I think this is a game of brinkmanship. If you move your courtiers too early your melds will be too small, the discards you have to make for scoring in the gifts too punitive on small sets and you haven’t picked up enough influence cards. If you wait until you have great cards you won’t have time to get your courtiers to the court or someone else will have moved them before you melded. In both cases you will have missed out on gift selection. I have to say every time we play tested this I came flat last as my impulsivity overwhelmed me! Despite this I really, really enjoyed playing it and I hope you will too.&lt;br&gt;&lt;br&gt;Cheers &lt;br&gt;&lt;br&gt;Steve Kingsbury&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/626455#626455</link>
	<pubDate>2005-09-18T14:49:28+00:00</pubDate>
	<dc:creator>Steve Silbla</dc:creator>
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