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  • descriptif produit: kingsburg ,kingsburg ,,le royaume de kingsburg est attaqué ! de monstrueux envahisseurs se rassemblent aux frontières pour envahir et piller le royaume. vous venez d'être désigné gouverneur d'une province près de la frontière. vous devrez la gérer et défendre le royaume pour vous faire remarquer par la famille royale afin d'obtenir de l'or,du bois,des pierres et des soldats afin de protéger et développer vos terres. mais vous ne serez pas seul. les autres gouverneurs tenteront de récupérer les meilleures fournitures et vous devrez être plus malin qu'eux ! bâtissez une statue pour plaire au roi,mais les soldats ont besoin de nouveaux baraquements et le maître de la guilde des marchands veut que vous construisiez un nouveau marché. allez-vous privilégier l'économie au détriment des forces militaires ? former de nouveaux soldats ou construire des murs plus épais ? c'est à vous de décider.,un seul gouverneur pourra rejoindre le conseil royal à la fin du jeu,et cela ne peut qu'être vous ! régles modifées.,
  • Age minimum: 14 ans
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Informations sur le produit

Descriptif technique
Poids de l'article971 g
Dimensions du produit (L x l x h)7,6 x 29,8 x 29,8 cm
Recommandation d'âge du fabricant :14 ans et plus
Langue(s)Anglais published, Anglais manual, Anglais original, Anglais
Référence fabricantKB01
Nombre de joueurs2 à 5
Nombre de pièces1
Produit à monter soi-mêmeNon
Batterie(s) / Pile(s) requise(s) Non
Batterie(s) / Pile(s) incluse(s) Non
Matière principaleCarton, Plastique
  
Informations complémentaires
ASIN1589942981
Moyenne des commentaires client 4.7 étoiles sur 5 3 commentaires client
Classement des meilleures ventes d'Amazon 133.412 en Jeux et Jouets (Voir les 100 premiers)
Date de mise en ligne sur Amazon.fr9 novembre 2007
  
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Descriptions du produit

De monstrueux envahisseurs se rassemblent aux frontières pour envahir et piller le royaume de Kingsburg. Gouverneur d'une province près de la...


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Par Emmanuel Gautier TOP 1000 COMMENTATEURS le 6 mai 2012
Format: Jouet
Kingsburg est un sympathique jeu fait par des auteurs italiens, sorti chez différents éditeurs dont Ubik et Edge/FFG. Comme toujours avec ces éditeurs, les graphismes sont superbes ; le matériel ici est minimaliste, pas de figurine, quelques cartes et surtout des dés et des pions.

Le principe, c'est de gagner des points de victoire -pour changer- en influençant les 18 conseillers représentés sur le plateau principal. Le système est basé sur des jets de 3 dés, qu'on répartit chacun son tour sur les conseillers numéroté de 1 à 18, conférant chacun un avantage (ressources, points de victoire, point d'armée, jetons bonus pour les dés,...). Chaque conseiller ne peut être influencé que par un joueur à chaque tour.
Le jeu est divisé en 5 saisons de 3 tours chacun.
A la fin de chaque saison, une menace extérieure arrive, de plus en plus forte à chaque nouvelle saison, contre laquelle chacun des joueurs va devoir combattre pour obtenir une récompense, ou en cas d'échec subir les conséquences en perdant des points de victoire, un bâtiment ou autre calamité.
Les ressources fournies par certains conseillers permettent de construire des bâtiments qui confèrent eux-mêmes des avantages.
Le système prévoit également qu'à certains tours, le joueur le moins avancé bénéficie d'un avantage (l'émissaire du roi ou un dé supplémentaire), et que le plus avancé gagne un point victoire.
Le hasard est limité grâce aux pions bonus qui permettent de rajouter 2 points au résultat d'un dé.
Lire la suite ›
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Par Anne le 4 février 2016
Format: Jouet Achat vérifié
Jeu découvert chez des amis, on l'a ensuite acheté, tellement on a aimé !
Les règles sont un peu complexes à expliquer au premier abord, mais dès qu'elles sont adoptées le jeu se révèle passionnant.
A chaque tour on développe une nouvelle stratégie.
Idéal à 3 ou 4, mais nous y jouons également à 2 grâce aux règles adaptées.

Un beau jeu de société avec un superbe plateau. Idéal pour des adultes aimant les jeux de société. Un peu violent pour des enfants.
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Format: Jouet Achat vérifié
Très bon jeu... Facile d'accès explications rapide... Super pour faire découvrir du bon jeu de plateau à des novices !!! A conseiller...
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Commentaires client les plus utiles sur Amazon.com (beta)

Amazon.com: 4.6 étoiles sur 5 66 commentaires
30 internautes sur 31 ont trouvé ce commentaire utile 
5.0 étoiles sur 5 Delivers On Lofty Intentions 23 janvier 2010
Par ONENEO - Publié sur Amazon.com
Format: Jouet
For a fantasy game fan, just browsing Fantasy Flight Games' catalog can be comparable to an alcoholic strolling around a liquor store: Too many choices, intriguing all. As I've been using what spare time I can muster to methodically sample various treats from said catalog, Kingsburg has been on my "to do" list for quite some time. In a recent "free-shipping induced" online ordering binge, I finally slapped ol Kingsburg into the virtual cart with high, if somewhat hazy, expectations.

Low and behold, after several close rounds of play, I am pleased to report that Fantasy Flight has managed to put out another winner in the fantasy board game genre, this one a combination of resource management, basic combat, and opponent-oriented strategy.

If, like me, you find yourself attempting to make some sort of logical game play assessment based exclusively on the back of the box's description paired to photos of the (seemingly insanely complex) game in play, let me begin by putting your mind at ease. The game is deceptively intuitive after only a full 90-minute play, perhaps even earlier than that but by the second full game, you'll find yourself referring to the 8-page rulebook less and less.

True to the teasers, you assume the role of one of the king's governors in a land with apparently very invade-able borders. The idea of the game is to come out furthest on the board's outermost scoring track at the conclusion. Pacing the flow of things is both a seasonal and annual counter (4 seasons per year/ 5 years total game time). Not to worry if five years sounds like an awful big commitment, a table of experienced players will enjoy complete game times between a little over an hour to an hour and a half maximum.

I mentioned resource management and indeed, that element represents the core of the game play mechanic as dice rolls determine which of the king's royal court will toss a few goodies in your direction (these goods range from gold to building supplies to soldiers). Each turn (season), players allocate their resources to constructing buildings, building up their army, or just stockpiling materials for later use. The catch is each year come wintertime; the malevolent forces from outside the land's borders come a knocking. Players who neglected to prep their armies during spring, summer and autumn will pay severe consequences should they falter to the invading orcs, barbarians, zombies, and dragon forces.

This all sounds terribly complex, I'm sure and photos of the game board with its depicted hierarchy of characters, dozens of in-play dice, markers, chips, and player sheets does little to dissuade the notion. However, after a few minutes of actual playtime, it becomes very clear that whoever designed the board initially had an outstanding perception of the game's intricacies as nothing, and I mean nothing, on it is without purpose. Markers keep track of everything from the given season and year (remember there's only 5 total), to which player gets to roll first in a given season, to the precise payouts each advisor provides, to how many soldiers you've got recruited into your army. All of the building construction is kept separate from the board on the player's individual province sheets. Hard commodities such as gold bars, wood, and stone are represented by appropriately painted wooden blocks. The more familiar with the game one becomes, the more he comes to appreciate the detail and amount of information the game board contains on every square inch throughout.

The rules themselves are pretty clearly presented so long as you don't make the mistake of attempting to comprehend them without the actual game components set up before you. I found that the quickest and easiest method to get underway was to actually follow the setup section precisely and to actually go through all of the motions on the board for a full year (4 seasons) along with the step by steps of the instructions. After which, starting over for an official game begins to feel quite intuitive. Fortunately the rules are presented in a very orderly fashion, complete with full color examples for nearly any situation, making quick reference to iron out the rough spots very convenient.

The pieces and bits are typical Fantasy Flight Games which is to say beautifully illustrated, constructed of unprecedented quality, and come within a box loaded with plastic storage compartments to insure that everything fits neatly within. Setup is quite minimal and in this case limited to a bit of card sorting, stacking up some wooden blocks, and retrieving the tokens, wooden markers, and wooden dice to correspond with your chosen color.

The game's greatest strength perhaps is its practice of not pitting players directly against one another but rather as individuals against the rigors of the kingdom. Decision making and resource allocation factor heavily upon the game's outcome over luck of the draw elements or random card flipping. In the end it's basically a player versus other player(s) situation even though it rarely feels like it during the course of play. I'm pleased to report that there's very little in the way of punishment or trickery to opponents. Again, players will find themselves quite involved in managing their own affairs, which is appropriate since it is their own decisions throughout that ultimately determine the game's winner.

In all, Kingsburg is a fantastic entry in a saturated market and further proof that Fantasy Flight Games is quite serious about their craft. Highly recommended entertainment!
16 internautes sur 17 ont trouvé ce commentaire utile 
5.0 étoiles sur 5 Quick to learn, good depth, Great Intro Game 14 juin 2012
Par JR Gumby - Publié sur Amazon.com
Format: Jouet Achat vérifié
I have 3 groups of friends that game.

1 is essentially non-gamers I've slowly gotten into board games with Dominion, Seven Wonders, and a few others (as well as by usually providing dinner).
1 is ruthlessly competitive hardcore boardgamers.
1 is composed of boardgamers who love to play new, interesting games more than winning (even though there is a lot of lighthearted competative spirit, it's not nearly the cutthroat rage of the 2nd group).

This game is pretty decent for all three.

Build:
First, the components are generally nice. Everyone gets a kick out of rolling a fist full of colorful dice and dropping them ominously on the board. The wooden resource tokens are a nice touch. The board is nice and solid, and the player tokens are thick chitboard. My only real complaint is the oddly flimsy player mats for tracking your buildings. It's very very thin, floppy, glossy paper that is at a stretch flimsy cardstock. One has already seen some damage from simple normal play. If these were heavy cardboard durability would be a 5.

Gameplay:
The simple worker placement mechanism means it's fairly easy to pick up. Novices probably won't win, but managing 3 resources and 3 dice isn't too bad. It also introduces a fair amount of direct competition because it allows you to interact with other players, albeit in a somewhat oblique fashion (which is something a lot of the euro-style games lack a bit). It keeps tension high and makes your choices impact everyone, and those are good things. It also makes it so outside your turn you actually CARE what is going on, unlike in some games like Dominion where you can essentially check out for at least half a game usually.

The other nice thing it does is introduce 2 very potent ways to help the person struggling in the rear to catch up fairly frequently. This gives even new players enough of a boost to keep them in the running. I've rarely seen someone fall so far behind it's hopeless, or for that matter get so far ahead they are certain winners before the end of the game.

I've played enough now to have seen a few different build orders that work fairly well, sometimes to my great surprise.

Here are my only real quibbles with the game:
1: (Player dependant) If you have that guy at the table that 'strategizes' every move, ie just takes forEVER to do ANYTHING every turn, he will ruin this game. The amount of dice combinations on the table can make a player like this bring the game to a screeching halt.
2: The person that rolls best tends to win. This is especially true if they consistently choose the Queen, who gives significant numbers of victory points and allows you to stay 'behind' since the last-player benefits are based on buildings instead of victory points.
3: The "Defense" mechanic actually has minimal danger to anyone. I have in only 1 game seen someone with a significant military presence win, on several occasions have seen someone lose to several enemies and still win the game, and frequently see someone spending nothing on military and getting by on building bonuses and the die roll. Usually it ends up wasting resources on what is really easily beaten for a single extra victory point. I have heard expansions and some house rules that aim to change this, but in general they aren't too worrisome.

With 3-5 players this game is a blast that is easy to get into and a lot of fun (with 2 people it's quite weak). I highly recommend it, and it's a glad addition to my collection.
23 internautes sur 26 ont trouvé ce commentaire utile 
4.0 étoiles sur 5 Best gateway game on the market 17 octobre 2009
Par Christopher K. Halbower - Publié sur Amazon.com
Format: Jouet
Kingsburg is a worker placement board game designed by Andrea Chiarvesio and Luca Iennaco. The game is published in the United States by Fantasy Flight Games. For its price, quality and game play: Kingsburg is the best gateway game on the market.

Players strive to score the most victory points. You score victory points mostly by building. In order to make buildings, players must have resources: gold, ore and wood. Buildings give players several benefits such as bonuses to battle, extra resources, and manipulation of dice rolls.

Players have a town mat in front of them. This shows which buildings they have built. The buildings on the far left are entry level. To make buildings, you must have both the appropriate resources and have built all the other buildings to left of the desired building. Thus, long term strategy is required when deciding which building paths a player will take.

Players acquire resources during the productive seasons (spring, summer and fall). There are 8 phases in the game of which 3 are productive seasons. Players roll three dice (6-sided dice). Players play one or more dice onto the game board. The game board has 18 spaces numbered from 1 to 18--representing all the advisors from the Jester (1) to the King (18). To influence an advisor (and receive the bonus thereto), a player must place dice with the correct total onto that advisor's space. Thus, to influence the Jester, a player must place a die with a "1" onto that space. If you didn't roll a "1", you cannot influence the Jester. Players can place multiple dice onto an advisor in order to influence the more powerful advisors; again the total of the dice must equal the advisor's value.

Some advisors give victory points (the Jester and the Queen); some give soldiers (the Sergeant, Captain and King) and most give resources. If a player influences an advisor, no other player may influence that advisor during that season. So there is an important strategy to where to place your dice.

There are 5 years (8 phases each) in the game. During the 8th phase of each year, there is a battle. Players must defend the kingdom from the kingdom's enemies (goblins, orcs, barbarians, etc). If the player's battle total from soldiers, buildings and the king's aid is greater than the enemy's total, the player is successful, else the enemy wins. It is possible (and quite probable) that some players will be successful while others will be unsuccessful. Those who are unsuccessful are sacked by the enemy, losing the appropriate buildings or resouces listed on the enemy card. Those who are successful gain the booty listed on the enemy card. After 5 years, the game ends and the player with the highest victory point wins.

Kingsburg is easy to learn for non-gamers. The iconography is intuitive which aids to its gateway nature. There is a great deal of replayability in Kingsburg also. There are plenty of ways to win.

The only problem with Kingsburg is the way the battles are handled. The king's aid is a die roll. This eliminates so much strategy that it renders this aspect of the game meaningless. The expansion solves this problem luckily.

If you want a fairly cheap game with great replayability and that's also the best gateway game on the market, I highly recommend Kingsburg. If you like Kingsburg but think something is missing, I also suggest picking up the expansion.
3.0 étoiles sur 5 GORGEOUS BOARD, but Kingsburg needs some tweeking. 27 mai 2015
Par Mel S. - Publié sur Amazon.com
Format: Jouet Achat vérifié
This game is at least pretty good, but it needs house rules. I don't like the #14 space that gives you 3 goods of your choice at a cost of 1 victory point. I would give 2 goods of your choice at no cost, plus 1 soldier, because the possibility of losing to the monster is an annoying part of the game. The expansion set is very good, but not ALL of the expansions. One other thing I don't like about this game is that the season track on the board needs to have the name of each season printed on its space. When we start a new year, I keep asking my son what season we are in, because the numbers on the spaces are a little confusing. Nor do I like the fact that you have to keep reading what the buildings give you when you have to decide which ones to buy. A rule I would definitely change is to have NO PENALTY for losing to the monster. The dice rule, in my opinion, seems to cramp the game also. Giving Kingsburg 3 stars, I feel is being a bit generous, and I am still tempted to downgrade it to 2 stars. However, the gorgeous board is keeping it at 3 stars.
11 internautes sur 14 ont trouvé ce commentaire utile 
3.0 étoiles sur 5 Very Disappointed 9 janvier 2013
Par Ronald E. Olivier - Publié sur Amazon.com
Format: Jouet
Kingsburg is one of the few games I can say that I regret buying. It's not that the game is awful, because it's not. But it IS a game that needs something more, otherwise it will get old fast. Luckily, the expansion "To Forge a Realm" provides the much-needed shot in the arm for this game, but even with the expansion, the game falls a bit short of the Mark of Excellence.

One big problem is that each player receives an identical grid sheet of 20 buildings (5 rows of 4 columns) that they can choose to build (in most games players will build about 15 of them. Each row must be built from left to right, so on any turn you're limited to constructing one of the 5 leftmost open (unbuilt) buildings. This really hampers coming up with creative new strategies.

The other big problem is that there are two basic objectives in every game, gather Victory Points and defeat the monsters every winter. All players have these same objectives, and all receive the same amount of reinforcements from the King. Gathering the materials for buildings by influencing, different advisors on the board is the fun part of the game, certainly a lot more fun than deciding which building you're going to build next.

And while these (and other, less annoying) problems are mostly corrected in the expansion, that means you'll have to spend another $25-$30 to buy that, so you're looking at a total of about $80. For that price I'd expect a lot more than this game delivers. To be fair, my wife and my 9 year-old grandson really enjoy this game (with the expansion). I wish I could understand why.
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