The Knights of Arandamar

Overview of the developing process for this boardgame.

Story

Rules

Design

Beta Testing

Information about the game

  • Genre
    Middle Ages, Fantasy
    strategic, competitive with area control elements

    Number of Players
    3 - 5

    Total playing time
    variable according to players and fixed number of rounds

    Round duration
    approx. 35 - 45 minutes, depending on the number of players

    Maximum number of rounds
    14 rounds

    Age recommendation
    from the age of 12

    Level of difficulty
    Experienced gamers

  • The Kingdom of Arandamar lies in the centre of the Ocean of Tears and consists of 107 provinces, made up of the central provinces of the empire and some surrounding island provinces.

    But it was not always like this. Over the centuries, Arandamar has undergone many changes. From the origins of the Krysomarian Shadow Dominion, through the Convergence of the Grey Ancients, to the Age of Dragalos and the Black Era. Only the completed cycle of heroes followed the founding of the Great Empire of Arandamar by the Hero-King Angor and his immortal wife Ranàri.

    162 years passed and the empire blossomed from the ruins of the previous destruction that had rendered many areas of Arandamar uninhabitable. Time could not harm Ranàri. But although Angor had drunk from the waters of the Jamkat and received a crystal heart through the blessing of the sea goddess Mal-Atur, he slowly but steadily began to age.

    Full of love for her king and her people, the queen yearned for a child who would inherit Angor and ascend the throne to preserve his memory forever. But the blessing of immortality granted by the old gods is nevertheless a heavy burden. For no immortal in the history of mankind has been granted the honour of bearing a child.

    Full of despair, Ranari researched the hidden knowledge of the grey ancients and discovered a ritual whose translation promised that it was possible to exchange immortality for the fertility of a mortal human. But the ritual failed and Ranari passed away before her ageing husband's eyes. Overcome with grief and pain, the crystal heart of the Great King shattered and he died by the side of his wife's corpse.

    While the people mourned in shock, unknown men desecrated the body of the dead king and stole the fragments of his heart.

    Outraged with pain and anger at the sacrilege committed, Mal-Atur rose from the Ocean of Tears and caused a great quake to hit Arandamar's shores, destroying all the harbours and flooding the cities. After the waves had calmed and the water had flowed back into the ocean, there was an oppressive silence throughout the land in tense anticipation of things to come.

    Here ends the preliminary history of the first Great King of Arandamar and continues into the events that would later become known as the Great Distress, or the 14 Cycles of Sorrow. The Knights of Arandamar played a key role in this period.

    As the head of your ruling house, seize the opportunity and win the loyalty of as many knights as possible to support your claim to rule. Because only with their troops can you be victorious on the battlefield and expand your domain. But don't forget how important it is to use their power in the high council in your favour. Only then can you prove that you have rightfully risen to claim the throne and become the next ruler of Arandamar.

  • "The Knights of Arandamar" is a strategic, combat-oriented board game with area control elements for 3 to 5 players.

    After the death of the last Great King of the realm of Arandamar, the rulers of the most powerful ruling houses fight for supremacy in the realm. Whoever has gained enough might at the end becomes the new Great King of Arandamar.

    The objective is to gain as much power as possible in the three areas of land ownership, influence and wealth within a variable playing time of a maximum of 14 rounds, or even to win early by controlling the individual key provinces.

    A round is divided into 11 phases, which are played chronologically, phase by phase, one after the other for all players.

    Each ruler has special character features and associated positive and negative characteristics, which have different effects on the playing strategy.

    A player must keep an eye on the morale of his people, fulfil religious obligations, defy the blows of fate and survive a multitude of events. Prove your strength by expanding your dominion with your own knights and conquering free provinces or provinces of your fellow players.

    Rebuild the empire's harbours and build towers and castles to expand your power and arm your provinces against the attacks of other players. Use the abilities of your courtiers and knights wisely. Never underestimate the power of gold and beware of the intrigues and campaigns of revenge of your fellow players.

    Only those who lead their knights into battle with foresight and position them strategically in the high council can assert their claim to power against all odds and hope to be remembered in the history books as the new Great King of the kingdom of Arandamar.

  • List of game elements

    • 1 x game rules
    • 1 x game board
    • 5 x dominion board
    • 5 x treasure hoard bag
    • 1 x turn marker
    • 1 x starting player token
    • 2 x alms recipient markers
    • 6 x faith tokens
    • 5 x morale tokens
    • 30 x authority crystals
    • 5 x province & harbour board
    • 5 x towers & castles board
    • 5 x tax revenue sheets
    • 200 x province markers
    • 40 x harbour / fleet base markers
    • 25 x tower miniatures
    • 15 x castle miniatures
    • 150 x loyalty markers
    • 15 x attack markers
    • 30 x dungeon clips
    • 25 x character cards
    • 107 x province cards
    • 30 x defence cards
    • 10 x key province cards
    • 30 x Cards of incidents
    • 167 x Cards of destiny
    • 303 x Cards of might
    • 6 x Assistance cards
    • 10 x Support markers
    • 20 x Victory markers
    • 20 x Defeat markers
    • 100 x 1 bag of gold
    • 50 x 2 bags of gold
    • 30 x 5 bags of gold
    • 5 x battle screen
    • 1 x card display
    • 5 x phase explanation card
  • Rules of the game

    The complete rules of the game will be published shortly before the start of the Kickstarter campaign.
    You can find an overview of the game elements in the Games Gallery

    Here you will find an overview of the order of the 11 phases that make up a single round:


    • Phase 0: Destiny
    • Phase 1: Supply & Healing
    • Phase 2: Ransom
    • Phase 3: Personal Events
    • Phase 4: Tax Collection
    • Phase 5: Building
    • Phase 6: Expansion of Might
    • Phase 7: Espionage
    • Phase 8: Mobilisation & Battles
    • Phase 9: High Council
    • Phase 10: Alms

What Players say about "The Knights of Arandamar"

Feedback from playtesters is incredibly helpful in the further development of a game and is essential for releasing a really good, mature game. Here are a few opinions from previous testers who have played "The Knights of Aradamar":

I have now played the game several times in various stages of development. The first version already worked well, but over the years, the game has evolved incredibly and is a lot of fun and exitement every time. I usually prefer games with a shorter playtime, but this game is exceptional and seems to have an impact on the perceived flow of time.
Kim Hoffelner
Best friend for over 44 years
The multitude of characters, power and event cards together with 170 different knights make the game incredibly variable. No two games are the same and time is forgotten from the very first minute you start playing.
Patrick Meier
Betatester
The Knights of Arandamar is a very atmospheric game in which you always have to be on your guard against power-hungry fellow players. It is quite extensive and complex, but not difficult to understand.
Olaf Bentke
Betatester
I lasered the tableaus for the provinces and harbours as well as for the towers and castles for the prototype and was very excited about the first test game. It was tough and I was on the verge of becoming a supplicant. But I'll definitely be back for another round of testing.
Florian Manke
Labour colleague and Betatester
We got to know Ullrich and his prototype at the Brett Convention in Hamburg and the four of us played a short introductory round. We were so enthusiastic that two of us drove 240 kilometres 6 weeks later, to play the game properly again. We had a lot of fun again and will definitely be ordering the game as soon as the Kickstarter-Campaign starts.
Matthias Klingenberg