The Knights of Arandamar

Here you will find a brief overview of the many features that await you in this game, as well as pictures from the beta testing sessions. If you would like to take part yourself, please get in touch with me. I look forward to meeting all nice people who would like to get to know the Knights of Arandamar.

The King is dead. Long live the King.

Choose one of the five ruling houses and face your rivals in the battle for supremacy in the realm and the claim for the throne of Arandamar.

It's all a matter of character

Play one of 25 different, unique rulers. Get to know the good and bad qualities of your character. Love them or hate them, but do everything you can, to achieve victory.

The Knights are the key to success

Use your knights to protect and expand your domain. But don't forget that the influence of your knights in the high council is crucial to gaining control over Arandamar.

Arandamar is colorful and unique

Arandamar consists of 107 provinces, which are divided into 10 key province colours of 10 provinces each, as well as 7 shadow provinces. The high council is divided into 16 factions, each of which provides additional might points if you dominate them.

No survival without order

The control centre of each player contains many important elements. The high council, provincial administration, court, treasury and dungeon are all located here, as are the battlefield, hospital tent, belief, morale and morale modifiers.

Sacks of Gold through taxes

The tableau gives you a quick overview of your current tax income, which is generated by controlling provinces and harbours. Depending on the number of players (here 4 players), the number of your starting provinces changes.

Everything at its own time

Phases: Incidents - Supply & Healing - Ransom - Personal Destiny - Tax Revenue - Building - Expansion of Might - Espionage - Mobilisation and Battles - High Council - Alms

One rulers pleasure may be another's pain

Cards of incidents are revealed at the start of each round. They are valid for the entire round and all players. Each player finds out his personal destiny in phase 3.

Might is a matter of usable options

Power can be bought with sacks of gold. Without power cards and knights, you are nothing. But can there be too much power? Beware of your enviers.

Strategic and secret aspects

Each province has a static value for defence points and points of might. Shadow provinces are variable and have a wildcard function when it comes to key provinces.

Death gives you a different perspective

Beware of your fellow players and be ready when the reaper knocks on your door. Otherwise another successor will willingly take your place.

Safety is for cowards

There are many mooring points where harbours can be built. However, if you lose a province with a harbour, both fall into the hands of the conqueror.

Is Attack really the best form of defense?

1, 2, or even three attacks per round? Against free provinces or your fellow players? Anything is possible as long as you can afford it and are not afraid of defeat and death or imprisonment of your knights.

Nobody said this is going to be easy

They may seem like an easy target, but the free provinces will defend themselves to the best of their ability and continue to build up their defences as the game progresses. What if they do receive additional assistance?

Who stands by your side, in dark times?

Each player has one assistance card that can be used strategically to support any side in a battle. If the card has been used, it is not discarded, but can be reactivated at the beginning of the next round.

Complex, not difficult, but captivating

In this 4-player round, the Towers & Castles expansion came to the table for the first time and brought significant changes and additional strategic elements to the game.
The prototypes for the Towers & Castles expansion not only improve the visual appearance on the playing field, but now also make it possible to collect power points when playing defencively.