As a big fan of Shem Phillips and S.J. Macdonald’s designs, Viscounts of the West Kingdom was an easy addition to my collection. Having spent countless hours immersed in Architects of the West Kingdom, I was eager to see how this game would build upon the familiar mechanics, art, and iconography while introducing fresh strategic depth. And let me tell you; Viscounts does not disappoint.

I actually picked the game up because our local group seems to be really getting into Garphill stuff, and we’ve been keen to try more games. Architects of the West Kingdom was a big hit, along with Raiders of the North Sea. We’ve since also played Wayfarers of the South Tigris and Shipwrights of the North Sea: Redux. I daresay we’ll grab more over time. I swithered over which game to grab, but another blog I like recommended Viscounts and I went with it. I’m very happy with my choice.
At its core, Viscounts of the West Kingdom is a brilliant fusion of deck-building, rondel movement, and resource management. Players take on the role of noble viscounts navigating a beautifully illustrated medieval landscape, balancing virtue and corruption while constructing buildings, transcribing manuscripts, and securing deeds. The game’s modular board and three-tiered castle create a visually impressive and highly interactive experience, ensuring that no two games feel the same. Except that I don’t win. Ever. That’s always the same.
One of the standout mechanics is the ever-shifting tableau of townsfolk cards, which fuels actions and triggers powerful abilities. The decision-making process is delightfully complex; should you recruit a criminal for a quick advantage, knowing it will push you toward corruption? Or should you focus on virtue, aiming for long-term benefits? These choices add layers of strategy that keep each session engaging. There are so many directions in which you can take your game, and I really love that. It’s something I loved about Architects, too.
Fans of Architects of the West Kingdom will also appreciate how Viscounts retains the rich thematic storytelling and tight resource management that made its predecessor so compelling. While Architects focused on worker placement and moral dilemmas, Viscounts shifts the focus toward a fluid, evolving strategy, where adaptability is key. The rondel movement mechanic is particularly satisfying, as it forces players to plan ahead while reacting to shifting circumstances.
Mihajlo Dimitrievski’s artwork once again shines, bringing the medieval world to life with expressive characters and vibrant landscapes. I tend to find a lot of his character work reminiscent to – though still quite distinct from – that of artists such as Stephen Silver and Mike Krahulik. The plastic castle centerpiece is not just a visual treat; it plays a crucial role in gameplay, with workers cascading down its tiers in a way that feels both intuitive and rewarding. The high-quality components and thoughtful design make every session feel immersive.
Viscounts of the West Kingdom is a must-play for fans of strategic Euro-style games. It offers deep, satisfying gameplay, high replayability, and a beautifully crafted experience that stands proudly alongside Architects and other games from Garphill. It’s seen a lot of play in my groups over the past couple of months, and I think it will be in the rotation for a while to come. There are just so many direction you can go in, and multiple paths to victory. That really appeals. However, I must say, I’d just like win at some point. Please.

I’m glad you liked it! I always worry when I recommend a game that the person isn’t going to like it.
So I’m glad this one went over well.
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