Great Art and a Few Novel Flourishes Make Architects of the West Kingdom Stand Out

Shem Phillips has had a quick rise in the ranks of designers of very traditional Euro-games since his 2015 title Raiders of the North Sea, which got a wider release in 2017 and earned a Kennerspiel des Jahres nomination that year. Raiders was followed by two more North Sea titles, Explorers and Shipwrights, which concluded the trilogy. Phillips has since gone George Lucas on us by bringing out a new trilogy that began with 2018’s Architects of the West Kingdom, co-designed with S.J. McDonald. As with the earlier troika of titles, Architects is a worker-placement and resource-collection game, and has the same fun, goofy visual style of his earlier games. You’ll find a couple of great rules tweaks that give the game some novelty, though, especially the mechanic that allows you to grab a bunch of your opponent’s meeples and stick them in jail—for cash rewards, of course.
At first blush, Architects of the North Kingdom will probably remind you of dozens of other Euros that give you a bunch of meeples, ask you to collect wood (seriously, again with the wood collection), stone, brick, and gold—here you can also trade for marble, but you can’t get it directly—and then let you use those resources to build buildings for points and other rewards. The Architects board also has a Cathedral that all players can build, or at least try to build, although space is limited and getting there first has concrete advantages (pun intended, as most of my puns are).
Meeple placement and retrieval is a bit different in Architects, including how many meeples you get—twenty, so it takes a village of meeples to play this game. You place them one at a time, but most of the main resource spaces on the board allow unlimited meeples, so you may place more meeples there on subsequent turns and then activate all your meeples on that space. For example, the space for wood gives you one wood token for each meeple you have there; the one for brick allows you to instead take one gold for every two meeples you have there. There are a few spots that allow just one meeple, including the Black Market (pay coins, take rewards, move your flag down on the Virtue track), and when you build a building card or add to the Cathedral, you place a meeple on the Guildhall and leave it there for the rest of the game. When you want to get meeples back, you go to the Town Square and pay one coin to retrieve an entire group of meeples of a single color from any space on the board.
Note that I said of a single color, but not your own color. You may use one of your meeples on the Town Square to capture a group of meeples belonging to one of your opponents, placing them in the little boxed area on your player card. On a subsequent turn, you can place a meeple on the Guardhouse and deliver all of those meeples to the jail, gaining one coin for each meeple thus incarcerated. You can go get your own meeples back by placing a meeple at the Guardhouse; that space also allows you to spend five coins to bring home all your meeples currently penned on other players’ cards but not yet in the jail itself.