Majesty: For the Realm Lacks the Depth and Complexity of Splendor
Art courtesy of Z-Man Games
Designer Marc André had a huge hit with his 2014 game Splendor, which was nominated for the Spiel des Jahres and won a slew of awards for its simple, elegant rules and high replay value, which was enhanced by last year’s release of the four-in-one Cities of Splendor expansion box. André’s follow-up, Majesty: For the Realm, isn’t quite up to the standard he set for himself with Splendor, but it does share many of that game’s best qualities, including quick game times, a short rule set, and high-quality components.
In Majesty, players will each take 12 turns selecting character cards from the center of the table to fill out their play areas and try to balance their scoring across three different scales. Each player’s tableau starts with eight header cards, seven of which show the game’s character types, with one more, the Infirmary, used after battles. Each character type gives you an immediate reward when you place one in your area of a coin bonus that increases if you have more characters of that type already. Taking a Miller, the lowest-value character, earns you two coins per Miller in your area, including the one you just placed; the Queen, the highest-value character, gets you five coins plus one meeple per Queen in your area. Some characters give you a bonus based on multiple cards already in your area; the Guard, who also serves as your defense when attacked, gets you two coins per Guard, Knight, and innkeeper in your area.
Majesty features a rolling market of cards (seen in Morels, Century: Spice Road, Concordia, and dozens of other games) where the first card is “free” and you pay one meeple per space to take cards further into the queue. Each player starts the game with five meeples, all of which are white and come from a common supply; if you want to take, say, the third card in the market, you would place one meeple on the first card, one on the second, and then take the third. If you take a card with meeples on it, you can keep those, but you can’t have more than five at the end of any turn, returning extras for one coin apiece instead. Having too few meeples can limit your options; if you have none at the start of a turn, you must take the first card in the market.
When a player takes a Knight, it triggers an attack on all other players simultaneously. The attacking player’s strength is simply his number of Knight cards (including the one just played). Each other player then compares his/her number of Guards to that total; if the player has at least as many Guards as the attacker has Knights, the attack fails. If not, the attack succeeds, and the losing player must then move his/her leftmost (least valuable) character card to the Infirmary. You can only restore a character from the Infirmary by taking a Witch card from the center.