The social elite of Tempest live in a world of power, intrigue, and alliances that can often shake the very foundations of the city's society. In Courtier, you move within these circles of social power to further your goals. Work with established courtiers to gain influence and stymie the rise of your rivals as you attempt to earn or cheat your way into their world.
In Courtier, 2–4 players compete for recognition in the royal court. Your mission is to act as an influence broker, manipulating the levers of power and granting favors to important supplicants. You accomplish this by influencing key people to act at your behest.
Play influence cards to gain sway over a key courtier, or play power cards to manipulate the board in your favor. Control each of the courtiers listed on a given petition, and you earn victory points for completing that request. Bonus points can be earned from cards and abilities. The winner is the player with the highest score at the end of the game.
Number 1 in the Tempest Shared World Game Series
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- we're here both of us are here at the queen city game club tabletop day event
- we have a game of super dungeon this year which never makes it to our regular tuesday night events but with this much time today it's hit the table
- love letter which is the 16 card quick hit sensation that you can't buy anywhere right now because it keeps selling out
- i think that's why it's so popular because it's such a great game for only ten dollars
References (from this video)
- charming theme with potatoes
- fell in love at Essen
- city building
- Japan
Mechanics (from transcript analysis)
- city building — It's a wonderful city building slash pay with potatoes stuff.
Video topics + discussion points
Quotes (from this video)
- This is the game of the show so far on the all the previews.
- It's chaotic by in a very good way.
- The new artwork is absolutely beautiful. I find like it looks unreal.
- You are competing to create the best yearbook essentially.
- Each one of the gods will have different powers, will have specific like asymmetric power.
References (from this video)
- Flexible faction-building; cross-pollination of minis
- Accessible and fast-paced skirmish play
- Less depth for traditional GW fans seeking rigid faction lines
- Plastic quality varies from batch to batch
- free-form faction mixing, diorama-esque combat
- Fantasy battle in a modular, cross-faction arena
- arena skirmish with mixed miniatures
- Kill Team
- Underworlds
Mechanics (from transcript analysis)
- Faction-agnostic army building — Players pick from multiple factions to assemble mixed teams.
- Tier-based combat — Models have different strengths and special rules.
Video topics + discussion points
Quotes (from this video)
- Kill Team is currently my favorite tabletop wargame and the models are my go-to GW miniatures.
- The buffet aspect this is what I like about Kill Team—you can hop between factions without building a giant army each time.
- The Dark Uprising box is massive; it might be ten to twenty pounds and it’s mostly terrain.
- Warcry is basically the Horus Heresy equivalent for Age of Sigmar in how it positions its skirmish play and terrain.
- I prefer GW models to many other companies; the quality is consistently high and the hobby is meditative.