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Richard the Lionheart

Game ID: GID0265556
Collection Status
Description

Description from the publisher:

The Crusades have summoned Richard the Lionheart to the Middle East. Back home in England, John Lackland is trying to consolidate his power, recruiting the Sheriff of Nottingham to his side. Opposing them is Robin Hood and his band of Merry Men. What will be left of Richard's Kingdom when the Crusades are over?

In Richard the Lionheart, players ally themselves either with Robin Hood or John Lackland. They travel across England, trying to earn prestige points and influence the Crusades from afar. At the end of the game, Richard will return to what's left of his kingdom...if he returns at all. At this time, the player who has earned the most prestige wins.

Year Published
2017
Transcript Analysis
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 1
This page: 1
Sentiment: pos 1 · mix 0 · neu 0 · neg 0
Mentions per page
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Showing 1–1 of 1
Video 2Hjbc8d-wEQ The Secret Cabal Gaming Podcast game_review at 2:58 sentiment: positive
video_pk 9128 · mention_pk 26921
Video thumbnail
Click to watch at 2:58
Overall sentiment (raw)
positive
Pros
  • strong table-talk and manipulation dynamics
  • beautiful production and components
  • thematic flavor pairs well with the mechanics, especially the betrayal/negotiation feel
Cons
  • high production cost and price point may deter some players
  • theme can feel surface-level; event text is minimal on cards
  • player-count-related bottlenecks can reduce clarity and flow
Thematic elements
  • intrigue, manipulation, and betrayal within alliance structures
  • England during the Crusade era with two rival factions supporting Richard vs Prince John
  • historical/legend-infused with emphasis on table talk and hidden objectives
Comparison games
none
Mechanics (from transcript analysis)
  • block/steal/positioning — players can block actions, pass through others, or steal cards by spending movement, adding direct contention and tactical friction
  • card drafting / deck-building — players add cards to the crusade deck, driving track progress and shaping the action economy; track majority on drawn cards influences advancement
  • edicts and secret objectives — edict cards grant personal and game-point objectives that can conflict with teammates, driving strategic deception
  • event cards — round events modify rules or point opportunities, adding variability between games
  • market and resource management — players can purchase influence cards, prestige points, horses, or ships to modify movement and scoring opportunities
  • Movement and action economy — on turns, players move tokens up to three spaces and perform actions requiring spending cards or coins
  • team-based yet antagonistic play — two teams align with Richard or John, but internal competition and manipulation drive the core conflict
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • this is not a cooperative game here this is a game where your teammates are your real competition
  • it's an extremely cutthroat and and very manipulative game
  • best thing about it is manipulation and table talk
  • I would like to see an expansion for this game
  • the components are beautiful and the game is well produced
  • I dig the game
  • I really like the concept of trying to manipulate players and the table talk
  • expansion could bring out a little more to this game
References (from this video)
No references stored for this video.
Transcript Navigation
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