In Tales of the Arthurian Knights, you are a hero or heroine in a story of adventure and awe! You and your fellows will travel the land at the behest of the renowned King Arthur. Through a series of quests, you will make impactful choices that will steer the course of your journey. Secure your place in history by achieving glorious feats, lest your efforts be doomed to obscurity. Gather your band of Knights around the table to enjoy your own epic tale as it unfolds!
Building on the mechanisms from the classic storytelling game Tales of the Arabian Nights, you now find yourself in the age of chivalry alongside Lancelot, Merlin, and many other characters from Arthurian lore. Quests will lead to glorious battles, daring rescues, and the discovery of such marvels as the Holy Grail.
As you navigate through this paragraph-driven experience, an updated victory point system will track your success. Tales of the Arthurian Knights eliminates matrixes and charts in favor of a streamlined method of dictating the paragraphs that will shape your adventure. After making your choices, a single roll plus skill bonuses will determine success or failure.
Choose your actions carefully, and you will be rewarded with skills, renown, and nobility. Choose poorly, and be scorned, cursed, or made a pariah. Bring the age of King Arthur to life in this incredibly replayable board game with a plethora of tales that are sure to challenge, amuse, surprise, and entertain!
—description from the publisher
- The book is well written.
- The choices are very interesting.
- The stories that can be told are really enjoyable.
- The storytelling is good.
- Some really epic things can and do happen.
- The system in its entirety was very impressive.
- More tailored to the host's preferences than other similar games.
- Mechanically, there's next to nothing going on.
- Apprehensive about replayability, leading to infrequent plays.
- Be prepared for a longer game with 3 or 4 players (2.5 to 3 hours for a 3-player game).
- Chivalry, knights
- Medieval
- Storytelling, choose your own adventure
- Tales of the Arabian Knights
- Lands of Galia
Mechanics (from transcript analysis)
- Card drawing — When coming into certain locations, a card is drawn which directs the player to a passage in a book to read.
- Character improvement — Players gain legendary points, improve stats, collect items, and gain traits or companions that affect their character.
- Choice-driven narrative — Players are allowed to make choices on what path they want to go down, leading to different outcomes and potential consequences like gaining a bad reputation.
- Dice rolls — The game involves dice rolls, and building up stats effectively mitigates these dice rolls.
- Stat tracking — Players have a knight character with stats like sword and shield fighting, and mounted ability, and slide up tracks to get more powerful.
Video topics + discussion points
Quotes (from this video)
- So, this is a reworking of the classic Tales of the Arabian Knights, which was a game that I sadly never had the chance to play despite really wanting to.
- And yes, it does all come down to a dice roll. But if you really get into it and you don't focus too much on the on the dice rolling and just focus on how those encounters are going and trying to um I suppose get into it, then you can get a lot of fun from this game.
- So for me, this is almost like a time piece game that I'll keep for the rest of my life.
- prepare for just a night of storytelling.
References (from this video)
- More streamlined than Tales of the Arabian Knights
- Better game overall
- More appealing setting (Arthurian)
- More cohesive narrative
- Extremely descriptive and well-written encounters
- Easier to manage skills, statuses, and quests
- Offers variable game lengths
- Provides an epic experience in a shorter timeframe
- Less wacky/whimsical than Tales of the Arabian Knights
- Limited player interaction (mainly placing quest markers)
- Reliance on reading can be a barrier for some players
- Knights of the Round Table, mystical enchantment, King Arthur
- Arthurian
- Storybook, choice-driven encounters
- Tales of the Arabian Knights
- Eldritch Horror
- Twilight Imperium
Mechanics (from transcript analysis)
- destiny scoring — The game's winner is determined by whoever has the most destiny points at the end, which are accumulated through various means including renown and skills.
- Quest management — Includes starting quests and a deck of draw quests, with an easier system for tracking them. Player interaction exists in placing quest markers.
- Skill System — Features a level-up system for four types of skills (marshall, spiritual, courtly, wilderness) with a cap on how high they can go, making encounters easier to resolve.
- Status Effects — Status effects are tracked with time-based decks, moving down a track and expiring, providing a cleaner way to manage them.
- storybook encounters — Players draw encounter cards that lead to sections in a large book of tales, offering numerous choices for interaction and reaction.
- variable game length — Players can choose to play a one, two, or three-age game, influencing the overall game length and how destiny points are scored.
Video topics + discussion points
Quotes (from this video)
- for all intents and purposes, a better game.
- It's just such a better streamlined process.
- The writing is very very well done.
- Tales of the Arabian Knights was brutal.
- This is clearly just better. It's it's more cohesive, more streamlined, more structured, uh more detailed. It it is better writing.
- Arabian Knights just had a more wacky, whimsical, silly vibe to it.
References (from this video)
- Effortlessly fun and quick to learn
- Excellent for solo or cooperative play with a dedicated deck
- Narrative direction is more focused and tailored than the predecessor
- Compact components with streamlined rules
- Map can look dull in pictures; larger table footprint
- Characters have no unique abilities; limited differentiation between knights
- Heavy reading load for multiplayer sessions
- No web app integration to link paragraphs directly (book of tales still paper)
- destiny, renown, chivalry
- Camelot, Round Table, Arthurian legend
- branching, paragraph-based Book of Tales
- Tales of the Arabian Knights
Mechanics (from transcript analysis)
- Encounter deck and quest markers — Events drawn from an encounter deck; track quests with markers and tokens.
- Grand Quests and Era-based structure — Optional endgame quests and era progression that add depth.
- Locations and map exploration — Fixed map with regions and location cards that influence encounters.
- Narrative book of tales (paragraph-based choose-your-own-adventure) — Story events and outcomes are read from the Book of Tales with paragraphs guiding decisions.
- Narrative choice — Story events and outcomes are read from the Book of Tales with paragraphs guiding decisions.
- Renown and status tracks — Renown, Divinity, and Romance/Villainy tracks influence movement and scoring.
- Skill trees and leveling — Four skill groups with progression and focus, allowing upgrading a skill.
- Solo/Co-op support with dedicated decks — A deck of cards tailored for solo and cooperative play to introduce randomness.
- Tech trees — Four skill groups with progression and focus, allowing upgrading a skill.
- Time-limited afflictions — Status effects that last a limited number of turns to avoid endless penalties.
- Treasure cards and equipment — Deck of treasures granting bonuses; rarer finds are possible.
Video topics + discussion points
Quotes (from this video)
- it's effortlessly fun
- the stories are more directed and tailored to what you are actually expecting to encounter
- I am very happy to own both of them
- this game is effortlessly fun
- I think the stories are more directed
References (from this video)
- Story-driven decisions reminiscent of Witcher-style narrative
- Potential high replayability due to branching outcomes
- Rule complexity and learning curve
- Possible heavy setup for cruise play
- narrative consequences drive progression and rewards
- Fantasy realm with story-driven, choice-based events
- story-driven, branching outcomes
- Tales of Arabian Nights
- The Witcher
Mechanics (from transcript analysis)
- story/decision cards — Player decisions determine outcomes and rewards; narrative flow drives play
Video topics + discussion points
Quotes (from this video)
- If we get enough votes, maybe we'll get a chance.
- Our bottom five, numbers 10 through six of our top 10 games we want to play on the Dice Tower cruise this year.
- No Thanks is referenced as a benchmark in the bidding/auction space.
References (from this video)
- flavorful storytelling and humor
- clear mechanism for advancing stories and character arcs
- easy to pick up with a collaborative vibe
- heavy reading/reading aloud may slow play for some groups
- could feel like a Choose Your Own Adventure-lite if flow is not managed
- narrative-driven choose-your-own-adventure style
- Arabian-inspired storytelling with mythic adventures
- story-driven with character stats and progression
- Tales of Arabian Nights
Mechanics (from transcript analysis)
- Character progression — Characters gain stats and abilities that influence outcomes across sessions
- Choose-your-own-adventure storytelling — Cards convey story excerpts the players read and respond to as the narrative unfolds
- Narrative choice — Cards convey story excerpts the players read and respond to as the narrative unfolds
- Social/reading-paced play — Reading aloud of story text and collaborative storytelling shape outcomes
- Storytelling — Reading aloud of story text and collaborative storytelling shape outcomes
Video topics + discussion points
Quotes (from this video)
- flowcharts are amazing
- it's not a trick taking game it's just an action resolution system using playing cards
- it's basically a Choose Your Own Adventure
- the technology tree is layered
- Moving Wild is fast, it's quick