Tabletop Simulator

Tabletop Simulator

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Legitimacy, the Game of Royal Bastards
   
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4 Oct @ 6:56pm
4 Oct @ 10:19pm
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Legitimacy, the Game of Royal Bastards

Description
The kingdom of Legitimant is in turmoil. The old king has died, leaving no legitimate heir... He has, however, left several illegitimate ones.

Since you were an infant, your mother has told you of the royal blood that runs in your veins. Now the time has come for you and your trusty animal sidekick to set out on an epic quest to fulfil your destiny and claim the throne that is your birthright.

Whether you choose to follow a path of righteousness or use every dirty trick in the book, you’ll need nerve, cunning and just a little luck as you assemble an assortment of strange creatures and magical objects to out-manouver and overpower your rivals and prove that you are, indeed, the one true heir of Legitimacy!

Buy the physical version here: https://www.planeturf.com/product/legitimacy/

Reviews
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This is a very fun game which works rather well. Legitimacy is much more varied and interesting and certainly more fun than any of the other roll and move fantasy boardgames I have played. It doesn't take too long to play either. The game is nice to look at as the artwork is excellent and fun. The system is clear, simple and moves along. A good buy.
---Boardgames in Blighty Blog, UK


Legitimacy is fast flowing due to the simplicity, and the combat and magic systems are easy to resolve. I really liked the system. Overall an interesting and fun game.
--Richard Hardy, Scimitar Wargrames Group


This is a light game with comical artwork that is fun to play with the family. It's length is just right for the complexity and it generates a lot of table chat and FUN!
-- Felbrigg's Gaming Blog


A great game with stunning components. I really enjoy the game and my kids (age 10 and 11) can't get enough of it. It's a lighthearted game that we have played many times, often consecutively. The game is a laugh factory and using the less obvious choices for characters allow adults to play against younger players without having to hold back too much.
--Doug Glisson, Alberta, Canada


Clever and fun... Legitimacy is the type of game we will bring out to play with friends who can't stand the thought of building up a food engine, and social games definitely mesh better with social drinking than Agricola ever will.
-- Elizabeth B., Ohio


Enjoyable alternative to Talisman and Munchkin. Faster than both. Easier to play too. Fun artwork great theming. A winner overall and a definite preference to Talisman, Prophecy and Munchkin.
--Mark R, West Sussex, United Kingdom


Nice little game. Fun and easy to play with the family.
--Michael R, Three Rivers, Michigan


This is a great game to play with the family. Kids will love it, the artwork is fantastic (I could spend an hour just exploring the boards!), and the gameplay is interesting enough to keep adults happy.
-- Nick H, Los Angeles, California


I love this game. The gameplay is like a simple and fast version of Talisman. Unlike Talisman, Legitimacy ends when it feels like it should and doesn't overstay it's welcome. Great art!
--Jason S, Fairview, Oregon


The game description fit what I was looking for to a T. Adventure game with a short play time, easy play and humor qualities. The cartoonish art work makes for a light hearted approach to the game, with lots of laughing.
--Tom S, Houston, Texas





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FULL REVIEWS

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The game description fit what I was looking for to a T. Adventure game with a short play time. In addition Legitimacy has easy play and humor qualities, further boosting it's possibilities.

I took the game, along with another 5 or 6 with me to a friends house who was having my family and another family for dinner. My friends wife and their 16yo daughter usually play board games with me when we get together. The other couple at the dinner have a 10yo boy. He and his mom played Transamerica with us the last time we were all together.

The 16yo chose Legitimacy out of the pile of games to play. None of us had played before. I had scanned the rules previously. We played with five, so had all the game boards in play except one. We randomly dealt characters and pets. Everyone laughed at their character and pet cards. The cartoonish art work makes for a light hearted approach to the game, with lots of laughing. No one was quite sure what they should do to begin. The goal is to acquire through quest, theft or attack, 3 of the crown jewels, and then take them to the Throne Room in the castle. So the goal is easy enough to understand. The black dots on the board allow you to draw a card in search in quests, creatures or magic items. So everyone starts moving toward the black dots. Not having a move bonus on your character or pet is a real disadvantage. When moving you add your character and pet move bonuses to your die roll to get your movement allowance. You can use any amount of the movement allowance to get where you want to go.

As play proceeded the people with quests moved to the locations on the quest card and acquired crown jewel cards. Those who were unable to get quests used magic or attacks to take crown jewels from others. The game began to pick up after everyone grew more comfortable with the mechanics. We probably waited too long to actually read all the cards as we drew them to see what special effects they had. Some cards allow you to fly to locations which is very helpful. The other thing we noticed as the game went along is the relation between holding crown jewel cards and the hand limit of cards. You need 3 crown jewel cards to win. Your hand limit is 7 cards total,unless you have a pet or magic item that increases your hand limit. So with 3 crown jewel cards, your character and your pet, that is 5 slots of your 7 hand limit. This leaves you with only 2 spots for creatures and magic itmes, making you very vulnerable to attacks from others trying to take your crown jewels. We also struggled with remembering to flip our characters from good to evil or from evil to good, depending on what actions we took. If you don't have alternative alignment cards in your hand when you change alignment, you can be left quite vulnerable, as your current creatures who aren't neutral will desert you when you switch.

I, playing as the Minstrel, was the first person to have 3 crown jewels, but I was a long way from the castle. The 16yo playing as the Young Wizard, came after me with her creatures and easily took 2 of the crown jewels from me as I couldn't escape her fast enough and she was able to attack me on consecutive turns. She then was able to get a good roll and quickly move to the Marketplace. She had recently been to the Marketplace and exchanged cards, so she knew what was in the marketplace. She now exchanged cards again, pulling out a magic spell that then flew her to the Throne Room for the win.

Everyone enjoyed the game. I think next go around everyone will be more aggressive. It will help also knowing better how the cards can be used. The 10yo played well and I think the 13+ age recommendation is more for the content on some of the cards. The content is quite humorous and most of it will be over the head of younger kids. This is actually good game to play with the younger crowd, just don't read the cards out loud. The time of 30+ was a little deceiving. Playing with 5 and learning as we played the game took about 90 minutes, which isn't bad. We just thought it would play closer to the 30 minute mark. I believe future plays will play within an hour, which is really good. Replayability is good also as the character and pet combinations will change each time.

I believe this game will get future plays as it has many positive qualities. Recommended as a quick playing, light hearted alternative to Talisman or Prophecy. It's art work and humor reminded me some of Munchkin.

--Tom Stearns, Houston, Texas