Japan and its tabletop games have long been an area of fascination of mine, and it’s also why I have an ever growing pile of games from Japan I’m as yet unable to read. Among the games in this collection is a game about an out of control dungeon, and the plucky adventurers called Landmakers that can bring some semblance of order to this wild world. This game is called Meikyuu Kingdom!
1) Who Made This?
Meikyuu Kingdom, also sometimes known as Make You Kingdom, is a game published by Adventure Planning Services of Japan. An official English translation was announced in 2013, however no new information has since been released, though rough drafts of a fan translation exist.
2) What’s The Premise And Setting?
Meikyuu Kingdom is, as its name implies, a Kingdom building game, set in a world called the Infinite Dungeon. The players take on the role of the members of the royal court. In addition to working to build the kingdom, each member of the court also has their own personal goal, such as claiming a certain territory as part of the kingdom, or slaying a certain number of monsters.
However, the dungeon is, in fact, infinite, and even familiar places can change abruptly through a process known as Dungeonification. Additionally, your kingdom isn’t the only one in the dungeon, and the others may not always get along with yours.
3) What Are The Mechanics Like?
The dice mechanics of Meikyuu Kingdom are relatively simple: you roll 2d6, add the relevant attribute, and compare it to a target number. This mostly pertains to combat and skills. Meanwhile, the game’s management system is more binary; you either have the items or stats you need, or you don’t.
The game is also divided into two distinct phases: the Kingdom Phase and the Dungeon Phase. The Kingdom Phase is where you make decisions pertaining to the kingdom’s development, as well as preparations to enter the dungeon. By contrast, the Dungeon Phase consists of the sort of classic dungeon crawling challenges fans of fantasy roleplaying games would be more familiar with.
There’s also a somewhat unique mechanic Meikyuu Kingdom introduces called the d66 roll. The d66 roll is used for randomizing options on charts, such as random names or encounters. You roll two d6s as if you were rolling d%, but the lower number is always in the 10s place, and the highest number is always the ones place. With this setup, a result of 6 and 1 would be 16, or a result of 3 and 2 would be 23.
4) What Is It Similar To?
The most apt comparison to Meikyuu Kingdom is Advanced Dungeons and Dragons 2nd Edition, particularly with how the scope of the game changed past level 9, where the focus of the game began including building and maintaining keeps. Additionally, both games have a simple core mechanic, but numerous sub systems with all manner of charts.
However, being a more modern game Meikyuu Kingdom is more refined; the core mechanic is consistent throughout, and the subsystems are related to each other in meaningful ways. Exempli gratia followers are the lifeblood of the kingdom, a staple in many skills, and there are numerous ways to gain them.
Despite these similarities, though, it’s worth mentioning that this is still a Japanese game, and thus much more structured than most games you can expect to find in the English speaking tabletop gaming community.
5) Is It Worth Getting Into?
Yes, but only if you’re interested in a silly, light hearted, kingdom making game. Being from Japan, this game is kind of rigid in terms of what it can be used to accomplish. Much of the listed skills all work towards one of two ends: either building up the kingdom, or crawling through the dungeon.
Another consideration is also that the fan translation doesn’t include any of the official artwork; so for many of the items, monsters, classes and jobs, you’ll be relying on names alone. (Which is a shame, because some of the monsters, such as Mayonaise King, are just plain absurd!)
To support the official release, you’ll need to import the books from Japan. This is great since they had released a new edition in October 2018, but not so great since importing is a risky and expensive prospect.
Aaron der Schaedel has no impulse control, and usually winds up buying any books in Japanese that have cute anime girls on the cover. His legitimate copies of the Meikyuu Kingdom books are no exception. You can try tempting him by showing him other such books via twitter: @Zamubei
Picture Reference: http://randompunk.blogspot.com/2015/04/the-world-of-meikyuu-kingdom-13-daily.html
When I started my foray into the world of pen, paper, and imagination, I was in High School, and could have never predicted that playing tabletop games as a hobby (and later a passion) would outlast my varied collection of other interests. There are skills that I have honed over the last ten or so years that have helped me study in school, work more efficiently at jobs, and resolve minor conflicts among friends.
1. Conflict Resolution - D&D has taught me that there’s always more than one way to solve an encounter. Whether it’s a Dragon protecting its Horde, a room full of traps about to obliterate the PC’s, a band of Orcs demanding ransom for a Princess, or the BBEG (Big Bad Evil Guy) on an altar, about to sacrifice a poor soul in order to summon a Devil. Sure, you can hack, slash, or shoot your way through all of those scenarios, but a craft Rogue can sneak ahead and determine the largest threats, a Bard can woo or convert an aggressive creature into a possible ally through Charm and wit, and the Cleric/Paladin/Monk can pray/meditate upon what the future holds to determine the best course of action. Every Player, every Class has its strengths and strategies. Away from the table, the ability to see friends for their potential strengths, and their attributes, can help to quell minor qualms, and know the best course of action. I’ve learned how to “size up” a potential situation or encounter, and it has paid out in spades.
2. Creative Writing Skills - My favorite part of the character creation process for a new game is crafting the individual, the person who will fit into this new world and new adventure. Beyond the character sheet, I’ll write a backstory for my character, giving them a home, a family, a history, and a reason for the DM, the party, and myself to invest in the well-being of this new addition to the team. I’ve created some odd characters, pushing my creative boundaries, generating against type characters, and learning how my brain operates when taking on a new role, and how to successfully adapt at the table.
3. Meta Knowledge = Confidentiality - Having worked in a few jobs where confidentiality is of utmost importance (Human Resources paperwork, following FERPA laws for students, etc), I’ve had an easier time learning where the line between meta and table knowledge meet. While I may be privy to something that the DM (my boss) has told me, other players (co-workers) haven’t come across that story point (fact) yet, and it’s up to the DM to divulge it at the right time and place. Gamifying work as a whole makes the entire day go by faster, and makes tasks less tedious - just another step on the questline.
4. Alignment Axis: A lesson in Philosophy - Inevitably, when you have more than one human in a room, you will have more than one viewpoint and philosophy. Learning how to step into another person’s shoes and seeing through their eyes benefits… everything. I’m having a hard time thinking of a situation where you wouldn’t want to understand both sides of a conversation, argument, or debate. Political, religious, spiritual, ethical, scientific… all of these topics benefit from a moment of passivity, observation, and understanding. I view it as a sort of challenge when the debaters in question all have the in-game capability to kill one another, because this challenges the players on their and their character’s convictions; how long can a direct conflict to a character’s worldview last before being quashed? Is there a resolution beyond violence? Also, it certainly helps to generate great inter-character conversations, like a zealous Paladin talking to a whimsical Druid and a cynical Rogue. These kinds of discussions can spur a new type of party growth, beyond XP and encounters. Not only is there party growth, but you also can find a new appreciation for your friends around the table and their viewpoints on the world.
5. A Comfortable Space to Practice Confidence - By the nature of the hobby, tabletop games bring friends and like-minded people together into a safe environment to try new techniques of conflict resolution and immersion into a new role. Beyond the confines of the rulebook and character sheet, there is a world of freedom to be found in a comfortable setting. My public speaking skills have benefited from my hours around the table; I have a friend who does voice acting, and uses new characters as a test bed for accents, pitch changes, and vocal range. Beyond the practice for improvisational humor and reactions, as well as the grounds for many an inside joke for future storytelling, I can think of no better place to freely express oneself and speak openly and confidently without reproach.
Tabletop games, and D&D in particular, have taught me more about myself than I could have learned from any other hobby. Further, this ‘hobby’ has become a lifestyle, and has helped to challenge, change, and mold my analytical skills, problem solving, and communication with the world at large. Also, I can be a cat person.
Angela Daurio is a DM and player of D&D 5e, is eagerly looking forward to Pugmire, and enjoys board games on a weekly basis. She resides in New Jersey, where she and her fiance are currently playing in two campaigns, and plotting the return of their own campaigns.
If I could give you one fact about myself, it is that I love games. Video games, sports (i.e. games with running), role-playing games, but most of all, board games. I have been playing board games since I was old enough to not swallow the pieces. I just couldn’t play enough; my poor parents could only handle so much Monopoly with a five year old, so I often ended up playing games against myself, typically playing all 4 players (and so great was my adolescent skill, I always won.) As I got older, the games got more complicated and my competitors diverse. Like many modern board gamers, I’ve played ungodly amounts of Catan, Carcassonne, and Dominion. I now find myself most drawn to deeper strategy games, (e.g. Agricola, Through the Ages), with a general rule being that the length of the rulebook is directly proportional to the enjoyment I’ll get out of a game (provided I can find people willing/gullible enough with which to play).
I only began role-playing a few years ago, drawn to the tabletop by its preponderance of rule-books. A single role playing game offers hundreds (often thousands) of pages of game mechanics and interactions to learn and explore, all of which made me metaphorically salivate. However, I soon realized that there is greater disparity between understanding the mechanics and playing the game in role-playing games than there is in board games (i.e. a perfect understanding of the D&D mechanics will do nothing to bring a character to life). While I had much to learn, I realized that a lifetime of board games had prepared me for joining a role-playing group in several ways.
1. The capacity for make-believe. To fully enjoy any board game, a certain amount of imagination is needed. I’m not just pushing a tiny plastic tank and a bunch of gray chips across a board, I’m blitzkrieging into Russia in a war encompassing the entire world. I’m not just rolling some dice, I’m producing resources in support of my bid to control the continent. These aren’t just cards, they’re equipment, contacts, and programs used to hack a nefarious corporation. Without imagination, a board game becomes merely a banal collection of mechanics and rules, devoid of life and the spark that makes games inherently fun.
This need of imagination is even more necessary when role-playing. Players are given a whole slew of mechanics and are expected to use them to bring to life a rich, vivid world without even board or piece for reference. Of course, there are visual aids used in RPGs, such as miniatures, maps, or pictures, but the vast majority of role-playing is seen through the mind’s eye of each player. I was already used to playing make-believe with my many games, whether I was becoming a rich mogul, daring general, or a dastardly spy. While I was initially thrown by my lack of physical representation within the game, I was able to quickly bring the world to life in my mind thanks to an imagination well-seasoned by the board.
2. The development of good game etiquette. People often take being nice for granted, especially around a game table. Everyone knows someone with whom they refuse to play games, whether they be role-playing, video, sports, or board, due to that person’s poor behavior. Some throw a fi(s)t when they lose. Others become insufferable upon winning. Some will not stop cheating, even when caught red-handed (I’m looking at you, Steve). Regardless of which sort of negative behavior is exhibited, it saps the enjoyment of the other players.
In my years playing board games, I have played against each type of person and have even been that person myself. The best lessons are reciprocal. I learned not to be an arrogant, pompous bastard after winning when I was beaten by a pompous, arrogant bastard. I learned not to be a sore loser myself by defeating others who were. All of these experiences facilitated my development of good game etiquette. The idea is simple: don’t be a barbarian at the game table (even if you are one in the game). If you’re pissed at what happened in game, be pissed at yourself for the stupid decisions that led you there or the dice for their uncooperative behavior (and then melt them), not pissed at other players or the DM. Don’t cheat by rolling 20s when no one was watching or purposefully altering rules. These things make games less fun for everyone involved. These bad behaviors come out much faster in board than role-playing games due to their shorter nature and clear distinction between winner and loser(s), so play a few board games with your group if you want to discern players with good game etiquette from those with poor game etiquette.
3. The familiarity with rules and game mechanics. While not everyone may agree with this, the rules in a role-playing game are central to the experience; without rules, D&D would be a medieval Choose-Your-Own-Adventure book (not that I’m hating on Choose-Your-Own-Adventure, mind you. Anyone who did that would be certifiable). The rules and mechanics put the ‘game’ in role-playing game. The better each player understands the rules as they relate to their character, the more time can be spent playing the game and becoming a part of a legendary story (to see the opposite of this, watch a session of Shadowrun played by a group that’s never played before.)
With a love of board games comes an inevitable familiarity with rules. Whether, like me, you love rules and game mechanics to the point where you will read the instruction manuals for games you don’t even have or if you hate rule-books and just want to dig right into a game without having to spend time among dry pages, board game players all are experienced in playing by the rules. This does not mean merely know how many dice to roll or how much Boardwalk costs to purchase, but also being able to work with multiple game mechanics to achieve victory. Even the most complex of board games, with an incredible variety of mechanics and features, pales in comparison to the complexity of game mechanics in an average RPG. Many years spent figuring out how to best manipulate board game mechanics allowed me to move quickly past the early role-playing stages of figuring out how to play my character according the rules (e.g. how many dice do I roll to shoot my pistol) and onto more complex concepts, such as learning how to develop and portray a personality for my character (e.g. thinking like a mob hitman and learning a Russian accent).
4. The honing of tactical instincts. Every role-playing group is different. Some are lax on adherence to the rules with a greater focus on building a great story. Others place more emphasis on simulation and playing strictly by-the-book. Combat is an inherent part of both of these role-playing styles. Regardless of whether combat is played out in a tense simulation with miniatures on a grid or is told as a tale of grand strokes and spells (or, more than likely, a combination of simulation and narrative epic), good tactics will often be the difference between life and death, between heroic and sad, bloody mess .
Board games offer players the chance to hone their tactical skills across a wide variety of challenges. Admittedly, not every board game offers deep tactical challenge, i.e. you can’t lay an ambush for your opponents in Monopoly (though that might make me play the game again). However, even simple board games require decisions which affect the outcome of the game, e.g. whether or not to buy a particular property in Monopoly when your funds are low. These decisions can be boiled down to a benefit versus risk analysis by the player (often made without thinking in such terms). RPG combat requires the same type of decision-making as can be found in any board game, a risk-benefit analysis of what attacks/spells are most useful in each situation, which enemies to concentrate fire upon, when the tide of battle has turned, etc. I’m not saying that every board gamer is a born tactician or that veteran tacticians can’t be defeated by the simplest of enemies. However, a board game is a concise exercise in tactical decision making; many years spent playing board games is many years spent honing tactical instincts through practice in diverse scenarios.
While I’m sure not everyone who board gamed before they leveled up to role-playing has had the same experience as me, I hope many of you can relate. Happy gaming!
Jake is an avid board gamer, outdoorsman, and low level role-player who lives in College Station, Texas.
All blog materials created and developed by the staff here at High Level Games