- Release Year: 2018
- Platforms: Android, Blacknut, iPad, iPhone, Windows
- Publisher: Asmodee Digital SA
- Developer: Playsoft Sp. z o.o.
- Genre: Strategy, Tactics
- Perspective: Diagonal-down
- Game Mode: Single-player
- Gameplay: Turn-based
- Setting: Medieval
- Average Score: 53/100

Description
King & Assassins is a turn-based strategy game set in a medieval cityscape, featuring asymmetrical gameplay for two players: one controls the king and his guards, using action points to move across an isometric grid, push citizens aside, and protect the monarch on his path to the castle, while the opponent commands angry citizens and three hidden assassins, employing bluffing tactics to reveal and strike at the king before he escapes.
Where to Buy King & Assassins
PC
King & Assassins Guides & Walkthroughs
King & Assassins Reviews & Reception
metacritic.com : Kings and Assassins might not have much allure for the solo board gamer, but it’s hard to beat when it comes to multiplayer.
steambase.io (32/100): Mostly Negative.
pixelatedcardboard.com (74/100): King and Assassins is a fun concept and it is pulled off well.
sickgaming.net : The rules are simple to understand, as there is no need to remember the abilities of a mass of different unit types or special powers. The tutorial does a great job of teaching you to play using either side.
King & Assassins: Review
Introduction
Imagine a rioting mob swarming a medieval town square, hooded figures lurking amid the chaos, and a beleaguered tyrant king inching toward sanctuary under the watchful eyes of his guards—King & Assassins distills this pulse-pounding scenario into a taut, asymmetrical duel that feels like chess reimagined as a deadly game of deception. Originally a 2013 board game by Polish designer Łukasz Woźniak and published by Galakta, this 2018 digital adaptation by Playsoft and Asmodee Digital captures the essence of its analog roots while leveraging mobile and PC platforms for seamless online play. As a historian of digital board game ports, I see King & Assassins as a compelling, if fleeting, artifact of the mid-2010s boom in app-based tabletop conversions. My thesis: While its elegant mechanics and bluffing tension make it a standout for quick, cerebral multiplayer skirmishes, its weak AI, sparse online population, and replayability issues relegate it to a niche curiosity rather than a timeless classic.
Development History & Context
King & Assassins emerged from Playsoft Sp. z o.o., a small Polish studio known for Unity-powered mobile titles, under the publishing umbrella of Asmodee Digital SA—a French powerhouse synonymous with digitizing board games like The Lord of the Rings: Adventure Card Game, Abalone, and Onitama. Game designer Łukasz Woźniak, credited explicitly, adapted his 2013 physical game, which pitted players in a bluff-heavy escort mission through a riotous crowd. Development credits reveal a lean team: programmers Damian Sikora and Karol Rynasiewicz handled core logic, artists Anna Mazur and François Klimczak crafted visuals, and producers like Alexandre David (also Head of Analytics) oversaw integration across platforms.
Launched on July 27, 2018, for iPhone, followed swiftly by Android, iPad, Windows (Steam App ID 603460), and later Blacknut in 2019, the game rode the wave of mobile gaming’s explosion. This era saw smartphones dominating casual play, with Unity enabling cross-platform ports amid a surge in digital board games—Asmodee alone flooded app stores with adaptations amid Pokémon GO’s multiplayer craze and the rise of synchronous online duels. Technological constraints were minimal thanks to Unity’s efficiency, but challenges like real-time multiplayer syncing on mobile networks and handling hidden information (e.g., assassin reveals in pass-and-play) demanded clever UI solutions. The gaming landscape was saturated with free-to-play battle royales and MOBAs, making King & Assassins‘ premium, bite-sized ($1.39-$6.99) strategy niche a bold but risky bet. No patches or expansions are noted, suggesting a “ship and iterate minimally” approach, with Steam discussions lamenting server issues and absent features like windowed mode or undo buttons.
Narrative & Thematic Deep Dive
King & Assassins forgoes sprawling cutscenes or voice acting for a minimalist narrative delivered through its premise and UI: a “tyrant king” returning from a hunt to face a tax-fueled revolt, complete with three hidden assassins among 12 angry citizens. The App Store blurb sets the stage—”The people are angry… danger abounds”—evoking Assassin’s Creed-esque intrigue, where guards shove mobs and assassins strike from shadows. Players choose sides: the King player escorts their monarch to one of two castle gates (Market map) or a single exit (Alley of Shadows), while the Assassin player sows chaos.
Characters are archetypal—the obese, slow King symbolizes decadent power; burly guards embody loyalty; hooded citizens/assassins represent populist rage. Dialogue is absent, but thematic depth lies in asymmetry: the King’s defensive march critiques authoritarian fragility, while assassins’ bluffing mechanics explore rebellion’s cunning. Themes of deception dominate—citizens as “red herrings” force paranoia, with shackles introducing lottery-like risk (capturing an assassin by guesswork). Escalation builds tension: early bluffs give way to desperate reveals, mirroring real revolts where hidden threats erupt. Subtle lore via round cards (dictating action points and shackles) adds unpredictability, theming fate’s role in regicide. Critically, the narrative’s brevity enhances replayability for duels but exposes repetition; without evolving story beats, it feels like an eternal standoff, underscoring power imbalances in a single, looped revolution.
Gameplay Mechanics & Systems
At its core, King & Assassins is a turn-based tug-of-war on an isometric grid, blending grid movement, resource management, and hidden info in 5-10 minute bouts. Each round draws a card granting action points (AP): King gets 1-2 (move only), guards a pool (move, push citizens 1 space, attack revealed assassins, climb roofs at extra cost, or shackle/removing citizens), while assassins control all 12 citizens (move, climb/descend roofs freely once revealed) and reveal for free to attack (kill guards or wound King twice for win).
Core Loop:
1. Setup: 12 citizens placed; Assassin secretly picks 3 killers. King/guards start cornered.
2. King Turn: Plod forward, guards form “wall,” push/block paths, shackle suspects (round card bonus).
3. Assassin Turn: Maneuver crowd to clog gates, bluff with dummies, reveal for strikes (roofs grant attack superiority—ground can’t hit elevated).
4. Win Conditions: King reaches gate; assassins hit King twice; all assassins shackled/killed; turns exhaust.
Innovations shine in verticality (roofs as tactical high ground, assassins’ free access post-reveal) and bluffing—wasted shackles punish overzealous Kings, while premature reveals doom assassins (guards kill them next turn). UI is intuitive: select unit, highlight options, confirm (three-tap moves feel clunky but deliberate). Modes include:
– Solo Practice: Weak AI with predictable patterns (e.g., rote blocking); no difficulty scaling.
– Pass & Play: Toggle assassin labels for fairness.
– Online: Synchronous lobbies (pick side/map/ranked), cross-platform, 25-minute timers, leaderboards (20 games min.).
Flaws: Repetitive King strategies (march + shield), luck in shackle timing/AP draws, no random side selector. No progression, undo, or save mid-game. Two maps vary gates/rounds/layout, adding replay, but depth caps at 4-5 games per reviewer insights.
| Mechanic | King Side | Assassin Side |
|---|---|---|
| AP Pool | Limited, split | Handful, unified |
| Key Actions | Push, Shackle, Guard Kill | Bluff, Reveal+Attack, Free Roof Moves |
| Risks | Slow King exposure | Reveal = Death Sentence |
| Win Path | Escort + Purge | Two King Hits or Stall |
World-Building, Art & Sound
Set in a medieval riot—rooftops, market stalls, shadowy alleys—the world is compact yet immersive. Two boards (Market: open, multi-gate; Alley of Shadows: narrow, single-exit) evoke urban chaos without vast exploration. Art excels: 3D-modeled characters (hulking guards, cloaked citizens) feature fluid animations—pushes fling foes, attacks spill blood, climbs scale dynamically. Isometric visuals pop with detailed textures (cobblestones, thatched roofs), vibrant colors, and zoom/rotate controls mitigating occlusion. Menus match, feeling premium.
Sound design, though undetailed in sources, supports tension: presumed clatters of crowds, metallic clashes, ominous stings during reveals. Atmospheric medieval flair (muffled shouts, footfalls) heightens bluffing paranoia, making 3D polish a standout—reviewers call it “gorgeous,” elevating abstract tactics to visceral duel.
Reception & Legacy
Launch reception was mixed-positive: Pocket Gamer (80/100) lauded multiplayer; KickMyGeek (80) praised adaptation; Pocket Tactics (60) noted repetition. PC Gamer hailed “tense tactical duel” for its price; Pixelated Cardboard loved bluffing/visuals but decried playerbase/AI. Steam: “Mostly Negative” (32/100 from 91 reviews), citing dead servers (2022 discussions: “Is the server dead?”). MobyGames/VideoGameGeek: No critic score, 6.5/10 user avg., 32 collectors. Metacritic: TBD but sparse.
Commercially niche (31-59 owners tracked), it faded fast—ambitious online focus backfired amid low downloads. Influence minimal: Exemplifies Asmodee/Playsoft’s port trend but no direct successors; echoes in bluff-heavy digitals like Hearthstone minis or Root apps. Legacy: A preserved curiosity (Moby ID 112175) highlighting digital boards’ multiplayer pitfalls pre-pandemic surge.
Conclusion
King & Assassins masterfully ports Woźniak’s bluffing gem into a sleek Unity duel, excelling in tense asymmetry, gorgeous 3D art, and quick wits-out sessions that outshine many abstract strategics. Yet, its frail AI, barren online lobbies, repetitive King play, and lack of depth cap it as a pass-and-play diversion rather than enduring staple. In video game history, it occupies a footnotes-worthy spot: a 2018 mobile experiment in tactical deception amid board-game digitization, best for dueling friends but ultimately dethroned by population woes. Verdict: 7/10—a royal romp for two, but no kingdom-builder. Seek it on sale for nostalgic tactical thrills.