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For The King Review — A Board Game That Bites

For The King Review — A Board Game That Bites

Author: Verdict Games Editorial Team Last Updated:

The Bottom Line

Worth playing for the Focus system, which is the best answer to the randomness problem that dice-driven games have, and worth playing in co-op above all. What holds it back is that an adventure takes many hours and can still be lost near the end to a bad fight, that the difficulty between Apprentice and Journeyman is a cliff rather than a step, and that thirteen characters is fewer than it sounds when several of them are competing for the same slot. Around 88 percent positive on Steam from roughly 43,800 reviews.

Summary

For The King is a turn-based adventure played on a board of hexes, with a party of three, permadeath and a great deal of dice. It should be frustrating and mostly is not, because of one system. Focus lets you buy certainty on any roll you care about. Around 88 percent positive on Steam. What follows is what that system fixes, what it leaves broken, and who the game is for.

Who This Is For: Anyone deciding whether to buy For The King Beginner-friendly

Key Points

Key Points

1

The Focus system lets you spend a currency to guarantee dice rolls, which defuses most randomness complaints.

2

Around 88 percent positive on Steam. April 2018, IronOak Games with Curve Games publishing.

3

Online and local co-op for up to three players, and the game is clearly built for it.

4

Permadeath across long adventures means a bad late fight can end many hours of progress.

5

Japanese and Russian are supported at interface, full audio and subtitle level, across twelve languages.

The king is dead, the land is falling apart, and three ordinary people — a blacksmith, a hunter and a scholar — are what the kingdom has left. You move them across a board of hexes, fight in turn-based battles, and every roll is a row of percentage slots.

That last part should make this a frustrating game. It mostly is not, and the reason is a single well-judged system.

Focus is the good idea

Every skill check in For The King presents slots you have a chance to fill. Focus lets you buy those slots outright. Spend a point and one slot becomes a guaranteed success; spend two and the rest of that action gets more accurate as well.

The elegance is in what it costs. Focus is one pool, capped at nine, and it pays for everything — attacks, fleeing, defending, opening chests, evading traps, and converting directly into movement on the overworld. So the question is never "will the dice betray me", it is "is this the roll worth being certain about".

That reframing does a lot of work. A dungeon becomes a budget problem: every chest you open is a guaranteed attack you will not have at the boss. It is the kind of decision that makes a random game feel authored rather than unfair.

There is exactly one thing Focus cannot touch. Luck rolls can never be focused, and every one of the thirteen characters has Luck 50 — the only stat identical across the entire roster. The game carves out a small area that nobody can influence and leaves everything else under your control if you are willing to pay for it. That is a more confident design decision than it first appears.

The co-op is the other half of the appeal. Up to three players, online or local, and the game is clearly built for the argument — whether to spend the Focus now, whether to take the long road, whether anyone can afford to open that chest. Playing it alone works and misses the point slightly.

Where it falls short

The length and the permadeath are in tension, and the game never quite resolves it.

An adventure runs for several hours. Death is permanent, and a fight that turns badly in the final stretch can cost the whole evening. Roguelikes usually answer this with short runs or meta-progression; For The King has Lore unlocks, which give you new characters rather than a stronger position, so a loss genuinely returns you to the start.

The second problem is the difficulty curve between the first two settings. Apprentice grants every character +5 to all base stats and more starting Focus, which makes it substantially easier than Journeyman rather than slightly. Players who finish an Apprentice run and step up often find a different game, and not in a way the interface prepares them for.

The third is roster depth. Thirteen characters sounds generous until you look at what separates them. Focus ranges only from 2 to 4, and the two characters that regenerate it — the Scholar with Refocus and the Monk with Discipline — are so much more valuable than the rest that parties converge. The Hobo, with a perfectly even 70 in all six main stats, is a nice idea undercut by having the lowest Focus in the game and no skills at all.

Where it stands

Item State
Release 19 April 2018
Developer and publisher Developed by IronOak Games, published by Curve Games
Steam rating Around 88 percent positive
Structure Turn-based adventure on a hex board. Party of up to three, permadeath, Lore unlocks between runs
Roster 13 characters, unlocked with Lore at costs from 0 to 20
Multiplayer Online and local co-op for up to three players
Localisation Japanese, Russian, Simplified and Traditional Chinese, Korean, French, German, Spanish, Italian, Polish, Brazilian Portuguese. Interface, full audio and subtitles

Comparisons

Compared with How For The King differs Who that suits
Slay the Spire An overworld journey rather than a card deck. Randomness is bought off with Focus instead of managed through draw Players who want travel and companions, not a solved engine
Darkest Dungeon Far lighter in tone and much more forgiving moment to moment, with co-op as the main event Players who want the party-management itch without the cruelty
Tabletop board games Enforces a genuinely fiddly rule set — Focus conversion, layout, trap checks — without the bookkeeping People who like board games and not admin
Armello Cooperative rather than competitive. Armello is four players against each other, this is three against the board Players who want to plan together rather than bluff

Who should buy and who should skip

Buy it if Skip it if
You have one or two friends and a few free evenings You will mostly play alone
You like the idea of paying a currency to remove randomness You want randomness genuinely gone rather than purchasable
You enjoy long adventures with real stakes Losing hours of progress to one fight will end your interest
You want full voice acting in Japanese, Russian, Chinese or Korean You expect deep character differentiation across thirteen classes

Verdict

For The King solves a problem most dice-driven games just live with. Focus turns randomness into a price list, and because it draws from the same pool as movement and lockpicking, it makes an ordinary dungeon into a series of real decisions. Paired with co-op that gives those decisions someone to argue with, it earns its long life and its reputation.

What it does not solve is the cost of failing late. Adventures are long, permadeath is total, and the unlocks give you variety rather than a foothold. The difficulty jump from Apprentice to Journeyman is steeper than it should be, and the roster narrows quickly once you realise which two characters make Focus rather than merely spend it.

Buy it to play with friends. Buy it for the Focus system. Go in knowing that an evening can end badly and that this is on purpose.

New players should start with the beginner guide, the system that carries the game is in the Focus guide, every character's stats are in the class tier list, and how to combine three of them is in the party guide.

For the competitive version of a board game night, the Armello review covers four animals playing against each other rather than three adventurers playing together.

FAQ

FAQ

Yes, particularly in co-op. It is a turn-based adventure on a hex board with a party of three, and its Focus system — spending a currency to guarantee dice rolls — is the cleanest solution to randomness that this kind of game has produced. Around 88 percent positive on Steam from roughly 43,800 reviews is an honest reflection of a game that knows exactly what it is.
Less than it looks, and that is the design's whole point. Every skill check presents slots with percentages, and Focus lets you fill slots with guaranteed successes. So the randomness you face is the randomness you chose not to pay for. The genuine exception is Luck, which can never be focused and is set to 50 on every character.
Several hours for a campaign, more at higher difficulties or with thorough exploration. That length is also the source of the main complaint — permadeath applies across the whole run, so a fight that goes badly near the end can cost an entire evening. Playing in co-op softens this because the failure is shared.
It works and many people play it that way, controlling all three characters. What you lose is the arguing, which is a real part of the appeal — deciding together whether to open a chest or save the Focus is more interesting than deciding alone. The game supports online and local co-op for up to three players.
Apprentice is forgiving and grants every character +5 to base stats and more starting Focus. Journeyman is a noticeable jump and is the difficulty most guides are written against. Master is genuinely punishing. The gap between the first two is closer to a cliff than a step, which catches people who finish an Apprentice run and assume they have learned the game.
Yes, at interface, full audio and subtitle level, as do Russian, Simplified and Traditional Chinese, Korean, French, German, Spanish, Italian, Polish and Brazilian Portuguese. Twelve languages with full voice acting is generous for a game this size.

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