
- BGG rank
- BGG #8,541
- BGG rating
- 6.0
duck! duck! Go!
- 2–6 players
- 20–40 min
- Complexity 1.6/5
- 2008

2018
Rules assistance for Kingdom Run
Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.
For 2 players

What would you like to know?
Answers come from the official rulebook, with the page to check.
Kingdom Run is a board game released in 2018 for 2–4 players, 15–25 minutes per game, and ages 7 and up. It was designed by Eric Claverie and its main mechanics are Dice Rolling, Modular Board, and Action Queue.
Every hundred years, the King organizes a race between the different clans living in the Kingdom of Ewala. The reward for the winners? The throne! The winner's clan will rule the country for a whole century! In Kingdom Run, four athletes from each clan are ready to use their legs and…your brain! Strangely enough, the faster you are, the faster your opponent can be. More specifically, each step forward that you take means two steps forward for them…unless the gap between you is too big. Who will be smart enough to become the next king of Ewala? In more detail, on their turn, a player rolls four dice that give actions they can do. (One reroll is possible for some of the dice.) You can chose to move your athletes forward, but you can also decide to move the other athletes instead so that you can go farther yourself! When a cell contains four people, it is full and the athletes that should have ended there will go one cell farther. That would be a convenient way to avoid the lake, wouldn't it, by placing only opposing athletes in the water...? —description from the publisher
Kingdom Run supports 2–4 players according to the catalogue. This range comes from the publisher’s listed player count, so the game can be set up for any group size within it. Some setups, rules and scoring details may still vary by player count, so check your edition’s rulebook for the exact configuration.
The listed playing time for Kingdom Run is 15–25 minutes. This is the publisher’s estimate for a full game. The actual duration depends on the group, the player count and familiarity with the rules: first sessions usually run longer, while experienced groups often finish faster. Setup and teaching time are not included in this estimate.
The catalogue lists Kingdom Run for ages 7 and up. This is the publisher’s recommendation and reflects reading demands, rule complexity and small components rather than theme alone. Younger players can often join with help from an adult, so check the age guidance on your edition and consider your group’s experience with board games.
Kingdom Run has a complexity rating of 1.6 out of 5 from BoardGameGeek players, which makes it a light game. The rating reflects how much rules knowledge, planning and decision-making a typical game demands. Expect a longer first teach for heavier games, and use a preparation guide before game night.
Kingdom Run belongs to these categories: Fantasy, Animals, and Children's Game. Its main mechanics are Dice Rolling, Modular Board, and Action Queue. Categories describe the theme and setting of a game, while mechanics describe what players actually do on their turns. Each mechanic links to a catalogue hub with similar games, which helps when you want something comparable.
The credited designers of Kingdom Run are: Eric Claverie. These credits come from the published game data and name the people responsible for the game’s design, not its illustrators or publishers. Designer pages on MeepleRules collect other titles by the same designers, which helps when you enjoy a game and want to find similar ones.
The catalogue lists Kingdom Run as a base game. It can be played on its own with the components in the box and does not require any other title. Expansions, if any exist, add new content or rules on top of it and are listed separately in the catalogue with a link back to this base game.