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Legitimacy: The Game of Royal Bastards

Legitimacy: The Game of Royal Bastards published on 12 Comments on Legitimacy: The Game of Royal Bastards
(12 customer reviews)

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 fulfill 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-maneuver and overpower your rivals and prove that you are, indeed, the one true heir of Legitimacy!

SKU: MINI HTL 100 Category: Tags: , , , , , ,


Minion Games, 2009

Legitimacy is a fast-paced boardgame for 2-6 players, who fight to claim their birthright as heir to the throne of a magical kingdom.

I created and designed the game as something strategic and fun to play with my 8 year-old son which would not give me a competitive advantage!! It is easy to play and has a unique mechanic where your character can switch from being good to evil, or vice-versa.

Here is video demo of the game:

Additional information

Weight 1.6 lbs
Dimensions 9 × 9 × 2 in


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.

Bought this game a while back and have just recently played (and won) it for the second time. The premise of the game is that a fantasy nation’s King has just died leaving no legitimate heir. You take on the role of an illegitimate heir trying to assert your claim to the throne. To do this you must travel around the board, collect 3 crown jewels and make your way with the crown jewels to the throne room.

Easier said than done, as other characters may try to steal them or otherwise hinder your progress by means of attacks or magic spells. As you travel around the board you land on spaces where you can draw cards representing creatures (which can be placed in front of you to add their abilities to yours), magic spells, magic or cursed objects or quest cards. A quest card directs you to a location where you can retrieve a crown jewel card.

An interesting aspect of the game is that characters may be good or evil, whilst the creature cards may be good, evil or neutral. Your character starts out good, but attacking another ‘good’ player will turn you evil, as will making use of an ‘evil’ creature card. If/When you turn evil, all your ‘good’ creatures abandon you and their cards are returned to the draw deck. Completing a quest will sanctify your character making you ‘good’ again. At which point any ‘evil’ creatures will abandon you. The effects of one or two of the magic spells/items may also change a character’s alignment. Neutral creatures will stay with you regardless of alignment.

As an example, in my recent game I picked up evil creature cards fairly early on (including one that allowed me to attack from a distance) and decided to play them, thus becoming ‘evil’. I attacked other players and managed to steal 3 crown jewels fairly quickly. They then ganged up on me and, failing to steal the crown jewels back, resorted to transportation spells to send me to the furthest reaches of the board but fortunately not into the swamp areas which would have hindered movement more significantly. Eventually, they ran out of transportation spells and I was able to work my way back towards the throne room. One of the other players then launched a change alignment spell at me, not noticing that I had swapped my evil creatures out for neutral ones, and so when I finally ascended to the throne I was a ‘good’ benevolent monarch, despite all of my previous misdeeds.

The board is well made, while the cards (in my edition at any rate) feel a bit rough and flimsy. The game’s designer has commented on boardgamegeek that later editions of the game use better card stock than earlier editions. I assume mine was an earlier edition. The illustrations and the written materials are all done in a humorous, anarchic tongue-in-cheek manner, which I find quite pleasant, but may not be to everyone’s taste.

Game balance is variable. There is an element of luck at the beginning to how your character’s attack, movement and magic modifiers will start off, as well as to which cards you will draw from the deck to strengthen these abilities, but I don’t believe anyone is too disadvantaged. The number of cards you are allowed in your hand is limited to 7 (or 8 in certain circumstances), including crown jewels, so as you approach a winning position you are less able to stack your hand with fortifying cards, thus making it easier for your opponents to stymie your march to the throne.
A typical game would seem to be somewhere between 30 minutes to an hour, depending on the number of players and familiarity with the rules.

Overall verdict: good fun.

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