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Description

As a knight, paladin, barbarian or sorceress, amass an army of creatures to take on the local baddies and search for the Sceptre of Order. A turn-based game with a time limit that decreases depending on the skill level you play at.

Depending on your allegiance, you will initially start with a different set of creatures, though the king will not mind whether you're his knight or a barbarian. Game consists of four maps, each with more mean creatures to control and meaner opponents to fight, but conquering one of the more difficult maps early will let you find and buy stronger creatures that will help you conquer prior maps easily.

You can see all the enemies on the map and can literally clear them all out, though random monsters can appear in your castles if you leave them unprotected after you conquered them. With each conquered castle (assuming the castle is occupied by the enemy you are currently after), you will get a level up. After two level ups, you will get promoted by the king, which allows you to recruit cavalry units from the castle, then knights once you get four other extra levels. All the other creatures are found outside the king's castle and can be recruited no matter the level, although it determines the quantity of creatures you can find for recruitment. You also have to manage your money carefully, as your army needs to be paid on a regular basis to not desert or turn against you.

There are also two artifacts per map that will reveal the map where the King's Sceptre is lying. The moment you find the sceptre and bring it back to the king, the game will end regardless of how far you progressed.

As for tougher enemies, like the final one having hundreds of dragons and demons, they can also be defeated, but not by the army you can muster in one go. When you're defeated, you respawn back at the king's castle and start with almost nothing but your money, but the enemy in the other castle won't get back their creatures lost in battle either (only the new ones that join their ranks every week).

Screenshots

King's Bounty DOS Reviewing Your Character
King's Bounty DOS In-game options are different during battle and exploration mode
King's Bounty DOS When you feel confident, you can attack a strong castle with only a partial army at your command
King's Bounty DOS Recruiting army from the Saharia will let you take castles on previous continents rather easily

Promo Images

King's Bounty Magazine Advertisement
King's Bounty Magazine Advertisement
King's Bounty Magazine Advertisement

Alternate Titles

  • "King's Bounty: The Conqueror's Quest" -- Genesis title
  • "King's Bounty: Nusumareta Chitsujo" -- Japanese title
  • "King's Bounty: A Conqueror's Quest" -- Genesis Cartridge title

Part of the Following Groups

User Reviews

Still addictive decades after MAT (228386) 5 Stars5 Stars5 Stars5 Stars5 Stars
Many good elvish bits, a few orcish faults, and lots of ogre-like fun. jossiejojo (41) 3.83 Stars3.83 Stars3.83 Stars3.83 Stars3.83 Stars
A gem of a game that has addictive gameplay and great presentation. Zen Gamer (78) 4 Stars4 Stars4 Stars4 Stars4 Stars
A VERY original idea. Jeff Sinasac (407) 2.83 Stars2.83 Stars2.83 Stars2.83 Stars2.83 Stars
Entertaining predecessor to the Heroes series ShadowShrike (303) unrated

Critic Reviews

ASM (Aktueller Software Markt) Oct, 1990 10 out of 12 83
Raze Nov, 1990 81 out of 100 81
Joker Verlag präsentiert: Sonderheft 1992 78 out of 100 78
Power Play Dec, 1990 72 out of 100 72
PC Games (Germany) Feb, 1993 62 out of 100 62
PC-Spiele '92 1991 6 out of 10 60
Dragon Nov, 1992 3 Stars3 Stars3 Stars3 Stars3 Stars 60
Computer Gaming World (CGW) Nov, 1990 Unscored Unscored

Forums

Topic # Posts Last Post
split Genesis version? 3 chirinea (46914)
Apr 25, 2019

Trivia

Board game

There exists a board game of the same name - King's Bounty. It was published in 1991 by Task Force. It's played by 1 to 8 players and revolves around catching villains in a fantasy land. It's never mentioned as a derivative of the computer game, and the villains' names are all different, but the basic premise, and, strangely, the cover of the game is practically the same, as seen here.

Development

Vincent DeQuattro:
Jon (Van Caneghem), Mark (Caldwell), and the rest of New World Computing would spend their spare time playing board games. It was part of the development process and helped us with the design of new games. The team would work for several days straight on the next major software release, and in a downtime, we'd play.

One of our favorite games was Ogre. An old AD&D derivative originally from the dark mists of the seventies, but an outstanding strategy game nonetheless. We loved it. John decided it would be a great basis for a new computer game.

Thus began the genesis of King's Bounty. We worked for several months on the game design, re-working interface and strategic flow issues through lunchtimes. Early on, we used graph paper and lead figurines to represent the hordes. It was the stuff of imagination and pure creativity.

Ghosts

There is a kind (well not actually) of bug in King's Bounty that (probably) was fixed and realized in later versions of Heroes of Might and Magic. This has to do with the most powerful creature in King's Bounty.

Dragons you think? Not by a long shot. It's Ghosts. Yes, ghosts. Ten or twenty of them won't do much harm...well under normal circumstances they don't. But have you ever tried facing 1k (one thousand) of Ghosts? For example, when one makes the mistake of bringing a lot of peasants (1000-2000) attacking a castle that initially only had 20-30 ghosts. They (kinda) fixed this problem in the later series of Heroes and Might and Magic by reducing the number of ghosts that resurrect after each ghost attack. In Heroes of Might and Magic II, Ghosts were no longer a force to be reckoned with...and was virtually eliminated as a main castle creature since Heroes of Might and Magic III.

Ghosts were not only dangerous to face, but also dangerous to use because the game offered a single challenging feature which was absent from HOMM. The hero of King's Bounty had a Leadership statistic based on class and Charisma which imposed a limit on the size of the army they could recruit. Ghosts could swell to exceed this limit by adding fallen enemies to their numbers which meant that the hero could lose control of them in the middle of a battle!

But there is another twist. The developers thought of a way to somewhat limit the Ghosts' overwhelming power: When the game calendar showed "Day of the Peasant", all Ghosts were permanently turned into Peasants!

Legacy

This game is actually the precursor to Heroes of Might and Magic.

Remake

The game was remade in 2001 as Heroes of Might and Magic: Quest for the DragonBone Staff.

Information also contributed by Chentzilla, Indra is here, Joshua Dove, Silverblade and Vince De Quattro

Related Web Sites

Jeff Sinasac (407) added King's Bounty (DOS) on May 23, 2000
Other platforms contributed by vital diredfruit (39), PCGamer77 (3230), JRK (11243), Martin Smith (76887) and Terok Nor (31919)
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