Join our Discord to chat with fellow friendly gamers and our knowledgeable contributors!

antstream
Not an American user?

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 The victory's yours, though leave at least one army in the castle or monsters will occupy it again
King's Bounty Apple II Title screen.
King's Bounty Macintosh Visiting a castle (Color)
King's Bounty Macintosh A contract (Color)

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 DOS MAT (224494)
Many good elvish bits, a few orcish faults, and lots of ogre-like fun. DOS jossiejojo (41)
The predecessor of the winning game series Heroes of Might and Magic Genesis BeaconBlue (17)
A gem of a game that has addictive gameplay and great presentation. DOS Zen Gamer (78)
A VERY original idea. DOS Jeff Sinasac (407)
Entertaining predecessor to the Heroes series DOS ShadowShrike (303)

Critic Reviews

Sega-16.com Genesis Sep 10, 2009 10 out of 10 100
Raze Genesis Oct, 1991 86 out of 100 86
ASM (Aktueller Software Markt) Commodore 64 Oct, 1990 10 out of 12 83
64'er Commodore 64 1991 8 out of 10 80
Joker Verlag präsentiert: Sonderheft Amiga 1992 78 out of 100 78
Amiga Joker Amiga Sep, 1991 78 out of 100 78
Commodore Format Commodore 64 Nov, 1990 73 out of 100 73
Power Play DOS Dec, 1990 72 out of 100 72
Play Time Amiga Oct, 1991 65 out of 100 65
PC Games (Germany) DOS Feb, 1993 62 out of 100 62

Forums

Topic # Posts Last Post
split Genesis version? 3 chirinea (46886)
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

Contributed to by vital diredfruit (39), Jeff Sinasac (407), PCGamer77 (3233), JRK (11243), Martin Smith (76170) and Terok Nor (31252)
antstream