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Kingdom of Cards

Kingdom of Cards is a game for 3-5 players with a deck of 75 cards in five suits (Sheaves, Crowns, Spears, Coins, and Masks) numbered 1-15 each.   Play is divided into a number of hands determined before the first deal -- usually 1 more hand than the number of players.   The winner is the player who wins the most hands.  

Hands

  At the beginning of each hand, one player deals each player 2x+2 cards, where x is the number of players (8 cards each for 3 players, 10 cards each for 4 players, 12 cards each for 5 players). The dealer is the first starting player.  

Tricks

  Each trick has three phases:
  1. Deploy
  2. Reinforcement
  3. Alliance
 
Deploy Phase
  The starting player begins the first trick by playing one of their cards face up.   All other players play a card face down. If at any time a player does not hold enough cards to play during the Deploy phase, the forfeit the hand (not just the trick).   Once all players have played a card, they are turned face up. Results can be calculated at this point (see Calculating Wins below), and some betting systems rely on a known score. But the number of wins at the end of Deploy Phase does not otherwise change game play -- it's just useful for players to know.   Example 1: Player 1 plays the 2 of sheaves face up. Player 2 plays the 5 of masks face down. Player 3 plays the 8 of coins face down. The cards are turned upright. Player 1 has no wins. Player 2 has no wins. Player 3 has one win (coins beat masks when higher).  
Reinforcement Phase
  Beginning with the Starting Player, each player either plays a second card face down or declares they will not be reinforcing. It is important to remember that the player must have enough cards to play at least 1 during all remaining tricks, or they will end up forfeiting the round.   The card played during this phase must be of a suit that the player's Deploy card is capable of defeating. It needn't be of a value the Deploy card beats.   After all players have had a turn, the cards are turned face up. It is advisable to calculate results at this point.   Example 2: Continuing the example above, Player 1 may play a sheaves card, a crowns card, or a spears card, of any value. Player 2 may play a masks card, a sheaves card, or a crowns card of any value. Player 3 may play a coins card, a sheaves card, or a masks card of any value.   Example 3: Player 1 adds the 2 of crowns to their 2 of sheaves. Player 2 adds the 9 of spears to their 5 of masks. Player 3 adds the 4 of spears to their 8 of coins. The cards are overturned. Player 1 uses the 2 of sheaves as their Attack card. They have 1 win (2 of sheaves beat 9 of spears). Player 2 uses the 9 of spears as their Attack card. They have 1 win (9 of spears beats the 8 of coins). Player 3 uses the 8 of coins. They have 1 win (8 of coins beats 5 of masks).  
Alliance Phase
  Beginning with the Starting Player, each player either plays a third card face down perpendicular to the others or declares they wish to pass. It is important to remember that the player must have enough cards to play at least 1 during all remaining tricks, or they will end up forfeiting the round.   After all players have had a turn, the cards are turned face up.   All players who have matching suits in their Alliance card are considered allies. If no alliance is made this way, an alliance is formed between any players who passed and any players who played an alliance card matching the suit of their first card. Allied players cannot defeat each other and get to choose which player's attacking card for each attack. Finally, they may attack both cards other players hold, making it possible to score 2 wins against a single player.   Results are recalculated.   Example 4: Player 1 plays the 3 of masks in the Alliance Phase. Player 2 passes. Player 3 plays the 2 of masks. Player 1 and Player 3 are now an alliance. Player 2 still has 1 win. Player 1 and Player 2 use the 8 of coins to attack the 5 of masks and 2 of sheaves to attack the 9 of spears. They have 2 wins.  
Clean Up
  The winning player takes all the cards played during the trick. If an alliance wins, the alliance divides all the cards in the pot evenly. Cards that cannot be divided equally are discarded.   Example 5: The Alliance between Player 1 and Player 2 wins, and they split the 8 cards that have been played, receiving 4 each.   Beginning with the Starting Player, each player either passes or mulligans. To mulligan, a player discards their entire hand and is dealt a number of cards equal to those discarded.   If any players have not been Starting Player this hand, the player to the Starting Player's left becomes the new Starting Player, and a new trick begins.  

Ending a Hand

  Once every player has been Starting Player once, the hand ends. The winner of the hand is the player with the most cards, counting unplayed cards they are holding. All cards are gathered, and if there are unplayed hands, the cards are shuffled and dealt again, starting a new hand.  

Scoring Wins

  To score, each set of played cards (those the player or alliance have played during the Deploy and Reinforcement phases) is compared to each other set.   If a player has 2 cards, they choose which will be the attack card used this trick. If the attack card beats either card in the defending set, the attacking player scores a win.   If both cards a player has face up are the same suit, the player may use either card, the sum of the cards, or the difference (higher value minus lower value) of the cards to be their attack card and their defense value. If the sum is above 15, it is treated as 15. This is an exception to the attacker beating either card. When the defenders cards are the same suit, the defender chooses which value is used for all defenses that trick.   Example 6: Player 4 plays the 4 of coins in the Deploy phase, and the 7 of coins in the Reinforcement phase. They may use any of the following values for their attack card during scoring:
  • 4 of coins
  • 7 of coins
  • 11 of coins
  • 3 of coins
  If the compared cards are the same suit, the attacking card wins if it is higher. Equal values (possible with sums and differences) are draws. If cards are different suits, the result depends on the two suits.  
Kingdom of Cards Comparison Diagram
  A blue arrow indicates the start suit defeats the target suit if the values are equal or the start suit is higher. A red arrow indicates the start suit defeats the target suit if the values are equal or the target suit is lower. A chart at the end makes it explicit if this is not clear.   Example 7: Player 1 has played a 4 of spears. Player 2 plays a 7 of crowns. Player 2 wins.   Example 8: Player 1 has played a 3 of coins. Player 2 plays a 5 of sheaves. Player 1 wins.   Example 9: Player 1 has played a 2 of Sheaves. Player 2 plays a 10 of sheaves. Player 2 wins.   Example 10: Player 1 plays the 2 of sheaves. Player 2 plays the 4 of masks. Player 3 plays the 1 of spears. Player 1 beats Player 3 because sheaves beat spears when lower. Player 2 beats Player 1 because masks beat sheaves when higher. Player 3 beats Player 2 because spears beat masks when lower. Player 1 and Player 3 draw. The score is tied at 1 win apiece, and the trick enters the Alliance Phase. [quote]
Suits Winner
Suit 1 Suit 2 Values are Equal Suit 1 is higher Suit 2 is higher
Coins Crowns Crowns draw Crowns
Masks Coins Coins draw
Sheaves Coins draw Coins
Spears Spears Spears draw
Crowns Coins Crowns draw Crowns
Masks Masks draw Masks
Sheaves Sheaves Sheaves draw
Spears Crowns Crowns draw
Masks Coins Coins Coins draw
Crowns Masks draw Masks
Sheaves Sheaves Sheaves draw
Spears Crowns Crowns draw
Masks Coins Coins Coins draw
Crowns Masks draw Masks
Sheaves Masks Masks draw
Spears Spears Spears draw
Sheaves Coins Coins draw Coins
Crowns Sheaves Sheaves draw
Masks Masks Masks draw
Spears Sheaves draw Sheaves
Spears Coins Spears Spears draw
Crowns Crowns Crowns draw
Masks Spears draw Spears
Sheaves Sheaves draw Sheaves

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