Rules
Contents
Guild Tokens Pledge Cards Round Tokens.
4 player tokens. 6 cards that tell the players
OO eee Sisismins, ther alegance forthe 3 Round
@@ Bye erahioney game. These corrispond to tokens
Lenders Guilds. the Family names,
Family Cards Influence Cards
‘set of 9 flip cards which
= § Family Porrat Cerda, ie =| hove an acon at oop ond
ttom. Each player gets a set
frond backs matching thier Guild Token.
Set Up
4. Place a number of Family cards equalto 2+ 3. Give each player a Guild token and then the
the number of players randomly in a line. corresponding set of 9 Influence cards.
Ensure the side with the portraits facing left
are face up. This is known as the Favour |. Shuffle the pledge cards removing any of
Track. The left most position is the top of families not in the favour track. Then secretly
the track. The family in this position is deal a Pledge card to each player. This
currently the heir to the throne. ans which family they want to be crowned
tuler.
2. Place the three round tokens to the left of the
Favour Track,
Pe Ur
CRI ARUN Meant a Rg eee Crs CACY
aim being to navigate your pledged family to being in the left most position on the Favour track
EVR U RU Rm UCR Ue MMU Re ORM REL ele CR Re oR Ce)
round is crowned the new ruler. However you dont want to be at the top of the track at the end
RUE e- Un eu Rete CEL resume ere eke Re Ra)
ee syRules
Round Order
0. Set up the game as described and randomly
select a player to go first or the player to the left
of the last winner.
4. The player chooses an Influence card from
thier hand and which of the two effects they
wish to use. The Influence card is then placed
from their hand face down below any Family
(A) ensuring the effect they wish to use is at the
top. Then place their Guild token in the row
beneath the cards (B),
2. Going clockwise each player repeats step 1
Until we get back to the starting player.
3. The starting player then repeats Step 1 except
they may NOT place a card below the Family
that their guild token is currently on. Once a
card has been played elsewhere they then
move their token to the new Family and pass
to the next player.
4, Continue until each player has placed
down 3 Influence cards.
5. Piles of Influence cards are then revealed
and resolved (see later)
6. End of round effect now take place. Flip the
round token for this round to see the effect.
6.1. The assassin symbol means the Family
in the leftmost position is Assassinated
(any remaining Guards protect from
this).
6.2, The crown symbol means the Family in
the leftmost position is crowned and
wins the game.
7. All Influence cards played this round are
discarded (including any remaining Guards)
and placed face up in fron of that player.
The next round starts again at step 1, with
the player to the left of the one that started
the previous round going first.Rules
Resolving Influence Cards
Each round, once all players have placed three influence cards they are revealed and
resolved in the following manner.
4. Always reveal then resolve the pile of
influence cards assigned to the furthest
RIGHT family,
2. Flip the top card of the pile
horizontally to reveal it
2.1. If Subterfuge immediately
discard and then rotate the
next card in the pile 180
2.2. If Donation/Levy place
above family for now (A)
2.3. If Guard place over family card
(B)
2.4, If Assassin leave below family
for now (C)
2.5. If Pleasantries immediately
discard
3. Once all cards have been
revealed for a Family resolve
them in the following manner.
3.1, For each Assassin, a Guard
must be discarded. If no
Guard can be discarded
instead kill the current family
member. Then discard the
assassin card.
3.2, Any remaining Guards are left
on the family until the end of
the round.
3.3, The combined total of all the
Donation/Levy (+1/-1) cards
is the direction and amount the
family moves on the favour
trackRules
Moving along Favour track
Once the total value has been calculated the
family can be moved along the Favour Track.
A positive value (Green) moves to the left.
A negative value (Red) moves to the right.
A zero means the family does not move.
In the example the family in the furthest right
(position2) has two Donation cards and so
will move up two spaces to position4,
Those families will move to positions 1 and 2
respectively,
The Favour track is only ever as long as the
number of remaining families. Any excess
moves that would take you beyond either of the
track ends are ignored.
Addtionally any gaps that may ocour, for
example if both family members are eliminated
and that card is removed, are filled by moving
all familes lower on the Favour Track up.
When a senior successor (portrait looks left)
is killed you may flip the card to the younger
successor (portrait looks right)
If the second Successor is killed then the
family card is removed from the favour Track
completely.
Any player that is pledged to a family that is
removed looses the game. They turn thier
pledge card face up and no longer take part.