Regicide
Regicide
Hearts
End of the Game
Heal from the discard: Shuffle the discard pile, then
take a number of cards face-down equal to the attack The players win by defeating the last King. The players
value played or if there’s not enough, take all. Place lose when a player is either unable to satisfy the
them under the Tavern deck without looking, then return damage dealt by an enemy, or is unable to play a card
the discard pile to the table face-up. or yield on their turn.
1
Discard Pile After playing the Jester, skip steps 3 and 4, then
instead of play moving to the next player the player of
You can never see the content of the discard pile the Jester chooses any player to go next.
except the topmost card. After playing the Jester the normal restrictions on
player communication (see Communication) are
Animal Companions temporarily changed. Until the next player starts their
turn players may express their desire (or reluctance) to
In Step 1, Animal Companions may also be paired with go next in a general way. For example, you may say “I
one other card except the Jester (even with another have a good play” or “I would rather not go next”. You
Animal Companion). Animal Companions count as 1 still may not reveal the contents of your hand.
towards the attack total and their suit power is also If the Jester is played against a Spades enemy,
applied. For example, when playing the 8 of Diamonds Spades played prior to the Jester will begin reducing the
with the Animal Companion of Clubs the attack value is attack value of the enemy, however Clubs played prior
9 and the effects of both suit powers are applied for 9: to the Jester against a Clubs enemy will not count for
9 cards are drawn and 18 damage is dealt. double.
If you play an Animal Companion with another card of
the same suit, you only apply the suit power once.
Drawing A Defeated Enemy
Any time where both a Hearts power and Diamonds
power are resolved together, resolve the Hearts healing Jacks in hand count as a 10, Queens in hand count as
before drawing with Diamonds. a 15 and Kings in hand count as a 20. These values are
applied when either playing them as an attack card or
discarding them from hand to suffer damage. Their suit
Combos power is applied as normal when played.
Solo Play
Enemy Immunity
On setup, place the 2 Jesters face-down to the side.
Each enemy is immune to the suit powers of cards
played against them which match their suit. For A Jester can be flipped face-up to activate the
example, players will not draw cards when a diamond is following power: “Discard your hand and refill to 8 cards
played against the Jack of Diamonds (however the – this does not count as drawing for the purpose of
number is still added to the damage total). The Jester enemy diamond immunity”. If the Tavern deck doesn’t
can be played to cancel an enemy’s immunity. have enough cards, draw as much as you can. Flipping
the Jesters in this way does not cancel enemy immunity.
The Jester You are allowed to use the Jester power a) at the start
of Step 1 before you play a card or b) at the start of Step
The Jester has an attack value of 0 and must always 4 before you have to take damage.
be played on its own. The Jester’s power is to negate A win having used 2 Jesters = Bronze Victory
the immunity of the enemy, meaning the suit powers of
cards with the same suit as the enemy will now take A win having used 1 Jester = Silver Victory
effect when played. A win having used 0 Jesters = Gold Victory