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Regicide

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0% found this document useful (0 votes)
170 views2 pages

Regicide

Uploaded by

kralkatorrikzg
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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REGICIDE Diamonds

Draw cards: Going clockwise starting with the current


Players: 1-4
player, each player draws a card until either a number
of cards equal to the attack value played have been
Objective drawn or the Tavern deck is empty. Players that have
reached their maximum hand size are skipped.
As a team, defeat 12 powerful enemies to win!
Clubs
Setup Double damage: During Step 3, damage dealt by clubs
counts for double (e.g. 8 of Clubs deals 16 damage).
1. Shuffle the 4 Kings and put them face-down in a pile
on the table. Shuffle the 4 Queens and put them face- Spades
down on top of the pile. Do the same with the 4 Jacks. Shield against enemy attack: During Step 4, reduce
This is the Castle deck. the attack value of the current enemy by the attack
2. Place the Castle deck in the center of the table and value played. Shield effects are cumulative for all
turn the top card face-up. This is the current enemy. spades played against an enemy by any player, and
3. Shuffle all cards numbered 2 to 10 with the 4 Animal remain in effect until the enemy is defeated.
Companions (Aces) and a number of Jesters based on
the number of players to form your Tavern deck. 3. Deal Damage and Check
Players Jesters Max Hand Size Enemy Attack Health
1 0 8 Jack 10 20
2 0 7 Queen 15 30
3 1 6 King 20 40
4 2 5 Dealt damage equal to the attack value of the played
4. Make a space for a shared discard pile beside the card to the enemy. Check if the total damage dealt by
Tavern deck. all players so far is equal to or greater than the enemy’s
5. Deal cards from the Tavern deck to each player up health. If so, the enemy is defeated; follow these steps:
to their maximum hand size. If no players have a 1. Place the enemy in the discard pile. If the players
Diamond in their hand, shuffle cards from all hands back have dealt damage exactly equal to the enemy’s health,
to the deck and deal again. place it face-down on top of the Tavern deck instead.
6. The player who has most recently committed 2. Place all cards played by players in the discard pile.
regicide goes first and follows the steps below. 3. Turn the next card of the Castle deck face-up.
4. The player who has just defeated the enemy skips
Steps of a Turn Step 4 and begins a new turn.

1. Play a Card or Yield 4. Suffer Damage


The enemy attacks the current player by dealing
Play a card from your hand onto the table. The number
damage equal to that enemy’s attack value. Remember
of the card determines the attack value.
to reduce the enemy’s attack value by the total value of
Instead of playing a card a player may choose to yield. Spades that players have played against the enemy.
Say “Yield” and move directly to Step 4. A player may
The current player must discard cards from their hand
not yield if every other player has yielded on their last
one at a time face-up to the discard pile until their total
turn. For example, in a 3-player game, if 2 players have
value at least equals to the enemy’s attack value.
yielded in a row the 3rd player may not yield.
Animal Companions have a value of 1 and the Jester a
2. Activate the Suit Power value of 0 when discarded to cover damage. If the
player cannot discard enough cards to satisfy the
A card played also grants a power associated with its damage, they die and all players lose the game. It’s
suit. Powers from red suits are resolved straight away, ok to have an empty hand.
while powers from black suits take effect in later steps.
Suit powers are mandatory. The next player in clockwise order begins their turn.

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.

In Step 1, instead of playing a single card, players can


combine cards together in sets of 2, 3 or 4 of the same Communication
number as long as the combined total of the cards
played equals 10 or less. Animal Companions cannot Players may not communicate to the other players any
be added to a combo; they can only ever be paired with information which may reveal or suggest the contents of
one other card (which could be another Animal their hand. They may however remind other players of
Companion). So, players can play a pair of 2s, 3s, 4s, any public information. Some examples of allowed
or 5s, triple 2s and 3s, or quadruple 2s. communication are: “I have two cards in hand” or “We
only have 3 cards left in the Tavern deck!”. Some
When a combo is played, all suit powers are examples of prohibited communication are: “I’ve got a
resolved at the total attack value. For example, if a 10 of Clubs” or “I hope someone plays a Diamond soon!”
player plays the 3 of Diamonds, Spades and Clubs or “If you play a Heart then I can probably help us get
together, players will draw 9 cards, reduce the enemy’s some cards in hand” or “Don’t kill that enemy, leave
attack value by 9 and deal 18 damage. them for me!
Any time where both a Hearts power and Diamonds After a Jester is played the communication restrictions
power are resolved together, resolve the Hearts healing are temporarily changed (see The Jester).
before drawing with Diamonds.

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

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