this is a hierarchy token.
this is a power board.
this is an influence board.
establish the hierarchies.
PLACE A TOKEN FROM EACH SUIT IN RANDOM ORDER IN THE POWER BOARD LIKE THIS.
PLACE A TOKEN FROM EACH SUIT IN RANDOM ORDER IN THE INFLUENCE BOARD LIKE THIS.
this is a playing card.
this is an action card.
playing card.
action card.
BLACK RECTANGLE
SUIT
LETTERS
COLORS
WORDS
WHITE RECTANGLE
shuffle.
SHUFFLE TOGETHER THE PLAYING CARDS AND ACTION CARDS.
MAKE THEM KISS.
gather…
-
DEAL 13 CARDS TO EACH PLAYER.
-
DEAL SEVEN CARDS TO EACH PLAYER.
-
YOU’RE GOING TO NEED A bigger deck.
draw pile.
THE REST OF THE CARDS BECOME THIS.
establish the wild.
DRAW A CARD FROM THE DRAW PILE AND PLACE IT NEAR THE INFLUENCE BOARD EITHER…
-
FACE-DOWN. REVEAL DURING INFLUENCE CALCULATION.
-
FACE-UP.
establish the action style.
-
YOU CAN ONLY PLAY ACTION CARDS DURING YOUR TURN.
-
YOU CAN PLAY ACTION CARDS AT ANY TIME AS THERE ARE STILL CARDS IN THE DRAW PILE.
MINI-FAQ.
-
AS MANY AS YOU WANT.
-
YES.
-
YES.
-
YES.
-
NEXT TO.
-
YES.
EXAMPLE A:
YOU CAN USE A “SWITCH ANY TWO ADJACENT SUITS NOT WEARING A CROWN” ACTION CARD TO SWITCH THE SUITS ON THE INFLUENCE BOARD BENEATH 4 AND 3.
EXAMPLE B:
YOU CAN USE A “SWITCH ANY TWO ADJACENT SUITS NOT WEARING A CROWN” ACTION CARD TO SWITCH THE SUITS ON THE INFLUENCE BOARD BENEATH 4 AND 10.
decide who will go first.
FIGHT TO THE DEATH.
player one.
DRAW A CARD FROM THE DRAW PILE FOR YOUR HAND.
-
CALM DOWN.
DRAW FOR YOUR HAND UNTIL YOU DRAW ONE PLAYING CARD FOR YOUR HAND.
2. START A TRICK.
-
A TRICK = THE DISCARD PILE.
DRAW A CARD FROM THE DRAW PILE AND IMMEDIATELY PLACE IT ON THE SPOT FOR THE DISCARD PILE.
IF IT IS AN ACTION CARD, RINSE AND REPEAT UNTIL YOU DRAW AND PLACE A PLAYING CARD ON THE DISCARD PILE.
IF YOU CAN’T OVERPOWER THAT PLAYING CARD NATURALLY
[WITHOUT USING AN ACTION CARD FIRST],
RINSE AND REPEAT.
IF YOU CAN, STOP DRAWING. -
ANY PLAYING CARD THAT IS
A HIGHER VALUE FROM THE SAME SUIT [ACES ARE HIGH]
OR
ANY VALUE FROM A SUIT HIGHER UP ON THE POWER HIERARCHY
IS MORE POWERFUL.
-
WITHOUT USING AN ACTION CARD FIRST:
IF YOU HAVE A PLAYING CARD IN YOUR HAND THAT IS MORE POWERFUL THAN THE PLAYING CARD AT THE TOP OF THE DISCARD PILE, THAT MEANS YOU CAN “OVERPOWER IT NATURALLY.”
3. PLACE A PLAYING CARD ON THE DISCARD PILE THAT OVERPOWERS THE PLAYING CARD CURRENTLY AT THE TOP OF THE DISCARD PILE.
player two.
DRAW A CARD FROM THE DRAW PILE FOR YOUR HAND.
2A.
-
…YOU MUST PLAY A PLAYING CARD.
-
NO.
BUT YOU DO HAVE TO PLAY A PLAYING CARD.
EVEN IF YOU PLAY ACTION CARDS FIRST.
2B.
-
…YOU CAN EITHER
SURRENDER THE TRICK: “I CAN’T OVERPOWER IT.”
OR
PLAY ACTION CARDS IN ORDER TO PLAY A PLAYING CARD THAT CAN OVERPOWER IT.
-
CALM DOWN.
DRAW FOR YOUR HAND UNTIL YOU DRAW ONE PLAYING CARD FOR YOUR HAND. -
PLAYER ONE
[AKA THE PLAYER BEFORE YOU WHO JUST PLAYED THE PLAYING CARD YOU CAN’T OVERPOWER NATURALLY]
GETS TO PICK ANY THREE CARDS
[ACTION OR PLAYING]
FROM THE DISCARD PILE TO ADD TO THEIR HAND.
THE REMAINING CARDS FROM THE DISCARD PILE GO TO THE DEAD PILE.
THEN PLAYER TWO DRAWS ANOTHER CARD FROM THE DRAW PILE FOR THEIR HAND AND STARTS A NEW TRICK.
rinse. repeat.
UNTIL THE END OF THE ROUND.
THE ROUND STOPS WHEN EITHER…
-
AT WHICH POINT ACTION CARDS ARE USELESS.
-
AT WHICH POINT ACTION CARDS ARE USELESS.
MINI-FAQ.
-
AT ANY TIME, A PLAYER WITH AT LEAST THREE QUEENS CAN OPT TO SHUT DOWN THE GOVERNMENT BY PLACING THREE QUEENS FROM THEIR HAND ON THE DISCARD PILE.
UNLESS ANOTHER PLAYER REOPENS THE GOVERNMENT, THIS FORCES THE ROUND TO STOP BEFORE THE DRAW PILE IS EMPTY.
IF A PLAYER IS SUCCESSFUL IN SHUTTING DOWN THE GOVERNMENT, THE ENTIRE DISCARD PILE GOES TO THE DEAD PILE. -
WHEN A PLAYER SHUTS DOWN THE GOVERNMENT, ANOTHER PLAYER WITH AT LEAST THREE QUEENS CAN OPT TO REOPEN THE GOVERNMENT BY PLACING THREE QUEENS FROM THEIR HAND ON THE DISCARD PILE.
winning.
1A.
-
WHEN THE ROUND STOPS, HAVE ALL 13 QUEENS IN YOUR HAND.
1B.
-
HAVE THE HIGHEST AMOUNT OF INFLUENCE.
calculate influence.
13 points…
…FOR EVERY QUEEN IN YOUR HAND, REGARDLESS OF SUIT.
+
13 points…
…FOR EVERY NON-QUEEN PLAYING CARD IN YOUR HAND BELONGING TO THE CROWN SUIT.
+
IF THE WILD IS…
-
…13 points…
FOR EVERY NON-QUEEN PLAYING CARD IN YOUR HAND BELONGING TO THE WILD SUIT. -
…11 points…
FOR EVERY NON-QUEEN PLAYING CARD IN YOUR HAND BELONGING TO THE WILD SUIT. -
…10 points…
FOR EVERY NON-QUEEN PLAYING CARD IN YOUR HAND BELONGING TO THE WILD SUIT. -
…9 points…
FOR EVERY NON-QUEEN PLAYING CARD IN YOUR HAND BELONGING TO THE WILD SUIT. -
…8 points…
FOR EVERY NON-QUEEN PLAYING CARD IN YOUR HAND BELONGING TO THE WILD SUIT. -
…7 points…
FOR EVERY NON-QUEEN PLAYING CARD IN YOUR HAND BELONGING TO THE WILD SUIT. -
…6 points…
FOR EVERY NON-QUEEN PLAYING CARD IN YOUR HAND BELONGING TO THE WILD SUIT. -
…5 points…
FOR EVERY NON-QUEEN PLAYING CARD IN YOUR HAND BELONGING TO THE WILD SUIT. -
…4 points…
FOR EVERY NON-QUEEN PLAYING CARD IN YOUR HAND BELONGING TO THE WILD SUIT. -
…3 points…
FOR EVERY NON-QUEEN PLAYING CARD IN YOUR HAND BELONGING TO THE WILD SUIT. -
…2 points…
FOR EVERY NON-QUEEN PLAYING CARD IN YOUR HAND BELONGING TO THE WILD SUIT. -
…0 points…
FOR EVERY NON-QUEEN PLAYING CARD IN YOUR HAND BELONGING TO THE WILD SUIT.
+
10 points…
…FOR EVERY NON-QUEEN PLAYING CARD IN YOUR HAND BELONGING TO THE “10” SUIT.
+
9 points…
…FOR EVERY NON-QUEEN PLAYING CARD IN YOUR HAND BELONGING TO THE “9” SUIT.
+
8 points…
…FOR EVERY NON-QUEEN PLAYING CARD IN YOUR HAND BELONGING TO THE “8” SUIT.
+
7 points…
…FOR EVERY NON-QUEEN PLAYING CARD IN YOUR HAND BELONGING TO THE “7” SUIT.
+
6 points…
…FOR EVERY NON-QUEEN PLAYING CARD IN YOUR HAND BELONGING TO THE “6” SUIT.
+
5 points…
…FOR EVERY NON-QUEEN PLAYING CARD IN YOUR HAND BELONGING TO THE “5” SUIT.
+
4 points…
…FOR EVERY NON-QUEEN PLAYING CARD IN YOUR HAND BELONGING TO THE “4” SUIT.
+
3 points…
…FOR EVERY NON-QUEEN PLAYING CARD IN YOUR HAND BELONGING TO THE “3” SUIT.
+
2 points…
…FOR EVERY NON-QUEEN PLAYING CARD IN YOUR HAND BELONGING TO THE “2” SUIT.
+
1 points…
…FOR EVERY NON-QUEEN PLAYING CARD IN YOUR HAND BELONGING TO THE “1” SUIT.
+
0 points…
…FOR EVERY NON-QUEEN PLAYING CARD IN YOUR HAND BELONGING TO THE “0” SUIT.