Claim Anniversary Edition
Claim Anniversary Edition Rulebook
Table of Contents
Table of Contents
Components
180 cards:
- 10 Automatons — numbered 0-9
- 10 Bards — numbered 0-9
- 10 Doppelgängers — numbered 0-9
- 10 Dragons — numbered 0-9
- 10 Dwarves — numbered 0-9
- 9 Giants — numbered 1-9
- 13 Gnomes — numbered 1-9
- 14 Goblins — numbered 0-9
- 10 Griffons — numbered 0-9
- 8 Knights — numbered 2-9
- 13 Peasants — numbered 0-12
- 14 Racoons — numbered 0-13
- 9 Royals — numbered 4-12
- 10 Seers — numbered 0-9
- 10 Trolls — numbered 0-9
- 10 Undead — numbered 0-9
- 10 Vikings — numbered 0-9
4 overview cards
4 scenario cards
Set up
Select a combination (Goblins and Knights, Gnomes and Giants or Royals and Peasants) and add 3 factions of 10 cards. In a game with 2 players you always need a deck of 52 cards. The rest of the cards are not used in the game and returned to the box. Shuffle all of the cards and deal each player 13 cards. Each player takes their cards into their hand without showing these to the other player. Place the rest of the cards in a draw pile in the middle of the table. Check the Variant for 3 and 4 players section for a setup in a 3 & 4 player game.
Game overview
The game is played in two distinct phases. In Phase One, each player gets a hand of cards that they will use to recruit followers. In Phase Two, they will use the followers they gained in Phase One to compete and win over the five factions of the realm. At the end of the game the player who has the majority of followers of a faction wins that faction's vote. The player who wins the vote of at least 3 factions wins the game.
Phase One: Recruit followers
This phase consists of 13 tricks, one for each card in each player's hand. The Leader for each trick is the player who won the last trick (or in the case of the first trick the youngest player).
Each trick is played by following these three steps:
Reveal one card
Flip the top card from the deck in the middle of the table and place it between both players. The players will be competing for this card.
Play cards
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The Leader plays any single card from his hand.
Note: He can choose a card of any faction, this doesn't have to be a card of the faction the players are competing for.
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Then the other player plays any single card from their hand.
Important: If able, the other player must follow faction. Which means, if this player has a card in their hand of the faction of the card played by the Leader then it must be played. In other words, a player can only play a card of a different faction if no card in their hand matches the faction of the 1 played by the Leader.
Collect cards
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The player that played the highest valued card (0 is the lowest, 13 the highest) of the faction played by the Leader wins the card in the middle. In case of a tie, the Leader wins the trick.
Note: If the second player played a card of another faction, then the Leader automatically wins the trick, unless a faction power is in effect.
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The winner places their won card face-down in their Follower deck. The loser takes a card from the top of the deck in the middle and places it face-down in their Follower deck. This player may look at the card, but must not show it to the other player.
Note: Cards in your Follower deck will be your hand for Phase Two.
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Discard all (remaining) cards played.
Important: Be sure to keep your Score pile face-up and your Follower deck face-down to keep them separated.
Continue until the deck is depleted and the players are out of cards in their hand.
Now the game moves onto Phase Two.
Phase Two: Gather supporters
Both players take the 13 Follower cards they gained during Phase One into their hand. Now, players will play another 13 tricks. However, instead of competing for particular cards in the middle, this time players compete for both cards played each trick.
Each trick is played by following these 2 steps:
Play cards
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The leader plays any single card from their hand.
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Then the other player plays any single card from their hand.
Important: The rules regarding following faction are still in effect!
Collect cards
- Determine the winner like in Phase One.
- The winner of the trick places both played cards face-up in their Score pile, unless a faction power (Dwarves) is in effect.
After all players have played all cards from their hand, all factions are scored.
End of the game & Scoring
The players count how many cards of each faction they have in their Score pile. Whoever has the most cards of a faction wins that faction's vote. If there is a tie, whoever has the highest single card of that faction, wins the vote. The player who wins the vote of at least 3 factions wins the game!
Scenario cards
Are you up for the ultimate battle? Select 1 of the scenarios and try to get the votes from the factions. Each scenario tells a story and sets up the battle you are about to fight. With the preselected factions, you will have an epic battle.
Faction's special powers
Each faction has a special power that effects play. They are as follows:
Automatons
[Phase 1] The winner of the trick automatically wins the next trick. Both players should discard 1 card of their choice from their hands, and then you take the revealed card and your opponent takes the face-down card. Then, you lead the next trick. If there are no more cards in Phase One, this is ignored.
Bards
At the end of the game, the player who has the longest sequential set of bards (for example 1,2,3) in their Score pile wins the vote of the Bard faction. If there is a tie, the normal scoring applies.
Doppelgängers
The Doppelgänger may be played instead of the asked suit, even if you're able to follow suit. When played second, the Doppelgänger is following faction. A Doppelgänger does not take any special powers from the faction it follows.
Dragons
The last player to play a Dragon in a trick will be the leader for the next trick regardless of its value or whether the player followed faction.
Dwarves
[Phase 2] The loser of the trick collects all Dwarves played and adds them to their Score pile.
Giants
[Phase 2] If you win a trick, each Giant won in this trick may smash an opponent's Gnome of the same value. Smashed Gnomes won't be scored at the end of the game.
Gnomes
[Phase 2] Place won Gnomes in front of you. Can be smashed by Giants. Not smashed Gnomes are added to your Score pile at the end of the game.
Goblins
No special power.
Griffons
[Phase 2] Won Griffons are placed face-up in your Score pile. In a future trick, if you play a card with the value of a Griffin already in your Score pile, the played card gets a higher value of +5.
Knights
When played after a Goblin, it automatically beats a Goblin regardless of its value.
Important: The player must still follow faction, if able.
Peasants
At the end of the game, each player checks if Peasants will abandon their kingdom. A Peasant will stay if there is a Royal of equal value, or up to 3 higher. For example, a 4 Peasant will stay if the player has a Royal of value 4, 5, 6 or 7. The Peasants that leave are given to the other player! They are not checked again against that player's Royals, and are automatically kept for end game scoring.
Note: The 0 peasant will always flee for the other Kingdom!
Racoons
Shuffle the Racoons at the beginning of the game and remove 4 cards. Some Racoons have a loot symbol. At the end of the game Racoons with a loot symbol count also towards the faction where you have the least cards of.
Royals
See Peasants.
Seers
[Phase 1] The winner of the trick may peek at the top card of the deck and decide whether to take the card from the deck or from the play area. The loser of the trick gets the not chosen card.
Trolls
[Phase 2] You can only collect 1 Troll at a time. If 2 Trolls are played, the winner of the trick only takes the highest valued Troll and leaves the other Troll(s) for the winner of the next trick. If multiple tricks of Trolls are played in a row, it is possible that multiple Trolls can be set aside waiting to be taken. If there are multiple Trolls, the winner will always take the highest value, even if that one was previously set aside and not played in the trick. When the final trick of the game is played, that player will take any Troll cards.
Undead
[Phase 1] Played Undead cards are not discarded, but added to Score pile of the winner of the trick.
Vikings
At the end of the game, if you have at least one other card in your Score pile that matches the Viking's card value, then that Viking card counts as two cards when determining the Viking majority.
Variant for 3 and 4 players
The throne is up for grabbing and more heirs are taking their chance. Claim can also be played with 3 and 4 players. Fight in an epic battle like never before and make allies to enlarge your chance to claim the throne. In a 3 player game players play for themselves, while players partner up in a 4 player game. The player diagonally in front of you is your partner. The rules of the base game remain with the following changes:
Setup
Select a combination (Goblins and Knights, Gnomes and Giants or Royals and Peasants) and add 5 factions of 10 cards. In a game with 3 or 4 players you always need a deck of 72 cards. The rest of the cards are not used in the game and returned to the box. Shuffle all of the cards and deal in a game with 3 players each player 12 cards and in a game with 4 players each player 9 cards. Place the rest of the cards in a draw pile in the middle of the table.
Game overview
In a 3 player game, everyone plays for themselves.
In a 4 player game, you play in a partnership with another player. The player sitting diagonally opposite to you is your partner. This way cards are played alternating between members of each team.
Phase one
Each trick the top 2 cards of the deck are revealed and placed face-up in the middle of the table. The youngest player will lead the first trick.
Starting with the leader of the trick, each player will play 1 card in clockwise order. The first card played each trick determines the lead faction. Players must still follow the lead faction when they are able.
After all players have played their cards, the player who has won the trick chooses the first card in the middle. Then the next player chooses the other card on the table. Any remaining player takes the top card of the deck (the 3rd place player would draw before the 4th place player). All taken cards are added to that player's Follower deck.
When deciding the order to pick cards, the players who played a card of the lead faction go from highest to lowest. In case of a tie, the tied player who played his card first wins. If multiple players played a non-lead faction card, the order goes from highest to lowest, regardless of which faction, with ties going to the player who played it earlier.
Once players have taken their cards, the winner of this trick will be the leader for the next trick. Continue until the deck is depleted and the players are out of cards in their hand.
Phase two
All players take all cards in their own Follower deck into their hand. During this phase the winner of a trick gains all the cards played in that trick, unless they are taken by faction's special powers.
End of the game & scoring
In a 3 player game, the player who won the most factions is the winner. In case of a tie for the most factions the tied player with the most cards of factions which voted for him, wins the game. If a tie still exists, each tied player sums the value of the cards of factions which voted for him, the player with the highest total value wins the game. In a 4 player game, the players in each team combine their won cards. The team who won the most factions is the winner.
Faction's special powers for 3 and 4 player games
Doppelgängers
If Doppelgängers aren't the lead faction, they are considered to be a card of the lead faction.
Important: A Doppelgänger does not take any special powers from the lead faction or any other cards played.
Dwarves
[Phase 2] The player who played the card with the lowest value (regardless of faction) takes all the Dwarves played this trick. In case of a tie, the tied player who had played his card last wins the trick.
Giants
If a player wins a trick containing one or more Giants in Phase Two, all Giants played in this trick smash Gnomes with the same value from all opponents.
Important: In a 4-player game, Giants will never smash Gnomes of the winner or Gnomes from his partner.
Note: It's possible multiple Gnomes of the same player are smashed, because multiple Giants of the same value are played this trick.
Knights
If Goblins are the lead faction and a Knight is played during that trick, the Knight wins the trick. If multiple Knights are played this trick, the highest valued Knight wins the trick.
Important: If the Goblins aren't the lead faction, then the Knight's power will not take effect.
Seers
[Phase 1] When a player who has played a Seer wins the trick, only that player may look at the top card of the deck. He may choose to take one face-up card or the one he peeked at. If the card from the deck is taken, the 2nd place player takes one of the cards in the middle, the 3rd place player takes the other card in the middle and the 4th player takes the top card of the deck.
Credits
Game design: Scott Almes
Graphic design: Martijn Haddering
Project manager: Jonny de Vries
Illustrations: Mihajlo Dimitrievski, David Lanza, Don Slizerone, Fabian Parente, Marco Primo, Thijs Rozema
© 2023 White Goblin Games — www.whitegoblingames.com