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Claim Kingdoms

Claim Kingdoms Rulebook

Table of Contents

Table of Contents

  • Components
  • Setup
  • Game Overview
    • 1. Place a Card in the Playing Area
    • 2. Use the Special Power of the Placed Card (Optional)
    • 3. Take a New Card
  • End of the Game and Scoring
  • Overview of Special Powers
    • Goblins
    • Dwarves
    • Trolls
    • Dragons
    • Gnomes
    • Knights
    • Undead
    • Giants
    • Seers
    • Doppelgangers

Components

  • 70 faction cards (7 cards from each of the 10 factions)
  • 1 scoring board
  • 4 player aids
  • 60 player markers (15 markers in each of the 4 player colours)
  • 4 score tokens (1 token in each of the 4 player colours)

Setup

  • Place the scoring board at the edge of the playing area.
  • Select, depending on the number of players, the number of factions to be used in this game:
    • 2 players: 7 factions
    • 3 players: 8 factions
    • 4 players: 9 factions
  • Shuffle the cards of the chosen factions to form the draw deck, and place it face-down at the edge of the playing area. Place all the cards of the non-chosen factions back in the game box; these will not be used this game.
  • Draw the top card of the deck and place it face up in the middle of the playing area.
  • Draw the top 3 cards of the deck and place them face up next to the draw deck. This is the display.
  • Deal each player 1 card from the deck. Each player takes their card in hand without showing it to the other player.
  • Each player chooses a colour and receives all the player markers of that colour. Players place their influence markers in front of them in a personal supply.
  • Each player also places their scoring token (with the "50+" side face-down) next to the scoring board. This token is used to track your score during the game.
  • Give each player a player aid card.
  • Choose who will be the start player.

Game Overview

The game is played in turns. Players take turns in clockwise order.

The start player starts the game.

When it's your turn you go through the following steps in order:

  1. Place a card in the playing area
  2. Use the special power of the placed card (optional)
  3. Take a new card

Then it's the next player's turn.

1. Place a Card in the Playing Area

Place the card you have in hand into the playing area so that at least one side is adjacent to the side of at least one other card.

Then place a marker of your player colour on the just-placed card.

Example: These are valid locations to place a card.

2. Use the Special Power of the Placed Card (Optional)

Use the special power of the card you have just placed.

If you choose not to use the power then it is lost. You cannot save it for your next turn.

You will find an overview of all the special powers at the end of these rules and on the player aid cards.

If a special power causes you to score points, then you move your scoring token the same amount of spaces up on the scoring track.

3. Take a New Card

Take a card from the display or draw the top card of the deck. Take your new card in hand.

If afterwards there are less than 3 cards in the display, draw a card from the deck and place it face-up in the display.

End of the Game and Scoring

The game ends when:

  • A player hasn't got any more player markers in their supply. This ends the game immediately.
  • The draw deck and the display are empty, and all players haven't got any cards in hand.

After the game end is triggered, the end game scoring is performed.

Players score points for each faction they control. A player controls a faction when they have the most player markers of their colour on cards of that faction. In case of a tie, all tied players control this faction and all those players score points for that faction.

For each faction you control you receive the amount of points indicated on the top left corner of the card.

Important: You score points per entire faction, not per card.

Track these points by moving your score token up that amount of spaces on the score track. If you score more than 50 points, flip your scoring token to the "50+" side and continue from the first space of the scoring track.

Points per faction:

FactionPoints
Goblins4
Dwarves5
Gnomes5
Trolls6
Undead6
Dragons7
Doppelgangers7
Seers7
Giants8
Knights9

The player with the most points wins the game. In case of a tie, the tied player with the most player markers left in their supply wins. If this is a tie as well, these players share the victory.

Overview of Special Powers

Goblins

Score 1 point for each Goblin with a marker of your colour on it.

Example: Yellow places a Goblin in the playing area and scores 2 points.

Dwarves

Score 1 point for each Dwarf in this row and column.

Note: Gaps and face-down cards (caused by the special power of the Giants) in a line form a blockade.

Example: Red places a Dwarf and scores 4 points.

Trolls

Score 1 point for each different faction in this row or column.

Note: You must choose if you want to use the row or the column to score. Gaps and face-down cards (caused by the special power of the Giants) in a line form a blockade.

Example: Yellow places a Troll in the playing area and scores 3 points because there are 3 different factions in this column (Trolls, Dwarves and Giants). Note that if the Troll was placed in the indicated frame it would only score 2 points, because the face-down card forms a blockade in the line.

Dragons

Score 1 point per horizontally, vertically and diagonally adjacent card.

Note: You do not score points for face-down cards (caused by the special power of the Giants).

Example: The Dragon just placed by Red scores 3 points.

Gnomes

Score 1 point. Then place a player marker from your supply on a horizontally or vertically adjacent card.

If there is already a marker of another player on that card, then you now both control this card.

Note: It is not allowed to have 2 markers of your colour on a card. It is not possible to place a marker on a face-down card (caused by the special power of the Giants).

Example: Blue places a Gnome. After placing a marker on this card, he also places a marker on the Undead adjacent to the Gnome. Both Yellow and Blue now control this Undead.

Knights

Remove a maximum of two markers from horizontally or vertically adjacent cards.

Note: Removing markers from only one adjacent card is allowed.

Example: Red places a Knight. With the special power he removes a blue and a yellow marker from adjacent cards.

Undead

Exchange the marker on this card with a marker on another card.

Important: The power of the card to which you move your marker does not activate.

Note: If there are multiple markers on a card (caused by the special power of the Gnomes), then choose 1 marker to exchange with.

Example: Yellow places an Undead in the playing area. He uses the special power and exchanges his marker on the Undead with the green marker on the Knight. Now he controls the most Knights.

Giants

Flip a horizontally or vertically adjacent card face-down. That card is ignored during scoring and when performing special powers of other factions. The special power of that card cannot be used by a Doppelganger.

If there are one or more markers on this card, then return those to the supplies of the corresponding players.

Example: Blue places a Giant in the playing area. Then he decides to flip an adjacent Undead card face-down. The green and yellow markers are returned to the supplies of the corresponding players.

Seers

At the end of your turn, instead of taking a card from the display or drawing the top card of the deck, you may draw the top 3 cards of the deck and choose 1 to keep. Shuffle the other cards back into the draw deck.

Doppelgangers

Copy the special power from the faction of one of the adjacent cards.

  • Goblin: You score 1 point for each Goblin with a marker of your colour on it. The Doppelganger does not count as a Goblin.
  • Dwarf: You score 1 point for each Dwarf in the row and column of the Doppelganger. The Doppelganger does not count as a Dwarf.
  • Troll: You score 1 point for each faction in the row or column of the Doppelganger. The Doppelganger counts as a Doppelganger.
  • Dragon: You score 1 point per horizontally, vertically and diagonally adjacent card to the Doppelganger.
  • Gnome: You score 1 point. Then place a marker on a card adjacent to the Doppelganger.
  • Undead: Exchange the marker on the Doppelganger with a marker on another card.
  • Knight: Remove a maximum of 2 markers from cards adjacent to the Doppelganger.
  • Giant: Flip a card adjacent to the Doppelganger face-down.
  • Seer: Same as the Seer.
  • Doppelganger: No effect.

Example: Yellow places a Doppelganger and decides to copy the special power of the Undead. This way he can exchange the marker on the Doppelganger with the marker on the Seer.