Dark Romance
Dark Romance Rulebook
Table of Contents
Table of Contents
- Components
- An emotional roller coaster
- Setting
- Overview of the game
- Setup – Tutorial Mode
- Setup – Advanced Mode
- Setup – Expert Mode
- Component Overview
- Flow of the Game
- End of the Game
- (In-)direct Victories, Draws, and Special Cases
- Roles & Win Conditions
- Strategy Tips
- Courtier Cards explained
- Courtiers on Scenario Cards explained
Components
- 2 Rulebooks
- 4 Win Condition Boards
- 4 Win Condition Sliders
- 20 Relationship Coins
- 60 Banner Markers
- 60 Choice Markers
- 4 Relationship Boards
- 2 Future Boards
- 42 purple-backed Scene Cards
- 42 green-backed Scene Cards
- 10 Role Cards
- 11 Scenario Cards
- 18 Courtier Cards
- 1 Fate Board
- 3 Fate Markers
- 2 Suspicion Markers
An emotional roller coaster
Dark Romance is inspired by tales of Gothic horror and, much like those stories, is meant to first give you the chills and then a feeling of catharsis. Due to this theme of often intimate horror, please allow us to say a few words of warning:
Deception, supernatural manipulation and a stake right through the heart. This is a game of looking the other player squarely in the eyes and whispering: "Trust me!" But beware: Trusting each other can lead to sharing a moment of triumph, but also to having your heart ripped out by a monster.
In Dark Romance, the two players secretly take on the roles of different characters. Both players should realize that some of these characters might not be looking for the love of their life and are instead employing trickery and manipulation to bring about the demise of their counterpart. It is this atmosphere of uncertain danger in each game of Dark Romance that will cause the two of you to experience a thrilling cinematic tale, taking you on a roller coaster of emotions, sometimes ending in a blissful union of hearts, other times in a vengeful execution.
Setting
Dark Romance is a game about trust, the attribute that is central to any tale of love. Yet it is also a game about the justified fear of falling victim to a monster.
Overview of the game
In Dark Romance, the two of you are courting each other, but none of you is certain which outcome of your romance will spell bliss or doom. Taking turns, you each choose an action, to which the other player reacts in one of two ways.
These actions and reactions create the captivating story of your courtship, a story you are encouraged to embellish with your own words (much like you would in a role-playing game), letting you glean a lot of information about each other. You both try to interpret this information in the hopes of steering your relationship in the preferred direction.
When an outcome has been reached, it is time to reveal your secret roles and to learn whether your romance has ended in a joint victory or in a terrible tragedy ... at least for one of you.
Setup – Tutorial Mode
For your first game, set up Scenario 1: The Beginning ... as follows. This scenario eases you into the gameplay and dynamics of Dark Romance.
- Place 1 Relationship Board on the table between you.
- Take 1 Win Condition Board and 1 Win Condition Slider each. For this scenario, use the sides with 3 rows and 3 columns.
- Place 1 Relationship Coin each on the matching starting spaces around the edge of the Relationship Board, except for the Manipulation Coin (which is not used in the Tutorial).
- Shuffle all purple-backed Scene Cards without any Manipulation symbols (24 Scene Cards from the Dark Romance deck) and place them in a face-down stack on top of the purple Future Board. The purpose of the Future Board is to distinguish the draw deck from the face-down discard pile.
- One player reads the text on the back of Scenario 1: The Beginning ... aloud. Then turn over the Scenario Card and place it on the table showing the setup information.
- Place the Courtier Cards listed on the Scenario Card (Maidservant and Healer) next to the Scenario Card. Together with the Henchman printed on the Scenario Card, there are 3 Courtiers in play for the Tutorial.
- Shuffle the following 6 Role Cards: Count, Countess, Vampire, Vampiress, Demon Hunter, Demon Huntress. Each player draws one and keeps it secret. Leave the other Role Cards (Swindler, Swindleress, Tragic Poet, Tragic Poetess) in the box.
The full game: Once you've played a few games in Tutorial mode and feel that you have a good grasp of the basics of Dark Romance, feel free to explore the other scenarios and game modes; see pp. 8-9 Setup – Advanced Mode.
Setup – Advanced Mode
Once the two of you have played a few games in Tutorial mode and feel like you have a good grasp of the rules and strategies of the game, you can progress to Scenario 2: Date or Deposition? From now on set up the game like this:
- Place 1 Relationship Board on the table between you.
- Take 1 Win Condition Board and 1 Win Condition Slider each and turn them to the Advanced side (with 5 rows and 5 columns).
- Place 1 Relationship Coin on the 5 matching starting spaces around the edge of the Relationship Board (the Manipulation Coin, too).
- Shuffle all 42 purple-backed Scene Cards (including the ones showing Manipulation symbols) and place them in a face-down stack on top of the purple Future Board.
- One player reads the text on the back of Scenario 2: Date or Deposition? aloud. Then turn over the Scenario Card and place it on the table showing the setup information.
- Place the Courtier Cards listed on the Scenario Card (Healer, Maidservant, Innkeeper, Chambermaid and Barber) next to the Scenario Card.
- Shuffle the following 8 Role Cards: Count, Countess, Vampire, Vampiress, Demon Hunter, Demon Huntress, Swindler, Swindleress. Each player draws one and keeps it secret.
Leave the Tragic Poet and Tragic Poetess Role Cards in the box for now. These characters can be difficult to play and to detect, so we recommend only adding them from scenario 3 onwards, once you are familiar enough with the dynamics of the other 8 characters.
Setup – Expert Mode
Please note: We strongly recommend playing scenario 2 several times before exploring the rest of the scenarios. Adding just 2 more Role Cards and switching out a few Courtiers might not seem much, but trust us: it dramatically impacts the strategies and dynamics of the game. Now, instead of 16 role combinations, there are 25, and each new set of Courtiers opens up entirely new avenues of gathering information and manipulating the game state.
Setup for scenarios 3 and up is the same as for scenario 2 except that you use all 10 Role Cards (including the Tragic Poet and Tragic Poetess), and you use the Courtiers as described on the Scenario Card.
Please note that in 4 out of 5 role combinations, a Tragic Poet(ess) can only fulfill their win conditions on the other player's turn.
Component Overview
Scene Card anatomy
- Scene title. The title describes the scene the two of you are experiencing. Feel free to come up with colorful stories to embellish this experience in as much detail as you like!
- Left reaction to the scene. The non-active player chooses one of the two options separated by the vertical bar as their reaction to the current scene. Each reaction shows 1 or 2 symbols. If the non-active player chooses a reaction showing 2 symbols, they move both indicated Relationship Coins one step closer to the Center (in any order). In this example scene, the reaction on the left shows Romance and Temptation.
- Right reaction to the scene. In this example scene, the reaction on the right shows Temptation and Rejection.
- Scene category. Each scene belongs to one of 3 categories: Feelings, Words or Deeds. The category of each scene is indicated by the symbol in the banner at the top of the Scene Card. For example, this scene belongs to the Words category.
As the active player, you can use these category symbols to visit one of the Courtiers, i.e. make use of their ability (see p. 11 Visiting Courtiers).
Win Condition Board anatomy
On the Win Condition Board, you can see which role needs which symbol to win against which other role. Find your role in the left column of the Win Condition Board. Then align the Win Condition Slider with that row to see which symbol you need against which other role.
For example, if you are the Vampiress, you need the left symbol (Temptation) to win against the Count/Countess, the middle symbol (Rejection) to win against the Demon Hunter/Huntress, and the right symbol (Romance) to win together with the Vampire.
The Win Condition Slider. Place the Win Condition Slider on the table below the Win Condition Board or move it up and down the Board to make it easier to see which symbol you need against which other role. If you do move the Slider, though, you may want to pick up Board and Slider off the table and hold them upright so as not to let the other player see where you align the Slider.
Flow of the Game
You take alternating turns until, at the end of a player's turn, at least one Relationship Coin occupies the Center of the Relationship Board. On your turn, you can (optionally) visit one or more Courtiers (see p. 11) and you will always initiate a romantic scene to which the other player must react:
- On your turn (i.e. when you are the active player), draw 2 Scene Cards from the shared draw deck. These represent the two ways in which you can try to court the other player.
- Choose one of these two Scene Cards to play face up on the table. Discard the other one face down.
- Tell the other player how the two of you came to find yourselves in this romantic scene. The illustration and title of the cards are open to interpretation and are meant to inspire you to tell each other different stories with every game you play.
The story of your courtship. Embellish the story as much as you like: Why did you eavesdrop on the other player? Which delicious morsels have you prepared for the "Blindfolded Tasting"? Embellishing the emotional roller coaster of your wild romance lets each flirt take new and amusing turns. The more creative you let yourselves become and the more you immerse yourselves in your roles, the more engaging your shared experience will be.
- The other player (the non-active player) now chooses how to react to your courtship – i.e. they choose the symbol(s) to the left or to the right of the vertical bar at the bottom of the Scene Card. They then push the Relationship Coin(s) indicated by their chosen reaction, in any order, one step closer to the Center of the Relationship Board (the ruby). The order only matters if it would make two Coins reach the Center simultaneously (see p. 12 (In)direct Victories).
- The non-active player now tells you how the scene plays out thematically based on their reaction.
How does the other player react to your chosen scene? One player could say that she thinks your exciting proposal of a "Blindfolded Tasting" has just the right level of boldness for her. Or she could reject it because you chose foods that do not agree with her delicate sensibilities.
- Mark the chosen reaction (left or right) with a Choice Marker. This makes it easier for you to mentally revisit your opponent's reactions from previous scenes. Leave the Scene Card face up in front of you (the active player).
Note: Each Scene Card has a banner at the top showing one of three category symbols: Feelings, Words and Deeds. With each Scene Card you play, you collect one of these symbols. You can use these symbols to visit one or more Courtiers during your turns (see p. 11 Visiting Courtiers).
After your Scene Card is resolved and you have finished visiting Courtiers (if any), it is the other player's turn. Now, they will be the active player and you will be the non-active player; which can be decisive for the Tragic Poets (see p. 18).
Keep taking turns in this way until at least one Relationship Coin occupies the Center at the end of a turn. If more Relationship Coins reach the Center during the same turn, place later ones on top of earlier ones. Whichever Coin ends up on top determines the outcome of your relationship.
Visiting Courtiers
As the active player, you can spend category symbols you have collected (Feelings, Words, and Deeds) to ask the Courtiers in play for advice about your complicated romance.
On your turn (not on your opponent's) you may visit any number of Courtiers (even the same one multiple times). Each Courtier shows the number and type of symbol(s) you need to spend in order to visit that Courtier. Cover symbols you spend with Banner Markers. Then resolve the Courtier's ability. You cannot spend symbols already covered by Banner Markers. You cannot play a Scene Card and then immediately spend its category symbol to visit a Courtier before the non-active player has resolved their reaction to that Scene Card.
Example: Vampiress Mary draws two Scene Cards, but does not find either one helpful for her strategy. She wonders whether she should spend a symbol from one of her earlier Scene Cards in order to visit the Monk, which would allow her to draw two new Scene Cards.
She decides against it and plays the Scene Card "Words Captured in Ink", hoping to learn more about her opponent Edgar.
After Demon Hunter Edgar decides to push Boldness, Mary spends 3 Words symbols on her played Scene Cards to visit the Maidservant and with her help pushes Romance.
She could have pushed Temptation instead, which would probably help her more, but she hopes to throw Edgar off the scent and make him believe that she is a Count(ess); if he does, he will likely choose Rejection more often, which would be ideal for Mary's true role.
Will Edgar take the bait?
For an explanation of all Courtier abilities, see pp. 22-24 Courtier Cards explained.
End of the Game
The game ends at the end of a turn (after resolving the Scene Card and visiting any Courtiers) if at least one Relationship Coin occupies the Center of the Relationship Board.
Your courtship's outcome has been determined. Reveal your Role Cards and refer to the corresponding rows and columns of the Win Condition Board to see whether you have achieved a union of kindred souls or whether it was ultimately only one of you who benefited from this relationship.
For details on the different win conditions, see pp. 14-18 Roles & Win Conditions.
(In-)direct Victories, Draws, and Special Cases
Direct victory (2 points) with more than one Relationship Coin in the Center:
Sometimes, two or even more Relationship Coins (with the help of a Courtier) reach the Center during the same turn. If during the same action you push more than one Coin (e.g., if your chosen reaction shows two symbols), you choose the order in which you push them. If at the end of a turn, multiple Relationship Coins occupy the Center, first check whether the top Coin means victory for one or both of you. If it does not, check the Coin second from the top, etc.
If both would win with Romance and the Romance Coin is in the Center, you share the victory (2 points each).
Indirect victory (1 point) with no winning Relationship Coin in the Center:
Sometimes the Relationship Coin(s) in the Center bring neither of you victory. However, in such cases, there can still be an indirect winner:
After checking all Coins in the Center without being able to determine a winner, check the other Coins one by one from closest to furthest away from the Center until you find a single winner (1 point). Should the Coins of your two winning conditions be equidistant from the Center, the game ends in a draw (0 points). Why not resolve the draw by playing another round of Dark Romance?
Indirect victory with shared win conditions (1 point each):
If both of you would win with Romance (e.g., Count vs. Countess) but Romance has not reached the Center, you still score an indirect victory if Romance is closer to the Center than Rejection (1 point each). If not, you have failed to recognize your soul mate and you both lose (0 points).
The game ends on the Tragic Poet's turn with no direct victory by the opponent:
The Tragic Poet can only score a direct victory on the other player's turn (except in a game of Poet vs. Poetess). But what happens if the game ends on the Poet's turn without the other player scoring a direct victory?
In this case, check whether the Coin that the Poet needed to reach the Center on the opponent's turn (e.g., Manipulation against the Swindler/Swindleress) has reached the Center on the Poet's turn. If it has, the Tragic Poet loses, and the other player scores an indirect victory (1 point). If it has not, apply the normal rule for determining an indirect victory (1 point), i.e. check whose would-be winning Coin is closer to the Center. This is the only way in which a Poet can win on their own turn against a role other than another Poet.
Example: Direct victory with multiple Coins. During the Demon Huntress's turn, the Countess first pushes Temptation to the Center, then Rejection. The Demon Huntress then visits a Courtier to push Boldness to the Center as well. When resolving the Coins from top to bottom, Boldness does not bring either player victory. With the Rejection Coin below, however, the Demon Huntress wins the game.
Example: Indirect victory. The Swindler pushes Manipulation to the Center, but as he is playing against the Vampiress, this brings neither of them a direct victory. So they check how close the other Coins are to the Center. Temptation (on space 3) is closer than all the others. As Temptation is the Vampiress's win condition against the Swindler, she scores an indirect victory.
Example: Indirect victory with shared victory condition. The two Vampires have pushed Temptation to the Center, when they would actually both have needed Romance to win. But all is not lost. As Romance is on space 4 and Rejection only on space 2, the two Vampires have at least scored an indirect victory together.
Roles & Win Conditions
Finding a suitable romantic partner at court is not an easy task – especially since villains and monsters who mingle with the crowd have entirely different intentions. To make the best decisions in this tangled web of flirts, you must suss out the intentions of your partner so that, depending on your role combination, you can find happiness together or at least outwit them.
This means that your win condition does not only depend on your own role, but on that of the other player as well.
The Counts
Searching for love. You have money, standing and an impeccable education. The only thing missing for a happy life is the right partner. Luckily you have recently met a fascinating person. Could they turn out to be the love of your life?
These are your win conditions, depending on which role the other player has:
- Against Counts, Demon Hunters & Tragic Poets: Ensure that Love is the outcome of your relationship to win the heart of your soul mate. (Romance Coin)
- Against Vampires and Swindlers: Ensure that Separation is the outcome of your courtship to escape your doom. (Rejection Coin)
The Demon Hunters
Looking for adventure and peril. You have followed the trail of an undead monster into the heart of the glamorous court. Set a trap by posing as a helpless victim only to strike at the opportune moment. Will your crossbow bolt pierce the right heart?
These are your win conditions, depending on which role the other player has:
- Against Counts: (Rejection Coin) In your dangerous life, there is no place for frilly clothes and courtly dances. If you ensure that Separation is the outcome of your relationship, you avoid wasting your time at court.
- Against Demon Hunters and Tragic Poets: (Romance Coin) You had not come to court to find the love of your life, but if the outcome of your relationship is Love, your story has come to an unexpectedly happy ending.
- Against Vampires: (Boldness Coin) If the outcome of your relationship is Execution, you have successfully slain the undead monster.
- Against Swindlers: (Boldness Coin) Not every monster is supernatural, but when the outcome is Execution, you have avoided being swindled and served justice to boot.
The Vampires
Nocturnal seducers. For centuries you have evaded the wrath of the Demon Hunters by hiding in plain sight. Aside from this one danger, you can freely and boldly revel in your undead existence with the utmost passion. You take pleasure in playing complex romantic games and entangle your prey in a dance of temptation until they are utterly obsessed with you. Who should become your next victim?
These are your win conditions, depending on which role the other player has:
- Against Counts and Swindlers: (Temptation Coin) A heart full of passion, rip it free from your victim's chest and drink the sweet nectar. You can quench your thirst if Bloodlust is the outcome of your romance.
- Against Demon Hunters: (Rejection Coin) Immortal does not mean indestructible. They have picked up your scent, bearing crossbows and torches. If Separation is the outcome of your relationship, you can escape your demise.
- Against Vampires: (Romance Coin) You have always thought of yourself as alone in your monstrous existence, but perhaps even you have a chance of finding love. If Love is the outcome of your relationship, you have found your partner for immortality.
- Against Tragic Poets: (Rejection Coin) This blood tastes of repugnant melancholy. Besides, the public attention such a tragic death would draw would be too dangerous for you. Push for Separation to avoid this unfavorable ending.
The Swindlers
Love or money. There are people who were born with a silver spoon in their mouth. You are not one of them. However, your charming smile and your winsome manner have paved your way into high society. The only things you need now to live the life of your dreams are a wealthy target and a pinch of arsenic. Will your scheme pay off?
These are your win conditions, depending on which role the other player has:
- Against Counts: (Manipulation Coin) If Fraud is the outcome of your relationship, your trap has sprung and you have successfully swindled your foolish victim.
- Against Demon Hunters: (Manipulation Coin) This victim may be able to hurt you, but if Fraud is the outcome of your relationship, you have caught even this dangerous prey in your net.
- Against Vampires: (Rejection Coin) You had thought yourself the most dangerous predator at court, but overconfidence may prove fatal. If Separation is the outcome of your relationship, you can escape the monster's clutches.
- Against Swindlers: (Romance Coin) Imagine the mischief you could do in tandem with a kindred soul! If Love is the outcome of your relationship, your story has reached a happy ending ... at least for the two of you.
- Against Tragic Poets: (Rejection Coin) The wretched art of poetry would bring you unwanted notoriety and little profit. If Separation is the outcome of your relationship, you can escape this tiresome fate.
The Tragic Poets
Love and Art. In the shadow realm of mediocrity, you stand as a beacon of burning passion and unwavering dedication. Your obsession with literature is both your strength and your torment. Consumed by love and creative urge, you are a soul constantly searching for the one true muse. Without the spark of inspiration, your magnum opus will remain an unattainable dream. You live for your art ... are you prepared to die for it?
Important: In most cases, as a Tragic Poet you can only win if the game ends on the other player's turn (i.e. when you are the non-active player).
These are your win conditions, depending on which role the other player has:
- Against Counts, Vampires, Swindlers, and Demon Hunters: (Tragic ending symbol) A tragic ending ... is there anything more poetic than that? There is not! So you sneakily play into your opponent's hand, only to orchestrate your own demise. If the outcome of your relationship is tragic (Separation (Rejection Coin) against Counts, Bloodlust (Temptation Coin) against Vampires, Fraud (Manipulation Coin) against Swindlers, or Execution (Boldness Coin) against Demon Hunters), then you have achieved your goal! But only on the other player's turn; after all, it hardly counts as tragic if you force your own doom.
- Against Tragic Poets: (Romance Coin) You have found a kindred artistic soul who can help you overcome your tristesse. If Love is the outcome of your relationship, your story has reached an unexpectedly happy ending.
Strategy Tips
Your win condition changes with your role as well as with your opponent's. But other than the Tragic Poets, no role can win with every symbol. This means that, from the outset, you are only interested in pushing some Relationship Coins, not all of them.
As the same is true for your opponent, you can try to eliminate certain roles depending on which Coins the other player appears to have no interest in.
For instance, Vampire and Vampiress can never win with Manipulation or Boldness so they will tend to push these Coins less frequently and instead favor the other three, which could at least potentially bring them victory.
Depending on the Courtiers available in the current scenario, you can also pay attention to which category symbols (Feelings, Words, Deeds) your opponent seems to be collecting, especially if they collect 3 of a kind. Because Vampires tend to prefer visiting the Maidservant, while Swindlers prefer the Innkeeper etc.
When you think you have sussed out your opponent's role, try and push the symbol that would bring you victory against that role. Pay close attention to how the other player reacts to your pushes, so you can change tactics if need be.
Sometimes you will be sure you know which role your opponent has, but the Relationship Coin you need to win is far behind the other Coins on the Relationship Board. In this case, aggressively pretend to be a different role against which your opponent would need to push precisely the Coin you yourself need to win. For instance, pretend to be the Count/Countess against the Demon Hunter/Demon Huntress so that they will push for the Separation that you as the Vampire actually need in order to avoid being executed.
Tragic Poets can sometimes be recognized by the fact that they do not seem to pursue any clear goal, instead offering you a variety of options to make you reveal which symbols they favor. Later in the game they potentially give themselves away by not ending the game on their turn even though they could by visiting a Courtier.
Courtier Cards explained
Barber
Spend any 1 category symbol to peek at the next 2 Scene Cards of the draw deck. Place any number of them back onto the deck; discard the others face down. You can influence the cards you yourself will draw or the ones your opponent will draw by either visiting the Barber before or after drawing 2 Scene Cards during your turn.
Chambermaid
Spend any 1 category symbol to look at all Scene Cards your opponent discarded during their previous turn. If Courtiers like the Barber or the Monk are in play, you might get to look at more than one discarded card.
Chaperone
Once per turn: Spend any 1 category symbol to place a Banner Marker on a symbol of the same category on one of your opponent's Scene Cards. So if you want to deprive them of, e.g., a Words symbol, you need to spend a Words symbol yourself. This lets you manipulate which Courtiers your opponent can visit.
Diplomat
Spend 2 of any one category symbol to force your opponent to push a Coin of their choice forward 1 space. Then push a Coin of your choice forward 1 space. You potentially both get what you want, but your opponent must reveal what they want first.
Fortuneteller
Spend 2 of any one category symbol to peek at the top 2 cards of the Role Card deck. Place one of those Role Cards at the bottom of the deck and the other one back on top. Think about what you want your opponent to see if they visit the Fortuneteller later.
Healer, Henchman, Innkeeper, Maidservant
Spend the indicated 3 symbols to push one of the two indicated Coins 1 space.
Tip: Use these Courtiers only after the other player has reacted to your played Scene Card.
Hypnotist
Spend 2 different pairs of category symbols to swap your Role Card with your opponent.
From now on, both of you are forbidden to look at either of your own Role Cards. Instead of knowing your own role, you now know which role the other player has. If the Hypnotist is visited a second time, you revert back to the original role distribution. The Tragic Poets' win condition applies to any player who has that role even if they do not know they have that role.
Illusionist
Spend 1 of each category symbol to move 1 Relationship Coin of your choice backwards 1 space (away from the Center). By moving a Relationship Coin out of the Center space again, you can prevent a premature end to the game because you only check at the end of a player's turn whether any Relationship Coin occupies the Center.
Jester
Spend any 1 category symbol to force your opponent to place a Banner Marker on 1 category symbol of their choice. Your opponent will be the active player for the next 2 turns. It is not only Tragic Poets who can benefit from being the non-active player several turns in a row. If your opponent visits the Jester themselves during the very next turn, you will be the active player for the following 2 turns before alternating turns again.
Monk
After drawing your Scene Cards: Spend any 1 category symbol to discard your Scene Cards face down and draw 2 new Scene Cards from the deck.
Musician
Spend 2 of any one category symbol to be the active player again next turn. You can visit the Musician multiple turns in a row to remain the active player. This way you can choose multiple Scene Cards in succession while your opponent is forced to react to them.
Photographer
Once per turn: Spend any 1 category symbol to remove the Banner Marker from 1 category symbol on one of your other cards. You cannot visit this Courtier while spending symbols to visit another Courtier. So you could not visit the Healer if you have only 2 Deeds symbols overall by spending these 2 and then removing 1 of the Banner Markers with the Photographer in order to spend the third Deeds symbol needed to visit the Healer.
Poisoner
Spend 2 Words and 2 Deeds symbols to name a role. If that is the other player's role, you win immediately (2 points). Otherwise, reveal your Role Card.
You don't need to guess the correct gender to win, you only need to guess the archetype correctly, like Count/Countess.
Prestidigitator
Spend 3 of any one category symbol to swap the position of any 2 Coins not yet in the Center. Each Coin stays on its respective track, but you swap the number of spaces they have advanced. E.g., you move one Coin from space 4 to space 2 on its track and another one from space 2 to space 4 on its track.
Queen
Spend 4 of any one category symbol to push any 2 different Coins of your choice forward 1 space each.
Schemer
Spend any 1 category symbol to replace any Courtier Card in play with a random one drawn from the shuffled face-down Courtier deck. Use this Courtier to remove Courtiers you do not want your opponent to visit, to give yourself new options or simply to bluff.
Courtiers on Scenario Cards explained
Dark Romantic
Spend 1 Feelings and 1 Words symbol to change the win conditions. In this game, the Vampire/Vampiress and the Count/Countess win together with Romance instead of their usual win conditions. The Dark Romantic is either active or not. Once a player has visited her, the win conditions have changed for the rest of the game.
Doctor Henry Jekyll
During setup, you each draw a second Role Card. At the end of the 4th turn in total (regardless of who was active player how many times), you both randomly discard one of your Role Cards face down. Should the game end before you do that, you each randomly discard one of your Role Cards face down before revealing the remaining Role Cards and checking who won.
Master of Ceremonies
At the start of your turn (as the active player) draw a Courtier Card from the deck and add it to the Courtier Cards already in play. If this causes the total number of Courtier Cards in play to exceed 5, remove one Courtier Card (not the Queen) of your choice from play. The Queen counts towards this limit of 5 Courtier Cards. So there will always be a maximum of 4 Courtier Cards in play other than the Queen. As the Master of Ceremonies is part of the Scenario Card, they do not count towards the limit of Courtier Cards and cannot be removed.
Conspirator
At the start of your turn (as the active player) choose a Courtier Card and add it to the Courtier Cards already in play. If this would be the sixth Courtier Card in play, the non-active player first chooses one of the other 5 Courtier Cards and removes it from play (not the new one). Cards removed in this way, are no longer available in future turns. As the Conspirator is part of the Scenario Card, they do not count towards the limit of Courtier Cards and cannot be removed.
You can only add a Courtier Card, not a Courtier printed on a Scenario Card. Your opponent gets to see which Courtier Card you want to add before deciding which other Courtier Card to remove. Then your chosen Courtier Card enters play and only then you can start visiting Courtiers.