RulesPal
Chat
Rulebook
Enemies & Lovers: The Crown of Elfhame thumbnail

Enemies & Lovers: The Crown of Elfhame

Enemies & Lovers: The Crown of Elfhame Rulebook

Table of Contents

Table of Contents

  • Components
  • How to Win
  • Setup
  • The Play Area
  • How to Play
  • Icons & Key Terms
  • Court Cards
  • Attack Cards
  • Interrupt Cards
  • Intrigue Cards
  • Quick Start Guide
    • Setup
    • How to Play
    • Icons

Components

  • 51 Total Cards:
    • 19 Court Cards
    • 4 Reference Cards
    • 6 Interrupt Cards
    • 17 Attack Cards
    • 5 Intrigue Cards

How to Win

To win a game of Enemies & Lovers you must assemble a winning Court. The cards must be in the player's Court on the table in front of them. Cards in hand do NOT count.

A winning Court requires you to have each of the following:

  • 1 Crown card
  • 1 Prince card
  • 1 Coercion card
  • 1 Conspirator card

IMPORTANT! There is only ONE Crown card in the entire deck, so be alert. Get it by any means necessary, then put it in your Court to rule.

(The rulebook's back page carries a quick start guide, referenced here as "the quick start guide on the back of this Rulebook". A QR code links to a video tutorial.)

Setup

  1. Give each player a Reference card.
  2. Shuffle the rest of the cards and create a Draw pile. Place it on the table within reach of all players. Leave space next to the Draw pile for a Discard pile.
  3. Each player draws three (3) cards to form their starting Hand. Leave space in front of each player for their Court.
  4. Use whatever arcane process you'd like to determine who goes first.

The Play Area

Hand - Each player has a "Hand" which is the cards they are holding. There is no limit to how many cards a player can have in their Hand. A player can rearrange their Hand at any time.

Court - Each player has a "Court" which is an area on the table in front of them where they may place Court cards. At the beginning of the game there will not be any cards in players' Courts.

No more than one (1) Prince, one (1) Conspirator, one (1) Coercion, and one (1) Crown may be placed in your Court at any time. Players may also place Trap, Changeling, and Shield cards, in their Court. Only Court cards (those with a red rose) may be placed in your Court; other cards (those with blue berries) may NOT be placed in your Court.

(Card-face diagrams on this page mark Court cards with a red rose icon and non-Court cards with blue berries.)

Cards placed in a Court are always placed face-down except for Shield, which is placed face-up over an existing Court card.

A Court may NOT be rearranged unless specifically stated.

Note! Cards in your Hand or Court may be revealed due to card effects. Revealed cards remain face-up until they are played from your Hand or become concealed. For simplicity, "revealed" means turn the card face-up and "concealed" means turn the card face-down. If you are required to flash the Crown due to the Flash the Crown card, simply show it briefly to the other players.

Draw Pile - The shuffled deck of face-down cards that players draw from. If a player needs to draw a card and there are none left, set aside the top 3 cards of the Discard pile and shuffle the rest to form a new Draw pile.

Discard Pile - Discarded cards are put in the Discard pile. Players can look through the Discard pile at any time but may never change the order of the cards.

How to Play

Players will take turns one at a time, continuing clockwise around the table. A turn consists of 3 steps which must be performed in order. Place and Play (steps 1 and 2) are always optional.

  1. Place one (1) Court card from your Hand face-down into your Court. Do NOT resolve card effects when placing a card in your Court. Alternatively, you may remove one (1) card from your Court back to your Hand or exchange a card from your Court with one from your Hand.
  2. Play one (1) card from your Hand for its effects, then discard it. If the card has a X icon, skip step 3 and end your turn.
  3. Draw one (1) card from the Draw pile and end your turn. Skip this step if you played a card with a X icon in step 2.

Play proceeds with the next person taking their turn and continues until one of the players has won by building a winning Court!

Example: It's Cassie's turn and she has two Court cards in her Hand: Nicasia (a Conspirator card) and Seduction (a Coercion card). On a previous turn she placed Kinship Bond (also a Coercion card) into her Court, so she can't place Seduction, as she is only allowed one (1) Coercion card in her Court at a time. Instead, she chooses to place Nicasia face-down into her Court. She is now only missing a Prince card and the Crown card in order to win.

Next, Cassie chooses to play Seduction for its effect (since she can't place it in her Court). She draws two (2) cards and discards Seduction to the Discard pile. She tries not to let her excitement show when she draws the Crown!

For the third part of her turn Cassie would normally draw a card from the Draw pile, but because Seduction (the card she played in Step 2) had a X icon, she skips this step without drawing a card. Her turn ends and the next player starts their turn.

Icons & Key Terms

These are the icons and their meanings:

  • Trickster or Turnabout may interrupt this card (key symbol).
  • Trickster or Turnabout may NOT interrupt this card (crossed key symbol).
  • X icon: Skip your Draw Step (Step 3). This icon typically appears on cards whose effects allow you to acquire one or more cards as part of its effect.

Below are some regularly used terms and what they mean:

  • Acquire - when you get a new card or cards from drawing or stealing.
  • Assassinate - the target card is put into the Discard pile.
  • Attack - a card played against a single opponent. Attack cards have a title with RED text.
  • Cancel - prevent the effects of an Attack or specified effect.
  • Conceal - turn a revealed face-up card or cards face-down.
  • Exchange - switch a card in your Court with one in your hand or switch which card is protected by a Shield.
  • Flash - show the Crown to all players.
  • Ignore - Disregard an effect (like that of a Shield when using Spy).
  • Interrupt - a card that can be played out of turn. Interrupt cards have a title with BLUE text.
  • Place - put a card into your Court.
  • Remove - remove a card from your Court and put it in your Hand.
  • Reveal - turn a concealed face-down card or cards face-up.

STOP! Begin playing now! The general rules of play are very simple. Most of the depth of the game comes from the card effects and interactions. The following pages will detail the four (4) different card types as well as specific rules and effects for each card. You do not need to read through them to start playing. Simply refer to them as needed if questions arise during the game.

Court Cards

Court cards are played from your hand and placed in your Court on the table in front of you during Step 1 of your turn OR played for a general effect during Step 2. Court cards are identified by the red roses on the vines.

Court cards needed in your Court to win the game (Crown, Prince, Conspirator, or Coercion), will have a color background behind the card's name. You may only have one (1) of each type in your Court at any time.

Trap and Shield Court cards are special cards that are played to your Court for special effects. The Changeling card is a special card that is played to your Court and can be used in place of Prince or Conspirator. None of these are required to win the game, though they could help.

When played for their effects, Court cards are discarded to the Discard pile after the effects are resolved.

Most Court cards (but not all) have a X icon which means you must skip your Draw Step (Step 3) if you play the card for its effects in Step 2. This does not apply if you are placing the card in your Court.

ALL Court cards have a crossed trickster icon which means a Trickster Interrupt card cannot be played in response to cancel the effects.

Crown (1) - There is only one Crown, so it's the trickiest card to get and even trickier to keep. The Crown can only be placed in your Court or kept in your hand. It cannot be played for an effect. (The Crown of Elfhame)

Prince (4) - One Prince is going to wear the crown and become King of Elfhame, so you need a Prince card in your Court to win. Prince card effects played from your Hand vary as follows:

  • Cardan allows the player to take one (1) card of their choice from the Discard pile.
  • Dain/Balekin forces your opponents to give you one card from their Hand (of the opponent's choice).
  • Oak is a special Prince card because he can be played as an Interrupt to counteract any Poison card. Oak's effect can be countered only by a Trick the Trickster card.

(Cardan, Dain, Balekin, and Oak)

Conspirator (4) - Every prince has someone ruling from behind the throne and thus you need a Conspirator card as part of your Court to win. Conspirator card effects played from your Hand vary as follows:

  • Jude allows the player to steal one (1) card from an opponent's Court and put it into your hand. You do not get to look at what the cards are before choosing one (1).
  • Madoc/Oriana/Nicasia allows the player to draw the next three (3) cards. The player keeps one (1) and discards the other two (2).

(Jude, Madoc, Oriana, and Nicasia)

Coercion (6) - Power-hungry conspirators use coercion to manipulate princes and thus you need a Coercion card in your Court to win.

Conspirator, when played for its effect, allows the player to draw two (2) cards then skip the normal Draw Step.

Editor's note: the printed rulebook text in this entry reads "Conspirator, when played for its effect" under the Coercion heading. This is transcribed as printed. The card in question is a Coercion card (Seduction, from the How to Play example), so the printed word appears to be a misprint for "Coercion".

(Seduction, Kinship Bond, Tricked, True Name, Mentor, and Forced Promise)

Changeling (1) - The Changeling can function as a Prince or a Conspirator card in your Court (but not both!). The Changeling can only be placed in your Court or kept in your hand. It cannot be played for an effect. (Kaye Fierch)

Trap (1) - The Trap card is played face-down to your Court. If the Trap is assassinated while in your Court (from a Strike or Poison), it is discarded but you can steal a card from that opponent's Court and take it into your hand. If a Spy discovers the Trap card, the Trap must be discarded without effect. If Mayhem is played against you and you are forced to switch Courts, you may keep one (1) Court card of your choice and the Trap is discarded. (Rath Roiben Rye)

Shield (2) - A Shield card is placed face-up on top of another card in your Court (or in your Court to play one beneath it later). It will absorb an Attack protecting the card beneath it (discard the Shield instead). You may not play more than one Shield on the same Court card. A Shield card may be moved to protect another Court card as an exchange. (Vivienne/Taryn)

Attack Cards

Attack cards are played from your hand against an opponent of your choice.

Attack cards have RED text and like all other cards that are NOT Court cards, they have blue berries on the vines.

Attack cards all have a key icon (the Trickster/Turnabout symbol without a cross) which means a Trickster or Turnabout Interrupt card can be played in response to the attack to cancel it (Trickster) or reflect it back on the attacker (Turnabout).

Attack cards are discarded to the Discard pile after their effect is resolved.

Steal (4) - allows the player to point to a card from an opponent's Hand and take it into their own Hand. You do not get to look at cards in your opponent's Hand unless the cards are revealed from a prior effect. (Orlagh, The Thistlewitch, Grimsen, and Valerian)

Treachery (2) - allows the player to force an opponent of their choice to discard three (3) cards from their Hand. The opponent chooses which three (3) cards to discard. If they have three (3) or fewer cards, all of them are discarded. (Wren and Baphen)

Poison (3) - allows the player to assassinate a card from an opponent's Hand or Court and it is put into the Discard pile. Unless stated otherwise, any card not protected by a Shield or prevented by an interrupt, can be assassinated (including the Crown). (Wraithberry, Blusher Mushroom, and Deathsweet)

Strike (2) - allows the player to assassinate a card from an opponent's Hand or Court and it is put into the Discard pile. Unless stated otherwise, any card not protected by a Shield or prevented by an interrupt, can be assassinated (including the Crown). (Stabbed in the Front and Stabbed in the Back)

Editor's note: the printed rulebook labels the Strike icon as "Shield (2)" on page 11. This is transcribed as printed. The card is a Strike attack card (its name and text), so the printed label appears to be a misprint.

Spy (2) - allows the player to choose one (1) card from an opponent's Hand or Court to be revealed. It is turned face-up and remains so until played or concealed due to another Spy effect. This attack ignores the effect of a Shield and if a Trap is revealed, it is assassinated and immediately discarded with no effect. (Mother Marrow and Grima Mog)

Capture (1) - allows the player to choose one (1) card from an opponent's Court and steal it. The stolen card is put in your Hand (not your Court!). (The Ghost)

Distraction (1) - allows the player to choose an opponent to skip their next turn. Optional: the targeted player may put this card in front of them as a reminder and discard it instead of taking their turn. (Locke)

Mischief (1) - allows the player to choose one opponent and switch Hands with that player. Each player gives the other their Hand of cards and then they can each conceal and rearrange their acquired cards. (Fala, The Grand Fool)

Mayhem (1) - allows the player to choose one opponent and switch Courts with that player. Each player gives the cards in their Court to the other player and then they can each conceal and rearrange the cards in their Courts. (Everapple)

Interrupt Cards

Interrupt cards are played out of turn.

Interrupt cards have BLUE text and like all other cards that are NOT Court cards, they have blue berries on the vines.

The text on the Interrupt card will tell you what it does and when the card can be played.

Most Interrupt cards have a crossed trickster symbol which means a Trickster card cannot be played in response to cancel the effects. However, Turnabout is the exception and does have a key symbol.

Interrupt cards are discarded to the Discard pile after their effect is resolved.

Trickster (3) - can be played by a player who has been targeted by an attack. The attack is canceled with no effect and the card is discarded. A Trickster card may NOT be played against another Trickster card. (Queen of Mirth, Rowan Berries, and Ragwort Pony)

Trick the Trickster (1) - can be played in response to a Trickster card to cancel it. The originally played Attack card that was to be canceled by the Trickster takes effect as normal. You must be the original attacker to play Trick the Trickster. (Titch)

Turnabout (1) - can be played by a player who has been targeted by an attack. The attack is reflected back at the player that originally played it. A Trickster card may be played to cancel Turnabout allowing the original attack to take place as intended. (Jack & Carter Gordon)

Mortal (1) - can be played out of turn at ANY point in the game and it allows the player to immediately add a Court card from their Hand to their Court. Mortal cannot be canceled by Trickster or any other means. (Heather)

Intrigue Cards

Intrigue cards are played from your hand during your turn for a variety of effects. Intrigue cards have GREEN text and like all other cards that are NOT Court cards, they have blue berries on the vines.

Intrigue cards ALL have a crossed trickster symbol which means a Trickster card cannot be played in response to cancel the effects.

SOME Intrigue cards have a X symbol which means you must skip your Draw Step (Step 3) after resolving its effects.

Intrigue cards are discarded to the Discard pile after their effect is resolved.

Reveal All (1) - forces all players, including the player that played it, to reveal all their Hand AND Court cards, turning them face-up. Cards remain revealed until they are concealed by the Conceal All card. Newly acquired or placed cards (drawn, stolen, exchanged, removed etc.) are NOT revealed and remain concealed as usual. (The Bomb)

Conceal All (1) - forces all players, including the player that played it, to conceal all their Hand AND Court cards (except Shield cards which should remain face-up), turning them face-down. It is primarily used to reverse the effects of The Bomb. (The Roach)

Remorse (1) - allows the player to take one (1) card of their choice from the Discard pile and put it into their hand. (The Tail)

Regret (1) - allows the player to take the top three (3) cards from the Discard Pile (the most recently discarded 3) and put them into their hand. (Riding Toad)

Flash the Crown (1) - forces the player's opponents to flash (show to all players) The Crown. The player that played the card is NOT required to show The Crown if it is in their Hand or Court and may play this card to deceive their opponents! (Val Moren)

Quick Start Guide

(Printed on the back page of the Rulebook.)

To win a game of Enemies & Lovers you must assemble a winning Court, which requires you to have:

  • 1 Crown card
  • 1 Prince card
  • 1 Coercion card
  • 1 Conspirator card

IMPORTANT! There is only ONE Crown card in the entire deck, so be alert. Get it by any means necessary, then put it in your Court to rule Elfhame.

Setup

  1. Give each player a Reference card.
  2. Shuffle the rest of the cards and create a Draw pile.
  3. Each player draws three (3) cards.
  4. Randomly determine who goes first.

How to Play

  1. Place, Remove, or Exchange one (1) Court card.
  2. Play one (1) card from your Hand for its effects.
  3. Draw one (1) card from the Draw pile and end your turn.

Play continues with the next person taking their turn and so on until one of the players has won!

Icons

  • Trickster or Turnabout may interrupt this card (key symbol).
  • Trickster or Turnabout may NOT interrupt this card (crossed key symbol).
  • X icon: Skip your Draw Step (Step 3). This icon typically appears on cards whose effects allow you to acquire one or more cards as part of its effect.