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King Arthur: The Card Game

King Arthur: The Card Game Rulebook

Table of Contents

Table of Contents

  • Contents
  • Game Setup
  • Game Play
    • 1) Reveal Adversary Cards
    • 2) Defeat Adversaries
    • 3) Complete Adventures
    • 4) Draw a Knight Card
  • End of Game
  • Game Variant: Epic Quest
  • Adventure Cards

Contents

  • 53 knight cards (2 double-icon and 14 single-icon knights in each of three colors & 5 Merlin)
  • 44 adversary cards (13 dark forces, 11 hostile knights, 11 monsters, 9 dragons)
  • 13 adventure cards (values ranging 6-20)
  • 25 seal tokens (5 seals in each of five colors)

Game Setup

Create the adventure card tableau above the central playing area, placing all 13 cards faceup and in full view of all players.

Shuffle all 44 adversary cards together and place the deck facedown beneath the tableau.

Reveal adversary cards from the deck, one at a time, creating four faceup columns organized by card color. Continue drawing cards until any one column contains four cards.

Finally, shuffle all 53 knight cards together to form a facedown deck and deal a hand of 4 cards to each player.

Game Play

The bravest player begins and play proceeds clockwise. Each player's turn consists of the following steps:

1) Reveal Adversary Cards

If all four columns of adversary cards contain fewer than four cards, you may choose to reveal additional cards. Continue drawing until any one column contains four adversary cards.

2) Defeat Adversaries

You may elect to defeat any one revealed adversary. To defeat an adversary, discard a number of knight cards from hand equal to value printed on the adversary. Defeated adversaries are taken immediately into hand.

Double-icon cards. Double-icon knight cards count as two cards of the indicated color.

Merlin cards. Merlin cards are wild and can be discarded as if they were a single-icon knight card of any color.

3) Complete Adventures

You may elect to complete any one adventure. To complete an adventure, discard a number of adversary cards from hand matching the adventure's printed requirements. Completed adventures are placed face up in front of you.

4) Draw a Knight Card

Draw 1 knight card and add it to your hand. If you did not defeat an adversary or complete an adventure this turn, draw 2 knight cards instead.

End of Game

The game ends when a player completes the second-to-last adventure OR when the deck of adversary cards is depleted and a player defeats the final adversary. If the latter, the game ends at the conclusion of the active player's turn.

Each player then adds up the values of their collected adventure cards and any adversary cards remaining in hand.

The player with the most points wins. If tied, the player with the most knight cards in hand wins.

Game Variant: Epic Quest

In this advanced game variant, adversary cards are not automatically claimed when defeated.

During setup, each player takes five seal tokens in a single color. All rules of the base game apply with the following exception:

2. Defeat Adversaries. Instead of claiming a defeated adversary card, place one of your five seals on it. This card may no longer be defeated by other players.

On a future turn, you may elect to defeat an adversary with one of your seals on it by again discarding a number of knight cards from hand equal to its printed value. Then, retrieve your seal and add the adversary card to hand.

Adversary cards can also be claimed in a single turn by discarding a number of knight cards from hand equal to twice the card's printed value.

Note: if all adversaries in a single column have seals on them, players immediately retrieve their seals and claim the associated adversary cards.

Adventure Cards

Holy Grail (20 points). Discard adversaries with a total value of 12+.

Castle (15 points). Discard adversaries with a total value of 9+.

Excalibur (8 points). Discard adversaries with a total value of 5+.

Defeat the Vikings (12 points). Discard any four adversary cards.

Defeat the Saxons (8 points). Discard yellow adversaries with a total value of 4+.

Defeat the Robbers (6 points). Discard any two adversary cards.

Sea Monster (15 points). Discard one adversary card of each color.

Boar (15 points). Discard red adversaries with a total value of 8+.

Green Knight (13 points). Discard adversaries with values of 3+ and 4+.

Fisher King (12 points). Discard green adversaries with a total value of 6+.

King Mark (10 points). Discard one green, blue & yellow adversary card.

Royal Jousting Tournament (10 points). Discard blue adversaries with a total value of 5+.

Treasure Hoard (10 points). Discard two adversaries with values of 3+ or one adversary of value 5+.