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Koninkrijk

Koninkrijk Rulebook

Table of Contents

Table of Contents

  • Kingdoms Cards
  • Building Your Kingdom
  • The Game Begins
  • The Course of Battle
  • Treasure
  • In the End

Kingdoms Cards

The deck contains 3 red, yellow and blue sets from 1 to 9 and 3 treasure cards. Each value is linked to a function within a group.

  • 1 = servant, 2 = artisan and 3 = farmer, they have a star as a symbol, together they form a group, this group is worth half a bonus point.
  • 4 = soldier, 5 = knight and 6 = commander, they have a shield as a symbol, together they form an army, this group is worth 1 bonus point.
  • 7 = sage, 8 = noble and 9 = king, they have a crown as a symbol, together they form a court, this group is worth 2 bonus points.

Every third group card shows the group's bonus value.

Building Your Kingdom

As soon as you have a group in your hand you can add it to your kingdom by placing the 3 cards in front of you in ascending order. As you go along you can add more groups on condition that multiple groups within your kingdom have the same sequence of colors, these are the colors of your flag. The bonus points of the groups within your kingdom will be added to the value of your attacks, thus your power will increase as your kingdom grows. You may also return your cards to your hand and you're free to change your flag by adapting your kingdom using different colored cards. The first player to build a kingdom with a people, an army and a court will be the winner of the game.

The Game Begins

The cards are shuffled face down on the table and placed on one side in a loose pile from which players can draw any card, this is the source. Each player takes 9 cards from the source. Players may now start adding groups if possible. The youngest begins.

The Course of Battle

  1. The player whose turn it is draws a card from the source and places it face up in the center of the table. This card can be won in battle with a player of choice. Challenge the player that you think offers the most opportunity to get the cards you need.
  2. The chosen opponent attacks by bidding a card from the hand, placing it in front of the source card. The value of the card and the bonus points of the kingdom determine the strength of the attack. When this first card is played the two kingdoms may not be altered anymore until the battle is done, incomplete groups return to the hand.
  3. The challenger counterattacks and also bids a card. If the attack value is equal or higher than the opponent may choose to give up or raise. In case of a raise the opponent bids a second card of the same color as the first, this value of a similarly colored card will be added to the total attack value, that must be surpassed. After a raise the challenger must also offer a second card, if this card is of a different color then the first card doesn't count anymore.
  4. The player with the highest attack value wins the card from the source. If the attack values are equal, finally the challenger gets the advantage. The two players take each other's bidded attack cards. The turn passes to the left. Between your battles you can arrange your cards and adapt your kingdom.

Treasure

If you're lucky you'll get hold of a treasure card. A treasure card can be added to your kingdom, you then get half a bonus point to your attack value. When you have a treasure card in your hand you can also bid it in battle, as an attack card it is worth 15 points. A treasure card can only be raised with another treasure card.

In the End

When a kingdom is completed players can't alter their kingdoms anymore. The players that didn't complete their kingdom will be ranked by their bonus value and, in case of a tie, by their total amount of cards. If the source gets exhausted players can take a minute to try and complete their kingdoms or to adjust them to maximum value.