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Meikyu Kingdom Card Game: Make You Conquest thumbnail

Meikyu Kingdom Card Game: Make You Conquest

Meikyu Kingdom Card Game: Make You Conquest Rulebook

Table of Contents

Table of Contents

  • Summary
  • Components
  • Setting Up the Game
  • Explanation of Cards
    • 1. Meikyu Cards
    • 2. Kingdom Cards
      • A. Character Cards (42)
      • B. Item Cards (18)
      • C. Aggression Cards (4)
      • D. "Open" Cards (4)
  • Explanation of the Play Area
  • Playing the Game
  • Details of Turn
    • 1. Draw a Kingdom Card
    • 2. Take an Action
      • 2-1 Perform a Quest
      • 2-2 Development
      • 2-3 Aggression
      • 2-4 Resupply
    • 3. Discard Excess Cards
    • 4. Replace Meikyu Card
  • Discarding Cards into the Discard Pile
  • When the Kingdom Pile Is Depleted
  • End of the Game
  • Kingdom Cards (Blue-Backed Cards)
    • Characters
      • Other Characters
    • Special Cards
    • Open Cards
  • Meikyu Cards (Orange-Backed Cards)
    • Quest Level 4
    • Quest Level 5
    • Quest Level 6
    • Quest Level 7
    • Quest Level 8
    • Quest Level 9
    • Quest Level 10

Summary

Each player is a regent who is trying to create a prosperous kingdom. This is accomplished by using characters and items, journeying out on quests into the labyrinth world to gain new land, and sometimes attacking other kingdoms and taking their lands. The objective is to get points by claiming new lands. The first player to reach 10 points wins the game.

Components

  • 32 Meikyu cards (lands)
  • 68 Kingdom cards (characters, items, and special effects)
  • 1 die
  • 1 rule pamphlet (these instructions)

Setting Up the Game

Shuffle the 32 orange-backed Meikyu cards, and arrange them into a face-down pile. Then draw the top 4 Meikyu Cards, turning them face up in the middle of the table for everyone to see. These are the rooms which are available for conquest.

Next, shuffle the 68 blue-backed Kingdom cards, and deal 4 Kingdom Cards to each player. If one of the players starts out with one of the special-action "OPEN" cards, that person will return all their cards to the pile and draw four new cards, shuffling the remaining cards. If no player starts off with an "OPEN" card, then the rest of the Kingdom cards are put face-down into a Kingdom Draw Pile in the middle of the play area.

For more details about the play area, see the Explanation of the Play Area section.

Each player rolls the die. The player with the highest roll goes first. The play will proceed in a clockwise order.

Explanation of Cards

1. Meikyu Cards

Meikyu cards placed in the center of the play area are the various rooms of the dungeon (aka "lands" when owned), available for exploration and conquest.

The Meikyu cards placed in the area in front of each player is that player's Kingdom. Each player has their own kingdom.

  1. Quest Level (Difficulty)
  2. The Name of the Room as a Dungeon
  3. The Name of the Land if it becomes an Owned Land
  4. Point total of this Land
  5. Point total of this Land if it becomes developed
  6. The land's effect when owned

2. Kingdom Cards

A. Character Cards (42)

Character cards have two values: Bravery (sword) and Wits (seal). Each character has its own unique value in play.

  1. Class Name
  2. Bravery Value
  3. Wits Value

B. Item Cards (18)

Item cards support Character Cards, often making them stronger. Unless the card says otherwise, players can only use these cards on their own turn.

  1. Item Name
  2. Description of Item

C. Aggression Cards (4)

Aggression Cards are used to attack and steal lands already owned by other kingdoms (see 2-3 "Aggression" under Details of Turn).

  1. Name
  2. Description of Card

D. "Open" Cards (4)

The yellow-lined Open Cards are rare, and must be played immediately. Follow the instructions on the card.

  1. Name
  2. Description of Card

Explanation of the Play Area

(The translation gives only the note: replace "Facility" with "Area" or "Kingdom" — the play-area diagram it refers to is not reproduced in the text.)

Playing the Game

Players go around in a clockwise order.

Each turn, players perform the following four actions:

  1. Draw a Kingdom Card
  2. Take an Action
  3. Discard Excess Cards (if player has more than 5 cards in her hand)
  4. Replace claimed Meikyu Rooms from the Meikyu pile

Details of Turn

1. Draw a Kingdom Card

The player takes one card from the Kingdom Pile.

2. Take an Action

There are four possible actions that can be taken in a turn. The player can only perform one of the following four actions. During any of the actions, the player can use as many Kingdom Cards (characters, items, etc) that she wants. All Kingdom cards that are used during an action are discarded, whether the action was successful or not.

2-1 Perform a Quest

The goal of this action is to clear out a dungeon room to claim this room for the player's kingdom.

The player chooses one of the face-up Meikyu Card rooms, and looks at its Quest Level. Then, the player uses as many characters and items as she wishes, adding up the total of swords. At least one character card must be used to perform a quest. The player then rolls a die, and adds this result to the total of swords. If this new total is equal to or higher than the room's Quest Level, then the quest succeeds, and the player takes this room, turns it upside down, and adds this land to her kingdom.

If the total is less than the room's Quest Level, then the quest failed. In either case, all characters and item cards are discarded.

The maximum number of owned lands a kingdom can have is five. If a player takes a sixth land into the kingdom, she must discard one of the existing lands.

2-2 Development

The goal of this action is to develop one's own land. Developed lands often are worth more points or sometimes have new special effects once developed.

The player spends any number of character cards that she wishes. To succeed, the total of the character's Wits (seals) must equal or exceed the Quest Level of the room being developed. No dice are rolled. If a room is developed, turn it sideways. The Developed Point Total becomes this room's new Point Total.

2-3 Aggression

The goal of this action is to attack another player's kingdom, and steal away their lands.

The player who wants to perform an Aggression action must do one of the following:

  • a. Play a "Gotcha!" card.
  • b. Discard the "Council Chamber" card (this land must already be in that player's kingdom).

The Aggressor selects another player to attack. The attacker plays as many character and item cards as she wants. Then, the defender can allocate as many characters and items she wants to use to defend the land. Each player rolls a die, and adds the result to the sword total of their cards and effects.

The attacking player's total must be higher than the defender's total in order to succeed. Ties go to the defender. If the attacker wins, the land changes hands and enters the attacker's kingdom area. If the land was Developed, then the land returns to its non-developed state when the attacker claims it. If the result was a tie, or the defender's total was higher, then the action failed. All characters and items used are discarded regardless of success or failure.

The attacking player must play at least one character card in order to attack (one can not attack with items only; there must be a character to use the item). However, the defending player can defend without playing a character: she simply rolls the die and uses that as the sword total.

2-4 Resupply

This action is for players who have previously used and discarded many Kingdom cards, and need to replenish their hand.

The player draws one more card from the Kingdom pile.

3. Discard Excess Cards

If a player has six or more cards in her hand by the end of her turn, she must discard down to five cards.

4. Replace Meikyu Card

If there are three or less face-up Meikyu cards in the play area (the unclaimed dungeon rooms), then new Meikyu cards are drawn from the pile, and placed face-up until there are four Meikyu cards ready for conquest!

Discarding Cards into the Discard Pile

When players must discard cards (after quests, aggression actions, etc), the order that they are placed on the discard pile is decided by the player whose turn it currently is. This is important when considering the Tomb land's effect.

When the Kingdom Pile Is Depleted

When the last card in the Kingdom Pile is taken, shuffle the discarded Kingdom Cards and replenish the Kingdom Pile.

End of the Game

When one or more players meets the following conditions, the game ends after the current player's turn:

  • A. The sum of all of one kingdom's lands equals ten or more.
  • B. There are no more Meikyu dungeon rooms left to conquer.

The player with the most points wins. In case of a tie, the player with the most lands in her kingdom wins.

Kingdom Cards (Blue-Backed Cards)

Characters

Translator's corrections to printed card names:

  • Executioner(?)
  • doctor → Doctor
  • Cock → Cook
  • happymancer → Happymancer
  • Marchant → Merchant

Other Characters

Some characters in the game have unusual names or titles. Here's the real story behind their names.

  • Warzard: An advisor wizard that serves on the battlefield.
  • Highlord: A classroom's "class representative", a girl who is smart and won't hesitate to take control or chide people.
  • Jehu: A coachman.
  • Happymancer: A traveling jester.
  • Bee: A "Worker Bee", always busy as a bee!
  • Drone: A lazybones.
  • Vulcanus: A weaponsmith.
  • Producer: A mastermind or assassin.
  • Daedalist: A professional labyrinth/maze explorer.
  • Valeel: An Ambassador.
  • Master: An innkeeper.

Special Cards

Gotcha! ("Getchuu!") — You may perform an "Aggression" action by using this card.

Grimor → Grimoire — You may use this card during a Land Quest or Aggression Action. Choose one Character card: its swords increase by the amount of its seals.

Amulet — You may play it when anyone has just rolled a die. That person rerolls their die.

Sword — During Land Quests or Aggression actions, add +1 sword to a single character.

Map — Draw one extra (fifth) area from the Meikyu card pile and place it with the others. Until the end of your turn, this single new Land's Quest Level is reduced by two points.

Open Cards

You must play these immediately upon drawing them.

Refugee — Immediately place this card next to your other claimed Lands. You must immediately discard any two Kingdom cards from your hand. This card adds one star towards your goal.

Dungeon Storm — Immediately discard all of the face up unclaimed Lands. Draw four new Meikyu cards and lay them out in their place. You may not use this card through the use of the "Tomb" land's special ability.

Dungeon Tsunami — All players must choose one of their Claimed Lands, and pass it to the player on their left. The person who draws this card goes first. If someone passes a Developed land, it returns to its Undeveloped state. If a player has no Claimed Lands at the time this card is initially activated, they do not have to pass a land. You may not use this card through the use of the "Tomb" land's special ability.

Meikyu Cards (Orange-Backed Cards)

When looking at the cards, find them by Quest Level then Monster Name.

Quest Level 4

  • Den of the Geister — Marketplace: When this land is developed, you immediately draw one Kingdom card into your hand.
  • Nest of the Ogrekin — Council Chamber: On your turn, you may perform an "Aggression" on another player by discarding this land.
  • Room of the Money Eater — Casino: Any time that you roll a "6" on the die, you may take an additional Kingdom card from the Kingdom Pile.
  • Workshop of the Dwarves — Blacksmith: Whenever you use a "Sword" item card, you add +1 to the total swords.

Quest Level 5

  • Stage of the Airt Piper — Bar: When this land is developed, all characters with 0 swords receive a +1 sword.
  • Tunnel of the Valaraukar — Mixed Area (a town of mixed cultures, classes and races): On your turn you may discard this land. Select another player, and that player loses a turn.
  • Altar of the Nightingale — Hospital: If you fail a Quest, you may select one of the defeated characters and return it to your hand.
  • Forest of the Manitou — Farm: +1 Capacity is added to the total Capacity of all your lands (sum all lands together, then add +1).

Quest Level 6

  • Storehouse of the Demonic Steel — Laboratory: You may play one item card as if it were a character with the abilities 2 swords / 0 seals.
  • Mansion of the Lamia — Harem: When this land has been Developed, the cost to Develop any land in the future is reduced by one.
  • Dojo of the Rust Samurai — Fortress: When two or more characters embark on a quest together, you may add +2 to the sum of their swords.

Quest Level 7

  • Graveyard of the Vampire — Tomb: When you draw from the Kingdom Pile, you may choose to pick up the topmost discarded Kingdom Card instead.

Quest Level 8

  • Spring of the Mayonnaise King — Hot Springs: If you have no Kingdom Cards at the end of your turn, you may draw a Kingdom Card from the Kingdom Pile.
  • Archives of the Dungeon Geek — When you draw from the Kingdom Pile, draw one additional card. Choose one Kingdom Card to keep, and discard the unselected card.

Quest Level 9

  • Castle of the Tyrant — Castle Tower: You may not discard this land. Furthermore, other players may not steal this land by using "Aggression".

Quest Level 10

  • Cave of the Dragon — Great Excavation: Great Excavated Room.