Queen Alice
Queen Alice Rulebook
Table of Contents
Table of Contents
- Components
- Common Setup
- Player Setup
- How to Play
- Central Board Structure
- Courtier Board Structure
- Turn Structure
- Actions
- Hearts: The Garden of Live Flowers
- Spades: The Messengers of the King
- Clubs: The Tree of Tweedledee and Tweedledum
- Diamonds: The Wall of Humpty-Dumpty
- Game End
- Final Scoring
- Victory
Components
- 1 Central board
- 4 Action boards
- 1 Cards board
- 90 Cards (30 bronze + 30 silver + 30 gold)
- For each player (x4):
- 9 Red pieces and 9 White pieces: Alice, Humpty Dumpty, gardener (of each colour)
- 1 Courtier board
- 1 Influence points marker
- 3 colour resources marker
- 1 Clock
- 2 Pawn markers
- 27 books (in 3 colours)
- 42 Bookmarks
- Player aid tile
- 20 Diamonds
- 20 Hearts
- King's messengers (Madhatter & March hare)
- 2 Twins (Tweedledee & Tweedledum)
- 32 Live Flowers (8 of each)
- 16 Alice Wishes
- 4 x 200/300 IPs
- 16 Train cards
- 12 Crowns
- First player token
- 10 Basic cards
- 5 Black resources
Common Setup
Follow these steps to prepare the playing area:
- Main Boards: Place the Central, Actions, and Card Market boards centrally, using the side corresponding to the player count (1–2 or 3–4).
- Chess Pieces: Shuffle "Player Aid Tiles", draw one, and set up the main board's chessboard as indicated on the tile's back.
- Alice's Wishes: Form four stacks by icon type. Shuffle each, draw one from each to form a set of four (for first games, use the 4 specific tiles shown in the image). Shuffle this final set and place them randomly into the designated spaces showing their yellow side.
- Crowns: Place at the bottom of the Chess board based on player count: 8 (4 players), 7 (3 players) or 6 (2 players).
- Alice Pieces: Place the pieces at the start of each matching-Coloured progress track (Alice's Path).
- Card Market: Set aside the player Colour cards and separate the rest by Bronze, Silver, and Gold to form three decks. Then shuffle each deck. Fill the Card Market display with two cards from each level. Place decks face-up in the rightmost space of their respective level. These top cards are also available for acquisition.
- Action Pieces: Place White and red Gardeners in the Hearts board; the Messengers (Hatters and March Hares), in player Colours, in the Spades board; White and red Twins, in player Colours, in the Clubs board; White and red Humpty Dumpty's halves in the Diamonds board.
- Bookmarks, Books and Flowers: Place the Tweedledee-Tweedledum bookmarks next to the Clubs board arranged in different piles depending on its cost (amount and Colour of books on top of the tile). Create a reserve of the book tokens next to this board too and a reserve for the 4 colour Living Flower next to the Hearts board. In the Clubs board, place 1 White book on every space with non-printed books.
- Pawprints: Place the pawprint markers, in player Colours, on the two Cat Progress Tracks. One marker per player in both Red and White tracks.
3-Player Preparation: In 3-player games, take the set of components for the unused Colour to cover the marked spaces in the Garden board (Hearts) and the Wall board (Diamonds), and place Crowns to cover the marked spaces in the Alice tracks.
First Player: The last person who looked in a mirror begins the game. If in doubt, choose the starting player randomly and give them the Mirror Token.
Section Summary: The Central Board, Action Boards and Card Market board are placed in the center of the table and Chess Pieces are laid out according to the reference tile (player aid back), Alice's Wishes Tiles (randomized, one per action icon), Crowns and Alice Tokens are placed in the main board.
Player Setup
- Board and Tokens: Take a Courtier Board and the corresponding tokens of the same Colour and place the acrylic clock hand in the clock illustrated in the board.
- Token Placement: Place the Heart and Diamond tokens of each Colour (red/white) in the indicated areas.
- Initial Resources: Place the three Resource Cubes in your personal Storage area.
- Black Cubes: Take 5 Black Cubes and place them in the designated reserve.
- Starting Deck & Draw: Take your 10 Colour-coded basic cards. Shuffle the deck, place it face-down in your Draw Area and draw 3 cards to form your starting hand.
- Player Aid: Take the player aid of your Colour.
- Influence Point (IP) Track: Place the IP marker on space "0" of the IP track in the main board.
Train Cards
- Selection: Each player receives 2 Train Cards. Secretly choose one and decide whether to play it for the White side or the Red side.
Resolution: Reveal the chosen cards simultaneously. In turn order, players gain all rewards shown in their selected card.
Note: Only the specific icons shown on the card are granted; these may differ from the standard rewards of the locations when performing the standard action.
Once these steps are complete, the preparatives for the coronation can begin.
Train Cards Example: Cris chooses the red side of the Twins Train Card to get a Toast. She advances the Red Twin 1 space and gains the Card-Time Bookmark, 3 Time, and the Toast shown on the card. She does not gain the Books from the space where the Twin arrived, as only the rewards printed on the Train Card are granted.
How to Play
In Queen Alice, you prepare a coronation banquet by performing actions across the Looking-Glass World and moving Chess pieces to gain the assistance of its inhabitants.
Card Structure
Cards drive the game engine and are categorized into four levels: Basic, Bronze, Silver, and Gold. Each level features a unique background and banner shape. The starting deck only contains Basic Cards, but more powerful cards can be acquired during the game.
All cards are divided into 4 sections:
- Chess piece: Indicates the Colour and Chess piece you may move. Wild Piece Cards allow you to move the corresponding piece of either Colour.
- Play Reward: Grants an instant reward when the card is played.
- Discard Reward: Grants a reward if the card is discarded at the start of your turn.
- Invitation Bonus: Displays Influence Points (IP) awarded at the end of the game if the card is Culled.
Culling: When performing an Invitation action, place the card at the bottom of your Courtier board. It is removed from your deck for the rest of the game, but counts toward your final score. You can cull cards from your hand or discard pile.
Note: you cannot cull a card if it would empty your hand before your turn, or if your total number of non-culled cards is 3 or fewer.
Section Summary: Cards are categorized by level (Basic, Bronze, Silver, Gold). They serve three purposes: the Main Action (center) for moving a piece and performing an action and the "when played" reward (bottom-left); a Discard Reward (bottom-right) gained during the first phase of a turn; and Invitation bonus (top-right) gained during the final scoring if the card is removed from the deck using the Invitation (cull) action.
Central Board Structure
The Central Board integrates the Chessboard, Alice's Path, Crown Display, and Cat Progress Tracks.
The Chessboard
Used to select actions and obtain resources when activating a Chess piece.
- Columns: Determine the Action to perform.
- Wild Action: The central column allows any action for a cost of 1 resource.
- Rows: Determine the Resource obtained.
- Wild Resource: The two central rows allow you to choose any of the 3 resource types.
Alice's Path
Alice's path represents her journey through the Looking-Glass World, marking her decision to become the Red or White Queen.
- Alice Progress: When gaining Alice Progress, move the matching Coloured token to the next empty space (from bottom to top) and score the points covered. If the next space contains a Crown, skip to the next empty space.
- Alice's Wishes: When Alice reaches an Alice Wish (scoring condition) space: remove 1 Crown from the display immediately, place it on top of Alice's Wish as a reminder before scoring the points shown on the Path space; complete your full turn (including repeated actions); all players score this Alice's Wish at the end of your turn.
- Throne space: Reaching first the end of a path dictates the Colour of Alice's coronation and removes 1 Crown. Subsequent progress in that Colour grants 5 IP and removes 1 Crown.
Note: Only one Colour can reach the Throne space. Alice's marker in the other Colour can still advance in its path, but will never access that Throne space. Subsequent progress in that Colour grants 5 IP and removes 1 Crown.
TIP: Moving Alice grants you a significant quantity of Influence Points and also triggers the different Alice's Wishes scoring, choosing wisely when and which path to advance!
Crown Display
Crowns act as multipliers and game-end triggers.
Gaining Crowns: Crowns are gained when performing the different actions as explained in the Actions section. When you gain a crown: take a Crown from the display and place it on the next space ahead of Alice's current position of the matching action Colour on Alice's Path. You gain double the points printed on Alice's Path. The next time Alice progresses on the path she will skip the space containing a crown to the next Alice Path space without a crown.
Note: Crowns cannot be placed on Alice's Wish spaces.
Absence Bonus: When gaining a Crown and no spaces are available on the corresponding path or no Crowns remain, gain 10 IP instead. If the path is full but Crowns remain, the Crown is still removed from the game.
Game End: Triggered when the last Crown is removed. Complete the current round until the player on the right of the one with the Mirror token has taken their turn, so all players have had equal turns.
TIP: Placing Crowns during the game is very important as this grants you a large amount of Influence Points.
Cat Progress Tracks
When gaining a Pawprint, advance your token on the matching track (red or white) and gain all rewards passed over and where it ends (several player markers can share the same position).
Final Scoring Condition: This track determines which Alice's Wishes you score at game end:
- Level x1: Score one Alice's Wish of your choice for that Colour.
- Level x2: Score both Alice's Wishes for that Colour.
TIP: Progressing in cat's tracks does not grant you big rewards during the game, but scoring Alice's Wishes at the end of the game will, possibly, score you a high amount of Influence Points.
Card Market
Contains Bronze, Silver, and Gold cards across three blocks. Costs per block: first is Free, second costs 1 Time, third costs 1 Resource of your choice.
Acquisition: Cards are added directly to your hand and are usable immediately. The market only refills during the Rest step by sliding cards to the left to fill the gaps.
Acquisition Example: Camila acquires a Silver card from the middle slot. She pays 1 Time and adds it to her hand. The slot remains empty until her turn ends and the Rest step occurs.
Section Summary: The Central Board is focused on actions and scoring. The Chessboard combines resources in the rows and actions in the columns. Alice's Path grants IP, triggers Alice's Wishes scoring, and determines the final Queen Colour (White or Red). The Crown Display tracks remaining Crowns and triggers the game end. The Cat Tracks grant rewards during the game and grant final scoring conditions. The Card Market is where players acquire new and more powerful cards for their deck. Advancing on Alice's Paths and Cat Tracks and, above all, gaining Crowns are the main way of getting points and achieving victory.
Courtier Board Structure
The Courtier Board (Personal Player Board) is organized into several zones:
- Black Cubes Stock: Holds Black Cubes before they are gained as additional storage.
- Turn Structure Aid: Steps to follow on your turn.
- Resource Storage: Consists of Unassigned Cubes area (silver platter) and 3 resource zones: Cherry Cake (Red), Tea (Brown), and Buttered Toast (White).
- Time Clock: Tracks accumulated Time. Advance this marker whenever you gain Time, and move it counterclockwise whenever you spend it. You can't go over 10 and you can't have less than 0. Whenever you have to go over 10 time, take 1 Influence Point instead.
Resource Storage Management
- Gaining Resources: Move a cube from the Silver Platter to the specific resource zone.
- Spending Resources: Return a cube from the resource zone to the Silver Platter.
- Reassignment: If the Silver Platter is empty when gaining a resource, you may return any of your used cubes to the Silver Platter and then assign it.
- Black Cubes (Additional Capacity): Once unlocked, they function like Coloured cubes.
Paying time and black cubes as a resource: You may use 3 Time to pay for any 1 resource. You may pay for any number of resources this way. You cannot use this effect to store a resource; this is for immediate payment only. You may return one or more Black Cubes to your Locked Stock to pay for resources within a single action. You CANNOT spend a Black Cube that you have already used as a resource payment in the same action. However, when performing a Repeat Action, any Black Cubes used (returned to your platter) during the initial action are considered available to be unlocked and spent again. This is for immediate payment only.
Central and Lower Zone
The rest of the board is divided into elements of the Red Kingdom (left) and the White Kingdom (right).
- Diamonds (Wall bricks): When performing the Diamonds action, choose any brick to place and gain the indicated reward.
- Jail: Located below each Diamonds area; holds opposite Colour captured pieces and displays associated capture rewards.
- Hearts (Garden roses): Placed from bottom to top. Indicates the placement cost and the reward granted when unlocked.
Section Summary: The Courtier Board tracks Time and Resources (Cherry Cake, Tea, Buttered Toast) via movable cubes. Black Cubes act as an extra resource storage. It also contains the track for Hearts (Garden roses) and Diamonds (Wall bricks) that grant rewards when their spaces are revealed, and a Jail for captured pieces.
Turn Structure
Each player's turn proceeds through four phases (3 of them are mandatory):
- a) Discard a Card.
- b) Play a Card.
- c) Repeat Action (Optional)
- d) Rest (Cleanup)
a. Discard a Card
Choose one card from your hand to discard and gain the Discard Reward. Place the card face up creating a discard pile.
b. Play a Card
Choose a second card from your hand to play, placing it over the card you just discarded.
Gain Bonus: Receive the Main Action Bonus printed on the card. Discounts shown on a card are applied only once per turn. (Note: Basic cards do not grant a play bonus.)
Move or Rescue: Activate the Chess piece indicated on the card.
Movement: Move the piece on the chessboard according to standard Chess rules (refer to the Chess Player's Aid). Note: Pawns are restricted to moving exactly 1 space in any situation.
Rescue: Alternatively, you may "rescue" a piece of that type from a jail (yours or an opponent's). This piece will not move; refer to the "Rescue" section.
Resolve Space: Resolve the landing space by activating the Row (Resource) first, followed by the Column (Action). Actions are always performed using the Colour of the moved piece.
Blocked Piece: If the piece cannot move, resolve the Row and Column of its current position. This includes pawns: you can use a blocked pawn even when other pawns can move.
Capturing: Captures follow standard Chess rules. If your movement ends on a space occupied by a piece of the opposite Colour, capture it and place it in your Jail (red pieces go to white jail and white pieces to the red jail as indicated by the iconography) to gain cumulative bonuses:
- Pawn: 1 Time.
- Knight/Bishop/Rook: 1 resource + 1 Time.
- King/Queen: 1 captured-Colour Cat Pawprint + 1 resource + 1 Time.
Capturing Example: Carmen captures a White Queen and places it in the Red Jail area of her Courtier Board. As the captured piece is a Queen, she gains 1 White Cat Pawprint, 1 Cherry Cake, and 1 Time.
Can't or don't want to perform the action: If you don't perform the action, gain 2 Time and Rest.
Rescuing a Piece: If you wish to move a captured piece by any player (including yourself), you can rescue it, placing it on any empty respawn space marked with the piece's Colour to activate its row and column. The person who had it in its jail gains 1 Time as compensation. If all the respawn spots are occupied, place the piece in any free space.
Rescuing a Piece Example: Kortes needs a Red Pawn but Vera has it captured. Kortes moves it to a red respawn space and resolves the action (the pawn does not move); Vera receives 1 Time.
Pawn Promotion: If a Pawn reaches the final row, gain 1 matching-Colour Cat Pawprint, move it to a matching respawn space activating it: gain its resource and resolve that new space.
c. Repeat Action (Optional x1)
Pay 6 Time (only once per turn) to activate the action just executed a second time, this means using the same Colour and paying the cost of the second action. No new cards are played. You cannot repeat the action if you cannot activate the same Colour (i.e., the path is finished).
d. Rest (Cleanup)
The last part of the turn involves refreshing your hand of cards, the card market, reactivating Bookmarks, and scoring Alice's Wishes if it is the case.
- Draw: Refill or discard to your hand size (usually 3). Shuffle discard pile if the deck is empty.
- Refill: Replenish the Card Market display sliding the cards to the left to fill the gaps.
- Reactivate: Flip any used permanent Bookmark tiles to their active side. (See "CLUBS")
- Alice's Wishes: If Alice reached a Wish space this turn, all players score it now. (Check that you have removed a Crown due to this Alice Movement.)
After activating a Spades action, Kortes trades 2 cake resources to move his red messenger forward 2 spaces. One of the bonuses he gains on that space is 2 Time units. He now has enough Time to repeat the action, so he pays 6 Time and another cake resource to move his Madhatter forward one more space.
Section Summary: A turn is four phases: 1. Discard a card for its reward. 2. Play a card to move a piece, gain a resource, and perform an action (capturing or rescuing pieces is possible). 3. Optionally, pay Time for a Repeat Action (same action, same Colour and paying action cost). 4. Draw back up to hand size, shuffle the discard pile if necessary, refill the Card Market, Reactivate Bookmarks and score Alice's Wishes scoring conditions if triggered.
Actions
When activating a Chess piece, you may perform 1 action with the Colour of the activated piece; the action activated will be indicated by the column where its movement ends. You can only perform the action 1 time per activation, even if you can pay for more.
Costs: The resource costs, associated with the colour of the activating piece, are:
- Paying costs: All activation costs have to be paid before receiving any reward.
- Red pieces: Cherry Cake and/or Tea.
- White pieces: Buttered Toast and/or Tea.
Rewards: They are anything you obtain while performing actions directly or as a result of any secondary effect (e.g. resources, time, black cubes, acquiring or inviting a card, Living Flowers, Mini-Actions, Cat Pawprints, Alice Progress, Crowns, IPs, etc.)
Getting various rewards: When getting more than 1 reward in the same turn, you gain them in the order you want.
Immediate Use: When you gain any reward, it must be resolved during the specific action in which you gained it.
No Delay: You cannot wait to resolve any reward later in your turn (e.g., you cannot wait to activate it during a Repeat Action step).
COSTS are always represented with a BLACK number and the icon to pay. REWARDS are always represented with a WHITE number and/or the icon to get.
Mini-Actions
Mini-actions (represented by icons showing the main action icons with inverted Colour rewards) grant you part of the benefits you would get by performing a main action. Each Main Action has its related Mini-Action. Mini-Actions do not have Colour restrictions.
TIP: Mini-actions are powerful for triggering combos and allow you to interact with board areas different from your main action.
Wild Action
The central column of the Chessboard shows a star, this means you can perform any of the 4 actions, but it has a cost: you MUST pay an additional resource of your choice (Cake, Toast or Tea) in order to perform the action. You can directly use the resource you gain in the row, so you don't need to store that just-gained resource.
If you choose to repeat action (step d.), you don't have to pay a second activation resource, but, as usual, you have to perform the same action with the same Colour.
Hearts: The Garden of Live Flowers
In the Garden, players plant red or white rose bushes to decorate the realm for the ceremony.
Action Sequence
Gardener Movement (Optional): Before planting, you may move the matching-Colour Gardener one matching-Colour space left or right for 1 Tea per move (you can pay 2 to access all spots).
Note: Moving a Gardener from its rest space into the Garden is Free. Place it on any of the 4 matching Colour spaces. See Gardener Rest.
Acquire a Heart: Take the lowest matching-Colour Heart token from your Courtier Board. Pay the indicated cost (Cakes or Toasts) and gain the revealed reward.
Plant the Rose Bush: Place the token in an empty space in the Gardener's current zone. Gain the reward covered by the token (if a Live Flower, take it from the supply).
Hearts (Rose Bush) of same colour milestones:
- 3rd Bush: Gain 1 Alice Progress.
- 4th Bush: Gain 1 Mini-action.
- 5th Bush: Gain 1 Crown.
Live Flowers: Most of the rewards are Live Flowers which grant you permanent benefits during the game. You can place your flowers on your player aid to remember your benefit. See the details of each benefit in the Live Flowers appendix.
Gardener Rest: If no empty spaces remain in the Gardener's zone after planting, return the Gardener to its rest space.
Example: Carmen pays 1 Tea to move the Gardener to a specific zone, she pays 2 Cakes for a Red Rose bush and gains a Silver Card (revealed on her board), and covers a Yellow Flower in the Garden to take that flower from the supply.
Hearts mini-action: Remove your lowest Heart of ANY colour for FREE and gain the revealed reward. Set the token aside; it is not placed in the Garden.
Summary of Hearts (Live Flowers' Garden): Optionally move the Gardener with Tea, then pay the cost to unlock a Heart token from your board. Then, place the Heart as a Rose bush in the Garden to gain the covered space reward and the revealed reward from your Courtier Board. This action is the only way to acquire the permanent rewards of the Live Flowers. With the mini-action, you just remove for free the Heart in the lowest position of any colour from your Courtier Board and gain the revealed reward.
Spades: The Messengers of the King
The King's Messengers (Red Hatter and White March Hare) deliver invitations to the banquet and request collaboration.
Action Sequence
Pay and Move: Move the Messenger of the activated Colour forward a number of spaces along the arrows depending on the resources you pay:
- 1 Space: 1 resource.
- 2 Spaces: 2 resources.
- 3 Spaces: 2 resources + 1 Time.
Some spaces let you choose your path. Spaces can be occupied by several players.
TIP: usually, it is worthy to advance the most you can.
Crossing Seal Milestones: If you pass an arrow with a seal you get a bonus:
- First player: Gain the large icon reward (IP or Cat Pawprints).
- Subsequent players: Gain the small icon reward.
- Central Zone: Crossing into this zone always grants 1 Alice Progress.
Rewards: Gain only the reward printed on your destination space and a Card Reward.
Card Reward · Choose one:
- Acquire: Buy a card of the level shown on the banner of your space (paying its market cost).
- Invite: Cull a card from your hand or discard pile and place it below your Courtier board for end-game IP.
Central bifurcation: Grants a free mini-action when crossed. (It is not a Seal.)
Path Milestone: Reaching the end of the path grants a matching-Coloured Crown.
Example: Carmen moves the White March Hare 3 spaces by spending 1 Toast, 1 Tea, and 3 Time (as a virtual Toast). She ends on a space granting 2 Cat Pawprints and a Silver Card Action. As the first to cross the Seal Milestone during this move, she also gains 6 IP.
Spades mini-action: Move ANY Messenger exactly ONE space forward for FREE. Resolve all rewards (Space Reward, Card Reward, Crossing Milestones or Central bifurcation bonus) as usual.
Summary of Spades (King's Messengers): Pay a resource cost (Cake/Toast and Tea) to move the Messenger (Red or White) 1, 2, or 3 spaces. Gain the reward of the final space and the option to Acquire or Cull a card. Gain milestones for crossing certain spaces. With the mini-action you just move a Messenger ONE space and take the rewards there.
Clubs: The Tree of Tweedledee and Tweedledum
At the Twins Tree, players move Tweedledee (Red Twin) or Tweedledum (White Twin) in an ascent that represents learning stories from the Looking-Glass World to tell during the banquet.
Activation Sequence
Pay and Move: Choose a path following an arrow and pay this arrow's depicted cost (you cannot pass through 2 different arrows):
- Yellow Arrow shows the two possible costs to be paid depending on the Twin moved: Cake (Red Twin) or Toast (White Twin).
- Black Arrows show the actual cost to be paid.
Get Rewards: Take any physical Book tokens from the space. You also gain the printed Book tokens (choosing the colour when more than 1 is depicted) or rewards shown on the board space. Any printed reward covered by a Book token before the movement is not gained. The first Twin accessing a space with a physical book will gain 2 books. The Twins accessing a space without a physical book in further turns will get a book and the other printed reward.
Buy a Bookmark (Optional): Spend your Books to buy one Bookmark tile. You can check all the available Bookmarks and select the one you want to get. These grant instant rewards, permanent benefits, or end-game scoring.
Notes: Any space can be occupied by several Twins. The height you reached with your twin is indicated at the bottom of the space (as shown in the image).
Milestones:
- Height Bonus: Passing from the 2nd to 3rd height grants 1 Alice Progress of the matching Colour.
- Path End: Reaching the top grants 1 Crown matching the twin colour.
Example: Camila moves a White Rook and advances the White Twin forward left for 3 Toasts. She crosses a space granting Alice Progress, takes a physical White Book, and gains a printed Green book. She then spends the gained books and a white one she already had to buy a mini-action Bookmark.
Clubs mini-action: Move ANY Twin for FREE through any adjacent Black Arrow path. Gain rewards and the option to buy a Bookmark as usual.
Summary of Clubs (Tweedledee-Tweedledum Tree): Pay a cost to ascend the Tree with the corresponding Twin. Gain Books (or the space reward if Books were already taken) and optionally spend Books to buy 1 Bookmark. Triggers 1 Alice Progress and 1 Crown at key points along the path. With the mini-action you just move the twin you wish through any adjacent Black Arrow path and gain the rewards of the destination as usual.
Diamonds: The Wall of Humpty-Dumpty
Humpty Dumpty has crashed in two, with one part loyal to the Red Court and the other preferring the White Administration. Players help Humpty Dumpty build the red and white parts of the wall and climb it to make its ideas clear and guard the capital.
Activation Sequence
Choose a spot on the wall of the matching colour of the piece moved and pay the cost indicated in the row and column (add both). Note that 2 columns have 1 Tea cost and the other 2 don't have a cost, but all rows have a cost.
Placement Rule: Diamonds must be placed on the lowest free space of a column of your choice. An Egg half doesn't need to be on that row.
Select any Diamond on the colour of the piece moved and get Rewards:
- Gain the reward next to the diamond token on your courtier board.
- Gain the covered reward on the Wall space.
Same-Level Bonus: Gain 2 IP when building on the same row as the matching-Colour Egg half.
Row Completion: If your brick completes the row, advance the Egg half to the next row and gain 4 IP.
Diamond Milestones:
- 3rd placed Diamond (of same Colour)
- 4th placed Diamond (of same Colour)
- 5th placed Diamond (of same Colour)
Example: Kortes has activated the Diamonds action with a red piece and builds in the Red area. She pays 1 Cake and 1 Tea for a first-row space. She reveals 1 Cat Pawprint on her board and covers 2 Cat Pawprints on the Wall. Because her brick completes the row, she gains 4 IP and moves the Red Humpty Dumpty half up.
Diamonds mini-action: Remove a Diamond of ANY Colour from your board for FREE. Gain the revealed reward and set the token aside (do not place it on the Wall).
Summary of Diamonds (Humpty Dumpty's Wall): Pay the cost of the selected spot to place your Diamond, take any of the matching colour from your board, gain the associated reward and then, place the Diamond as a brick on the Wall, gaining the covered reward. Score IPs for building on the Humpty-Dumpty level and bonus IPs for completing a row. Milestones grant Alice Progress, mini-actions, and Crowns. With the mini-action you just remove a diamond from your Courtier board for free and gain the rewards.
Game End
The game ends when the last Crown is removed. Once the last Crown is removed, the current round is finished; that is, play continues until the person to the right of the player with the Starting Player token completes their turn.
Final Scoring
Alice's Coronation: Alice is crowned with the Colour that has advanced the most.
- If one Alice token is further ahead than the other: The Alice's Wishes of that side (the more advanced Colour) are flipped showing the platinum background. Each person receives 8 points for each Crown of that Colour that they have achieved (checked on the Courtiers and Main Boards).
- If the Alice tokens are tied: Neither set of Alice's Wishes is flipped. Each person receives 8 points for each Crown they have achieved, regardless of Colour.
Cat's Progress (Alice's Wishes Scoring): Check the level achieved by each of your Cat's Pawprints. Depending on the height on each Colour track, scoring occurs:
- Further than x1 & before x2: Score one of the Alice's Wishes of that Colour, of your choice.
- Further than x2 space: Score both Alice's Wishes of that Colour.
If any of the wishes are flipped due to Alice's coronation you will earn the points indicated on the platinum side, and the standard points in case they are not.
Insufficient Level (lower than x1): If either or both Cats have not taken enough steps to reach the x1 level, no extra points will be gained at the end of the game.
Invited Guests: Sum up the points on the cards you have in your guests area (top-right zone of the card).
Scoring Bookmarks: If you have end-of-game scoring bookmarks (from Tweedledee and Tweedledum action), add up the corresponding points.
Victory
The player with the most Influence Points (IP) becomes the new Queen Alice's chief advisor and claims victory. In case of a tie, the Queen decides to have more than one person by her side, and they share the victory.
Section Summary: The game ends after completing the round in which the final Crown is removed. Final scoring involves: 1. Alice's Coronation (8 IP per Crown of the winning Colour and Alice's wishes flip). 2. Cat's Progress (scoring Alice's Wishes based on Level x1 or x2). 3. IP from Culled Cards. 4. IP from end-of-game Scoring Bookmarks. The player with the highest IP wins.