RulesPal
Chat
Rulebook
Reign: The Card Game thumbnail

Reign: The Card Game

Reign: The Card Game Rulebook

Table of Contents

Table of Contents

  • Set Up
  • Objective
  • Card Anatomy
    • Military Cards
    • Event Cards
    • Support Cards
  • Phases of a Round
  • Influence Phase
    • Bidding
    • First Round Special Case
    • Event Cards and Special Abilities
    • Regent's Special Rules
  • Plotting Phase
    • Overt Backing
    • Covert Backing
    • Event Cards and Betrayal
    • Regent's Special Rules
    • Negotiation
  • Combat Phase
    • The Reveal
    • Regent's Special Rules
  • Regent Phase
    • Gain Legitimacy Points
    • Spoils
    • Draw
  • Round Summary

Set Up

  1. Take the Onyx Crown card and place it in the centre of the table.

  2. Select a number of support cards at random (see below) and place them around the Onyx Crown card. Place the remaining support cards back into the box, they will not be used this game.

    • 3 players: 3 support cards
    • 4 to 5 players: 4 support cards
    • 6 to 7 players: 5 support cards
  3. Create the military pile by shuffling together all the military cards that match the house (indicated by colour) of the support cards selected in step 2.

  4. Create the event pile by shuffling together all the event cards.

  5. Place the military pile and the event pile in the centre of the table, making sure to keep them separate.

  6. Each player draws 4 military cards and 1 event card.

  7. The player who is wearing the most jewellery becomes the first player.

Objective

To win and become the new ruler of Kazath you must accumulate 9 or more legitimacy points and hold the Onyx Crown card.

Legitimacy points are gained in two ways, by becoming Regent (3 points), or by backing a player who does (2 points).

Card Anatomy

Military Cards

  1. Artwork
  2. Name
  3. Unique Symbol
  4. House Symbol
  5. Special Ability
  6. Flavour Text
  7. Force

Event Cards

  1. Name
  2. Effect
  3. Betrayal Symbol

Support Cards

  1. Name
  2. House Symbol

Phases of a Round

A round in Reign is split into four distinct phases:

  1. Influence Phase (page 8)

    • Bidding
    • First Round Special Case
    • Event Cards and Special Abilities
    • Regent's Special Rules
  2. Plotting Phase (page 11)

    • Overt Backing
    • Covert Backing
    • Event Cards and Betrayal
    • Regent's Special Rules
    • Negotiation
  3. Combat Phase (page 13)

    • The Reveal
    • Regent's Special Rules
  4. Regent Phase (page 15)

    • Gain Legitimacy Points
    • Spoils
    • Draw

Influence Phase

In the influence phase players take turns secretly bidding for a house's support card. Without one of the great houses on your side you stand no chance of taking the Onyx Crown and temporarily setting yourself up as Regent. However, bid too big and you might find yourself low on man power when the battle commences.

Bidding

Starting from the first player and proceeding clockwise, each player may place any number of military cards of the same house (indicated by colour) from their hand face down in front of them. This is their bid for that house's support card. Once each player has had a chance to place their bid, simultaneously reveal all facedown cards. Each player that has the highest combined force for a particular house, gains that house's support card and places it in front of them. In the event of a tie, neither player gains that house's support card; it stays in the centre, unless there is a Regent (see below).

A player may never have more than one support card at a time. If a player ever has more than one support card in front of them, they must choose which one to keep and return the remaining support card to the centre. A player keeps their support card until another player takes it from them or until it is returned to the centre by another card's effect.

Successful or not, all military and event cards that are used, in bidding get discarded next to their respective piles.

First Round Special Case

In the first round of the game, if at the end of the influence phase only one player has a support card, players without a support card may bid once more. However, this time they can only bid for support cards not held by other players.

Event Cards and Special Abilities

Some event cards (such as Political Sabotage) state that they can only be placed in the influence phase. Place these cards facedown along with any military cards being used for your bid. Once they are revealed these cards are resolved immediately, before any support cards are taken. If there is ever a dispute as to when they should be resolved, the first player or Regent determines the order.

Special abilities on military cards do not work in the influence phase.

Regent's Special Rules

No one can place a bid for the Regent's support card. The Regent may still choose to make a bid, however, they can still only keep one support card.

Due to the instability in the realm, whenever a player gains a new support card the Regent must discard a card from their hand.

If there is ever a tied bid, instead of the support card remaining in the centre, the Regent decides which of the players involved in the tie takes the support card.

Plotting Phase

In the plotting phase deals are brokered and battle lines are drawn. Players build up forces by placing military cards and event cards into a player's army. Players may promise future reward for your backing but are not obligated to keep their promises.

Overt Backing

Starting from the first player and proceeding clockwise, each player may place either one military card or one event card face up in front of any player that currently has a house's support card. These cards are now a part of that player's army. Note, cards don't need to match the house of that player's support card.

Covert Backing

After overt backing is complete, players have one more chance to add military cards and/or event cards into armies. Again starting from the first player and proceeding clockwise, each player may now place up to two more cards facedown in front of any player that currently has a support card. These cards are also now a part of that player's army. These cards do not have to be place in front of the same player, you may split them if you wish.

You count as backing the player that you placed your last card in front of (in either the first pass or second pass).

Event Cards and Betrayal

During the plotting phase you may place event cards into another player's army. The effect of an event card will always happen to the player whose army it is placed in. Whenever an event card contains the word "you", this refers to the player whose army it is in, not the player who placed the card. Some event cards will have the red betrayal dagger printed on them, these cards always have a negative effect.

Regent's Special Rules

In covert backing the Regent may place up to three cards facedown instead of two.

The Regent can only back themselves. This means their last card must be placed into their own army.

Negotiation

Players are encouraged to use the plotting phase to make deals and alliances with each other. One of the main bargaining chips are the cards that the Regent gains for winning combat (the spoils). Promising more or better quality cards than your opposition can help you win the backing of undecided players. Whether or not you keep those promises are entirely up to you.

Combat Phase

Battleline have been drawn, alliances forged and the armies are in place. The fight for the Onyx Crown begins! Players total up their force and resolve any special abilities and event cards. The player with the highest total force in their army wins combat and becomes the new Regent.

The Reveal

Simultaneously, players shuffle all facedown cards in their army and flip them face up. Then, starting from the first player and proceeding clockwise each player resolves any special abilities on military cards and effects on event cards and in their army. Players must resolve these in the following order: special abilities on military cards, non-betrayal event cards, then betrayal event cards.

Each player then counts up the total force of their army. Any military cards with the same house as their army's support card gain 1 extra force. The player with the highest total force takes the Onyx Crown card and is named the new Regent. All military and event cards used are discarded next to their respective piles.

Regent's Special Rules

The Regent determines the winner of any and all ties in the combat phase. If there is no Regent, the first player determines winner of any and all ties in the combat phase. The winner must be chosen out of the players that are tied to win combat.

Regent Phase

In this phase battle for the Onyx Crown has come to a temporary halt. The Regent is able to enjoy their new found power as players replenish their forces and prepare for the next round.

Gain Legitimacy Points

The new Regent gains 3 legitimacy points. Any player that backed the new Regent also gains 2 legitimacy points. To keep track of these points either write them down on a piece of paper or use dice. If the new Regent has 9 or more legitimacy points they solidify their rule and win the game.

Spoils

The Regent draws a number of military cards equal to the number of players. They may distribute these cards and any cards in their hand how they see fit among the other players. They must give at least one card to any player that backed them in the plotting phase. However, if there was an event card with the betrayal symbol in the Regent's army, they are not required to give any cards to players that backed them this round.

Draw

Starting from the Regent and proceeding clockwise, each player draws either 3 military cards or 2 military cards and 1 event card. If a player's hand is over 8 cards, they must discard down to 8. If either the military pile or the event pile is empty, simply shuffle the appropriate discard pile and form a new one. Begin a new round starting at the influence phase with the Regent as first player.

Components: 75 military cards, 27 event cards, 5 support cards, and 1 onyx crown card.

Round Summary

Influence Phase

  • Place and reveal bids
  • Resolve event cards
  • Take support cards

Plotting Phase

  • Overt backing (up to 1 card)
  • Covert backing (up to 2 cards)

Combat Phase

  • Shuffle and reveal facedown cards
  • Resolve special abilities
  • Resolve non-betrayal events
  • Resolve betrayal events
  • Winner becomes the new Regent

Regent Phase

  • Gain legitimacy points
  • Regent distributes spoils
  • Players draw
  • Discard down to 8
  • Begin new round