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Siege (2016)

Siege (2016) Rulebook

Table of Contents

Table of Contents

  • Contents
  • Objective
  • Set Up
  • Game Play
  • Actions
    • Go into Siege
    • Launch an Attack
    • Powers
    • Sacrifice
    • Fall Back
  • Variant
  • Gong Farmer
  • Quick Reference

Contents

42 Cards: 6 sets of the following, in the 6 player colors:

  • Assassin
  • Gatekeeper
  • Courtier
  • King
  • Chancellor
  • Knight
  • Gong Farmer

Objective

Eliminate all the other Kings to be the last player standing.

Set Up

Give each player a set of cards in the color of their choice. Each player should set their Gong Farmer aside for their first few games. The use of the Gong Farmer is optional. Use this card once players have a few games under their belt.

Each player places their cards face down in a horizontal line into the play area in front of them to form their Castle, ordering the cards as they choose.

Players may look at their cards at any time during the game but may not change the cards' positions unless specifically allowed by a card ability.

The person who last visited a castle goes first.

Game Play

The game is played in turns in clockwise order.

Every turn, a player chooses one action only. A player may not pass.

When a player loses their King in an Attack or by way of a Power or Ability, they are immediately out of the game and remove all their remaining cards from play.

The game ends when there is only one player left. The remaining player is the winner.

Actions

On their turn, a player must complete ONE of these actions:

  1. Go into Siege
  2. Launch an Attack
  3. Sacrifice
  4. Fall Back (mandatory action, if available)

Go into Siege

Take one of your cards from your Castle and place it in front of an opponent's card in their Castle to Go into Siege. Both cards remain face-down.

A card that has gone into siege is called "In Siege", a card that is the target of the Siege is said to be "Under Siege".

Cards Under Siege may not Go into Siege. The target card of the Go into Siege action cannot be a card that is already Under Siege.

Launch an Attack

Turn face-up one of your cards that is either "In Siege" or "Under Siege" to Launch an Attack. That card is now the attacking card, the opponent's card is the defending card.

Without revealing their card, the defending player secretly compares the Combat value of the defending card to that of the attacking card:

  • If the defending card's Combat value is greater than or equal to the attacking card's Combat value, the defending card survives the attack and remains face-down. The attacking card is lost and removed from play.
  • If the defending card's Combat value is less than the attacking card's Combat value, both the attacking and defending cards are lost and removed from play.

Note: A player that loses their King in an attack (as either the Attacker or Defender) is immediately out of the game. They remove their remaining cards from play.

Example 1: Red Attacks Blue. The attacking card's Combat value 1 is equal to the defending card's Combat value 1. The defending card survives the attack. The attacking card is lost and removed from play. The Defending card remains face-down (and unknown).

Note – in this case the Red Assassin's Power does not affect the attack.

Example 2: Red Attacks Blue. The attacking card has a Combat value of 6. The defending card has a Combat value of 2, but has a Power that is in effect that raises the Combat value to 5. The defending card loses the attack. Both the attacking and defending cards are lost and removed from play.

Example 3: Red Attacks Blue. The attacking card has a Combat value of 1 but has a Power that is in effect and would defeat the defending King. Rather than lose the King (and be eliminated), the defender uses their Knight's Power. The attacking card and the Knight are both removed from play. The King remains face-down.

Powers

Certain cards have Powers that may affect the outcome during an attack:

  • Assassin: The Assassin wins all attacks against the King or Knight. This Power is in effect when the Assassin is either attacking or defending.
  • Gatekeeper: The Combat Value of the Gatekeeper increases to 5 when on the Border of their Castle — either the farthest left or farthest right position of all the player's cards in their Castle. This Power is in effect when the Gatekeeper is either attacking or defending when "Under Siege", but does not apply when the Gatekeeper is not in their Castle.
  • Knight: Instead of announcing the outcome of an Attack, the defending player may Shield with their Knight. The Knight is lost and removed from play but the defending card is saved (and remains face-down). This Power can only be used when the defending card and the Knight are both in their own castle, and the Knight is not "Under Siege."

Sacrifice

Turn over one of your face-down cards that is neither "In Siege" nor "Under Siege" to Sacrifice that card to activate its Ability, if it has an Ability. That card is lost and removed from play.

Notes: You may opt, or you may be forced to, Sacrifice a card with no Ability. If possible, the Ability on the Sacrificed card must be taken; Abilities are not optional.

Chancellor's Ability: Choose a card "In Siege", either your own or an opponent's. That player becomes the next player to act, and must Retreat the selected card to their Castle. The card can be placed in any position within their Castle but not Under Siege, and remains face-down. Play continues in a clockwise manner from the player to the left of the selected player.

Courtier's Ability: Choose an opposing player. That player becomes the next player to act and must Sacrifice a card, if possible. Play continues in a clockwise manner from the player to the left of the selected player.

Note: The selected player must Sacrifice a card if possible, even if they have a card that can Fall Back. If the selected player has no cards that can be Sacrificed (all their cards are either "In Siege" or "Under Siege"), then they may select another action to take on their turn!

Note — Having cards that can Fall Back is a very strong strategy; try to avoid situations that give your opponent(s) multiple cards that are able to Fall Back.

Fall Back

Fall Back is a mandatory action that must only be taken if the active player has a card "In Siege" without a corresponding card "Under Siege" (as a result of surviving an Attack, or when an opponent lost their King and is out of the game).

Move your card that is "In Siege" without a corresponding card "Under Siege" back into your Castle. The card can be placed in any position within your Castle but not Under Siege, and remains face-down.

Variant

Keep lost cards face up in play where they were lost. Face-up cards have no effect on game play, they are simply used as a visual reminder of previous actions and results to reduce the amount of memorization required.

Gong Farmer

Gong Farmer: The Gong Farmer has no Ability or Power and a value of 0, meaning that his use is purely tactical.

Note: Use of the Gong Farmer is not required and should only be used in games where players have each played a few times.

Quick Reference

On their turn, a player must complete ONE of these actions:

  1. Go into Siege: Take one of your cards from your Castle and place it in front of an opponent's card in their Castle to Go into Siege. Both cards remain face-down. A card that has gone into siege is called "In Siege", a card that is the target of the Siege is said to be "Under Siege".
  2. Launch an Attack: Turn over one of your cards that is either "In Siege" or "Under Siege" to Launch an Attack. That card is the attacking card, the opponent's card is the defending card. The defending player secretly compares the Combat value of the defending card to that of the attacking card: If the defending card's Combat value is greater than or equal to the attacking card's Combat value, the defending card survives the attack and remains face-down. The attacking card is lost and removed from play.
  3. Sacrifice: Turn over one of your face-down cards that is neither "In Siege" nor "Under Siege" to Sacrifice that card and activate its Ability. That card is lost and removed from play.
  4. Fall Back (mandatory action): Fall Back is a mandatory action that must only be taken if the active player has a card "In Siege" without a corresponding card "Under Siege" (as a result of surviving an Attack, or when an opponent lost their King and is out of the game). Move your card that is "In Siege" without a corresponding card "Under Siege" back into your Castle. The card can be placed in any position within your Castle but not Under Siege, and remains face-down.