KINGDOMS

AN EPIC CARD GAME BY JONATHAN HINSON

Welcome to a land of rival kingdoms, where only one can emerge victorious. As the ruler of your kingdom, you will control a Royal Court made up of powerful factions, each with its own unique culture and ideology. Will you lead the agrarian Spades to glory through bountiful harvests and a strong economy? Or will you guide the Hearts on a path of enlightenment and artistic expression? Perhaps you will command the powerful military of the Clubs to conquer and expand your kingdom, or lead the Diamonds on a quest for wealth and economic dominance.

Your subjects and peasants will play a crucial role in your quest for glory. It is important to manage them effectively to outshine your opponents. As your kingdom grows, you will have access to more opportunities in politics, violence, intrigue, and schemes.

The suits that make up your Royal Court will change the way you attain and grow your Glory. With four distinct factions to choose from, each with its own strengths and weaknesses, the choices you make will shape the course of the game. This is a competition of one against one, where you must defeat your opponent to claim victory. The fate of the land is in your hands.

Spade Royalty value hard work and self-sufficiency. They believe that a strong agrarian society is the key to prosperity and glory. Led by knowledgeable leaders, the Spade Subjects work tirelessly to improve their farming and fishing techniques, resulting in bountiful harvests and a steady supply of food and materials for their kingdom. For the Spades, the land is not only a source of wealth, but also a source of pride and identity.

Heart Royalty prioritize wisdom and artistic expression in their quest for glory. They reject traditional beliefs and social structures, instead embracing progressive and egalitarian ideas. Led by enlightened leaders, the Heart Subjects seek knowledge and personal growth through spirituality and romanticism. They believe that breaking free from outdated customs and hierarchies is the path to true glory.

Club Royalty are a powerful military elite. Their society is built upon the principles of strength and expansion, using their formidable military might to conquer and expand their kingdom. Led by nobles with a martial mindset, Club Subjects fight for glory on the battlefield, valuing the honor and prestige that comes with victory. While not inherently aggressive, they understand the benefits of conquest and the need to eliminate weakness in the world.

Diamond are driven by wealth and economic power. Led by entrepreneurial leaders, their subjects, mostly miners and merchants, embrace capitalist ideals and value material riches above all else. They have a money-based economy where workers are employed for profit, rather than a traditional serf-based system. They focus on expanding their economic influence through trade and geographic exploration, always seeking new opportunities for profit.

How to play in brief

Each player places their Jacks, Queens and Kings into their Royal Court – and places Numbered Cards – called “Subjects” from their hand into their Population. A player may also end up with “Peasant cards” in their Population.

On each turn, players can take various actions that will manipulate their Population and help them gain “Glory.” The actions available to a player will depend on which leader (Regnant) they have in their Royal Court. As they gain Glory, they may also have the opportunity to activate special abilities of their second-in-command (Consort) or upgrade their Glory cards with third-in-command (Chamberlain).

Having a larger Population can provide extra benefits, but it also comes with its own challenges. The game ends immediately when a player has 7 cards in their Glory pile. The player with the highest total value of cards in their Glory pile wins the game.

A Regnant can be:

A Jack, when there is no Queen or King in the Royal Court.
A Queen, when there is no King in the Royal Court.
A King is always Regnant when in the Royal Court.

A Consort can be:

A Queen, when there is a King in the Royal Court.
A Jack, when there is a Queen Regnant or a King Regnant.
When there is a Queen and a King; the Jack becomes a Chamberlain.

Board Layout

(White is Face Up, Black is Face Down)

Re = Regnant
Co = Consort
Ch = Chamberlain

To Start

Each player is dealt 7 cards. If you are dealt seven cards without a Royal Card, or without at least 2 Subject Cards; you must declare a Mulligan – show your cards. Both players must put all cards back into the deck. Shuffle the Deck, and deal 7 new cads to each player.

Who has the first turn?
Each player plays a Royal Card face down in the Regnant position, and a Subject (Numbered Card) from their hand face down.
Each player then turns over both of their cards. These are the players starting cards, and whoever has the lowest Subject card will go first.

If both players turn over the same value card, Diamonds beats Clubs, Clubs beats Hearts, and Hearts beats Spades.

On each players first turn, they will skip straight to the Population Phase.

Terminology:

  • “Serf” means you move a Subject into the Peasant Pile
  • “Ennoble” means you convert a Peasant into a Subject
  • “Royal Court” is the Regnant, Consort, and Chamberlain or Eunuch collectively.
  • “Population” the Subjects and Peasants collectively.
  • “Discard” place a card into the Discard Pile
  • “Opponent” is the other player, you only interact with cards on the other players Kingdom, when the word “Opponent” or “Opponents” is used.

Turn Sequence:

  1. Peasant Phase
  2. Action Phase
  3. Population Phase
  4. Inauguration Phase
  5. Migration Phase
 

Note: It might be easiest to learn the game by reading the Population, Inauguration, and Migration Phases first, and then looping back to the Peasant, and Action Phases.

PEASANT PHASE

Firstly, You may replace one Subject in your Population with a higher value Subject of the same Suit from your hand, and Discard a Peasant. OR if able, you may simply Discard a Subject and replace with a higher value Peasant of the same suit.

Secondly, If the amount of cards in your Peasant Pile currently outnumbers the Subject Cards in your Kingdom, there are consequences if a suit is not represented in your Subjects (and an action to take if all suits are represented).

Perform each of these in order once (do not proceed to the next one if you no longer have more Peasants than Subjects)

(Note: You only need to perform each of these if able to do so in it’s entirety.)

No Spades in your Subjects = Famine

Discard one Peasant, then Serf your highest (or equal highest) Subject and Ennoble your lowest value (or equal lowest) Peasant.

No Hearts in your Subjects = Disease

Discard one Subject and two Peasants.

No Clubs in your Subjects = Revolt

Discard one Subject and Ennoble one Peasant.

No Diamonds in your Subjects = Poverty

Serf one Subject.

All Suits are represented amongst your Subjects = Emigration

Discard one Peasant.

INAUGURATION PHASE

ACTION PHASE

You may perform as many Actions as possible before moving on from the Action Phase.

Each Action can only be performed once.

Available actions are (in no particular order):

  • Intrigue
    Scandal or Treason or Revolt.
  • No Consort Ascendancy
  • Regnant / Consort Ability
  • Eminence
  • Chamberlain Declaration.
  • Assassination
  • Battle
  • Polity
  • Duel
  • Treaties
  • Dethrone
  • Decree & Enact

Intrigue Action

Scandal:

If the Opponent has One Royal Card that does not share a suit with any of their Subjects you may invoke once:
Place one of the Opponents Population into the Opponents Glory.

OR

Treason:

If the Opponent has Two Royal Cards that do not share a suit with any of their Subjects you may invoke once:
Place any one of the Opponents Subjects into the Opponents Peasant Pile.

OR

Insurrection:

If the Opponent has Three Royal Cards that do not share a suit with any of their Subjects you may invoke once:
Take one Subject or Peasant from the Opponents Population and and place anywhere into Your Population.

No Consort Ascendancy

If you have no Consort you may Discard a Number card from your hand for the following effect according to the Suit of the Card Discarded.

 “Master of the Hunt” – Draw a card.

 

 “Herald” – Serf a Subject.

 

 “Enlist” – Discard any Subject and replace with any Club from your hand.

 

 “Gentrify” – Ennoble a Peasant. (Equipoise rule applies)

Regnant Action

During your Action Phase, you may once activate a Regnant Ability if you also have a subject of the same suit.

Based on the Suit of your Regnant you may do one of the following.

(You must be able to complete an action to start the action).

(Note: “Lower value” below, always refers to “lower than the Card that was initially Discarded”)


 “Harvest” – Discard a Subject. Replace it with a higher value Subject of the same suit from your hand
Place a lower value Spade Card from your hand into Glory.


 “Scholastic” – Discard an Opponents non-Heart Peasant. Replace it with a higher value Peasant of the same suit from your hand.
Place a lower value Heart Card from your hand into Glory.


 “Pillage” – Discard a Club Subject. Replace it with a lower value Club Subject from your hand.
Place an Opponents Peasant of a lower value into Glory, Or a Diamond Number Card of a lower value from your hand into Glory.


 “Economics” – Discard a Subject. Replace it with a lower value Subject of the same suit from your hand.
Place a lower value Diamond Card from your hand into Glory.


Conspiracy Rule:

When a Regnant Ability places a card into Your Glory which does not share a suit with any card in Your Royal Court – you may also Discard any one card from your Glory.

Sedition Rule:

When a Regnant Ability places a card into Your Glory which does not share a suit with any card in Your Royal Court, and is the the same suit as your Opponents Regnant. You must also Discard any one card from your Glory (if available).

Consort Ability

If you have a Consort. These are optional abilities that you may activate as you place a card into Your Glory due to a Regnant Action.

Spade Consort – “Reap”
Discard a Subject, and replace with a lower value Subject of the same suit from your hand.

Heart Consort – “Campaign” –
Discard an Opponents Peasant. and replace with a card from your hand.

Club Consort – “Champion”
Take a Club Peasant from any Peasant Pile, and place into your hand.

Diamond Consort – “Treasurer”
Discard a Subject, and replace with a higher value Subject of the same suit from your hand.


Chamberlain Declaration

Chamberlain Declaration is a way to steal an opponent’s Chamberlain and all Subjects currently on that Chamberlain (Subjects must be taken).

If the opponent has a Chamberlain, and you are eligible to have one, (and you don’t currently have one) – You can activate a Chamberlain Declaration under the following conditions:

“Estate” – If the Other Kingdom has a Chamberlain of the same suit as your King
– and you discard one Spade from Your Glory.

“Paramour” – If the Other Kingdom has a Chamberlain of the same suit as your Consort
– and you discard one Heart from Your Glory.

“Depose” – If the Other Kingdom has a Chamberlain not of the same suit as their King
– and you discard one Club from Your Glory.

“Greed” – If the Other Kingdom has a Chamberlain not of the same suit as their Consort
– and you discard one Diamond from Your Glory.

Eminence Action

When a Jack shares the Royal Court with a Queen and a King, it becomes a Chamberlain.

If you also have two Subjects the same suit as your Chamberlain, you may perform Eminence once per Action Phase.

Note: If the Chamberlain is the same suit as the Consort, it is referred to as a “Eunuch” and cannot activate Eminence.

Based on the Suit of your Chamberlain you may:


“Transhumance” – Convert an Opponents Peasant into Glory, and convert a Glory into a Peasant.

“Apostle“– Convert a Subject into Glory, and convert a Glory into your Opponents Peasant.

“Levy” – Convert a Peasant into Glory, and convert a Club Glory into a Subject.

“Merchant” – Convert an Opponents Subject into Glory, and place a Glory into the opponents Subjects. (Equipoise Rule applies)

Battle Action

If you have two Spade Subjects. You may once declare a Battle by pointing at one of your Army Cards and stating “Battle Action!”

  • If the opponent has any Army Cards, they must choose one to turn over, and you then turn over the Army Card you pointed at. Whoever has the highest card wins the battle. (If a draw, the Defender wins) The highest card is immediately Discarded. The lowest card is now face-up and becomes a part of the victors Population (They can choose Subject or Peasant)
  • If the opponent does not have an Army Card. You discard your Army Card, and take any card from the Opponents Population of a Lower or Same Value and add it to your Population (choose Subject or Peasant).
  • If the opponent does not have any Army or Subject Cards. You discard your Army Card, and Discard the Lowest Ranking Card from the Opponents Royal Court (Chamberlain/Eunuch, then Consort, then Regnant)

Battle Bonuses

  • Army and Subject Cards that share the same suit as their Regnant gain a +1 bonus in Battle.
  • Army and Subject Cards that are of the Clubs suit, gain a +1 in Battle
  • Army and Subject Cards gain a +1 in Battle if the Regnant is a Club

(Example – It is possible to gain a +3 bonus if you have a Club Army Card and a Club Regnant)

Polity Action

If you have 2 Heart Subjects AND You have less Glory Cards than your opponent AND Each player has 5 or more cards in their hand.

You may declarePolity” during your Action Phase.

Turn over the top card of the Draw Pile, Discard if not a Number Card – there will be no Polity this turn, end the Polity Action.

If you turn over a Number Card (now called a Glory Card) begin the Polity Rounds:

Round One:

Take a Number Card from your hand and place it face down in front of you. Tell your Opponent only the Number on the card. 

The Opponent may now: “Abstain” (not place a card and instantly lose this Round) OR Place a higher value Number Card face up in front of them. (Note, it must be higher than the value you stated).

At this point the opponent can optionally reveal a “Manipulation Card” hidden under their Regnant (See ‘Population – Preparations’ rule).

It is then your turn to optionally reveal a ‘Manipulation Card’ if you have one.

Apply the following bonuses to each card: +1 when it is the same suit as the Polity Card, and +1 if it is the same value as the players Regnant, and add on the value of each players optional ‘Manipulation Card’ if revealed (bonuses are not applied to the Manipulation Card itself).

The highest total after bonuses and Manipulation wins the round. If a Draw, you (the player initiating the Polity) wins the Round.

Discard the cards used in this Polity Round.

Round Two:

If you won the first round – Repeat the process for another round, but with your Opponent now going first. However, Note that they can abstain immediately at the start of this round and lose this round.

Determine the winner of Polity:

If the Initiator of Polity won both Rounds they Win the Polity Action. If they didn’t win both rounds the Opponent Wins the Polity Action.

If the initiator of the Polity wins. They must now take the Glory Card. If the Initiator of the Polity Loses, the other player may take the Glory Card, but only if they give you a different Glory Card in return.

Duel Action

  1. If you have 2 Club Subjects in your Population, AND
  2. each player has 5 or more cards in their hands.

A Regnant can only Duel another Regnant.

To Duel, you must say “I challenges you to a Duel“.

The Duel happens in two rounds:

Note: (The player who was challenged can “Yield” at any time instead of placing a card in both rounds, and lose the Duel)

Round One: Each player places a number card from their hand face-down in front of them. They Flip over both cards, the highest is the winner of the first round (if a Draw – the instigator loses the first round). Both cards are discarded.

Round Two: The Loser of round one places a number card face up, then the other player places a number card face down. The Loser of round one then places a number card face down, then the other player places a number card face up.

Face down cards are revealed. Whoever has the lowest total of both of their Round Two cards is the loser of the Duel (The instigator loses if a Draw).

The Loser can either Discard their losing Royal Card, or pay compensation – buy gifting the instigator any one of their Glory Cards. If no Glory Cards available, allowing the victor to choose up to any 2 cards from the losers Population and place anywhere into the winners Population.

Note: The player who was challenged can “Yield” at any time instead of placing a card in both rounds, and lose the Duel.

Note: If you don’t have a number card in your hand to place, you instantly lose the Duel)

After a Duel, any surviving combatants must recover. They can’t Train, and they can’t Duel for a while. Place the cards used in the Duel (including any revealed Training Cards) beneath your combatant face up. You will remove one of these “Recovery Cards” per turn during the Migration Phase.

Treaties Action

If you have two Diamonds Subjects in your Population.

During the Action Phase you may place any Number Card from Your Hand onto the Opponents Court Jester (or Court Jester Space if no Court Jester is present)- this becomes a “Treaty Card”.

This prevents the Opponents Kingdom from using any Assassins, Army, or Regnant Ability of the same suit as the Treaty Card during their Action Phase, unless they can place a higher Numbered Card on top of the Treaty Card to immediately Discard both cards during their Action Phase.

During the Opponents Migration Phase, the Treaty Card is always Discarded.

Assassination Action

If you have a Chamberlain AND if there is at least a Regnant and a Consort in the target Kingdom – you may perform the Assassination Action.

If the opponent doesn’t have a Court Jester – then you may discard an Ace from your hand to target the lowest member of any Royal Court.
The target must be the same suit as the Assassin. Discard the Assassin and place the Assassinated card on top.

When a Royal Card is assassinated, the player losing their Royal Card, may rearrange their Subjects, before placing any excess Subjects in their Peasant Pile.


Any Ace can also be used to kill a Court Jester.

Note: You can also play an Ace into a Population (value of 1) – it cannot be used as an Assassin once placed into the population.

Aces can also be used as normal Number Cards during other Actions (value of 1).

Dethrone Action

You may Discard one member of your Royal Court. To do so, there must not be any Subjects of the same suit in the Population.

You must always leave at least one Royal Card in your Royal Court.

When dethroning, any Preparation Cards are placed beneath your discarded Royal Card.

When you dethroned, you may rearrange your Subjects, before placing any excess Subjects into the Peasant Pile.


Decree and Enact Action

Before you can perform an Enact Action, You must place a Number Card (6 or lower) from your hand face down next to your Glory Pile. (This card is called the “Decree Card” and can be viewed by the opponent any time, but it is kept face down)
 
The Value of the Decree Card is a goal, if you meet this goal, the Decree Card becomes a Glory. If you fail to reach the Goal before the end of the game, you will have this value deducted from your total Glory.
 
You can only have one active Decree Card at a time, and the only way to remove it is by meeting it’s goal (at which point you flip the card – and any face down cards on top of it – face up, and place in your Glory Pile)
 
Having a Decree Card in place provides you with an Enact Action each Action Phase.

Horticulture” – Discard a Heart Number Card from your hand. And take spade Peasant into your hand, and replace with a Heart Peasant of the same value from your hand.

“Tournament” –  Discard a Club Number Card from your hand. And take an Opponents Peasant into your hand, and replace with a lower value Peasant of the same suit. Place a Subject from your hand of the same suit and lower than the Peasant you just placed. (Equipoise rule applies)

“Accoutres” – You may Discard a Diamond Number Card from your hand and a lower value Army Card in your population, And replace the Army Card with a Card directly from your hand.

 “Construction” – Discard a Spade Number Card from your hand. Discard a lower value Subject and replace it with higher value (than the initial Discard) Peasant of the same suit as the Subject Discarded.

Each time you successfully perform one of the Enact Actions above. Place an existing Glory face down on top of your Decree Card to count your progress towards completing your Decree.
(You can’t earn more progress to your Decree, or perform this action if your don’t already have Face Up Glory Cards to place on your Decree Card)

POPULATION PHASE

You may place Subjects (Number Cards) from your hand into your Kingdom, if there is space available.

Subjects are placed beside a member of the Royal Court.
Next to a King you may place up to 3 Subjects. Or up to 4 Subjects when the King has a Consort.
Next to a Queen you may place up to 3 Subjects.
Next to a Jack you may place up to 2 Subjects. Or up to 3 Subjects when the Jack is a Regnant.

You may re-arrange Subjects between the Regnant, Consort, and Chamberlain rows during this Phase.

Note: If you only have one Subject in your Population – you must place at least one Subject into Your Population from your hand if able during Your Population Phase. If you cannot place a Subject Card – Show your hand to the opponent, discard the entire hand, and draw the same number of cards, and immediately place a Subject into your population. (Repeat as necessary).

Equipoise Rule

To place a Subject into the Population during the Population Phase….

The Total value of Subjects in your Population of the “Previous” suit must be lower than the value of the Subject (and any existing Subjects of the same suit), your are placing.
Or
The Total value of Subjects in your Population of the “Next ” suit must be lower than the value of the Subject (and any existing Subjects of the same suit), your are placing.

“Previous” and “Next” means that Suits are in the order…Spade, Heart, Club, Diamond, Spade etc. (it wraps around).

So, Spade would be “Previous” to Heart, and “Next” to Heart would be Club.

Example: If I want to place a 5 of Spades into your Kingdom, there needs to be a lower total value of all existing Diamond Subjects, or a higher total value of Heart Subjects already in the Population.

Note: Sometimes the Equipoise Rule applies outside of the Population Phase (will be noted in the rules)

Administration Rule

In a nutshell – To place a Subject into your Kingdom, where there is already a Subject of that suit – you must already have one of each other suit represented in within the Subjects and Royal Court of the Kingdom. To place a third card of the same suit you would need two of each other suit already represented.

For example, if you were to place a 3rd Club into a population. then that population would need at least 2 Hearts, 2 Clubs, 2 Spades, and 2 Diamonds in it.

If you are ever forced to place a card into a Population, and can’t due to the Equipoise Rule, the card is always placed into the Kingdoms Peasant Pile instead.

Note: Sometimes the Administration Rule applies outside of the Population Phase (will be noted in the rules)

Court Jesters

During Your Population Phase, If you don’t currently have a Court Jester (Joker), you may place one into Your Royal Court from your hand. Having a Court Jester makes you immune to Chamberlain Declarations and Regnant, Consort, and Chamberlain/Eunuch Assassinations.

Army Cards

If you have a Diamond Subject in your Population – You can also place one Number Card from your hand, face down next to Your Regnant – these are referred to as Army Cards. (The opponent does not get to see what this card is until it is revealed later in battle)
Note: Army Cards fill up available Subject spaces.

These cards are used for Battle – and cannot be used for any other purpose. You may however turn these cards face up during your Migration Phase for use on your next turn as a Subject.

Preparations

The Population Phase is also the time to place a number card face down beneath your Regnant (only if there isn’t currently a card there) these cards will come in handy later. Be warned, you can’t change this card and you can only use these cards if you currently have a Royal Court card of the same suit.
Preparation cards can only be revealed from beneath a Regnant to have an effect.

Feast
When someone removes a Treaty Card, optionally reveal this card, and either put the original Treaty back into place, or use your Feast card to replace the Treaty. This new Treaty will remain until the opponents next turn.

Rhetorical History
Use this card to block an Intrigue Action. In the Case of Scandal, reveal a heart of a higher value than the card selected by the opponent to nullify the Scandal. In the case of Treason and Insurrection, reveal a Heart Lower than the card selected by the opponent to nullify the Treason or Insurrection.

Training
At the end of Round 2 of a Duel, you can optionally reveal and discard this card to boost your final total. This card is not counted as a “Recovery Card”.

Manipulation
At any point during Polity, reveal and discard this card to add it’s the value to any card passed.

INAUGURATION PHASE

You may place one Royal Card into your Royal Court, if you have space available.

You may only have one King, one Queen, and one Jack in a Royal Court.

You may only place a Consort, Chamberlain or Eunuch if there is currently a Subject in your Kingdom of the same suit.

Note: When placing a new Royal Card, just slide the previous Regnant or Consort into their new positions, and all their Subjects move with them.

Usurper Rule:

If you place a King into your Royal Court that already has a Jack of a different suit, You must immediately Discard the Jack.

MIGRATION PHASE

The Migration Phase happens in 4 steps.

  1. You may Discard one card from your hand directly onto the Discard Pile or Peasant Pile.
  2. You may Serf one Subject.
  3. Turn over the next card on the draw pile and place on the Discard Pile (if it is a Joker, draw again). This is the “Refugee Card” and whichever Kingdom is “Most Aligned” with this card (see below) becomes the “Destination“, and must take an Opponents Subject of the same suit and place amongst their own Subjects if able (Equipoise Rule applies). If not able to take it, place into the Destinations Peasant Pile. If the Destinations Opponent doesn’t have a card of that suit amongst their Subjects, take one from the Opponents Peasant Pile.  If the Destinations Opponent doesn’t have any in their Peasant Pile either, then the Destination takes the Refugee Card and places into their Peasant Pile.
  4. If you have less than 7 cards in your hand. Draw 1 card per different suit amongst your Subjects from the Draw Pile (Up to a maximum hand limit of 7). You may also Draw one of these cards from the Opponents Peasant Pile (Peasant Piles are always in no particular order) if you have a Regnant or Consort of the same suit as the card being taken.
 

“Most Aligned” – Is whoever has the most cards in their Royal Court with the same suit as the “Refugee Card”. If it is a draw, whoever has the most cards of the same suit including their Subjects. If a draw, whoever has the highest value Subject of the same suit. If a Draw, the player who turned it over must take it.

Note: During this Phase, you remove one face up “Recovery Card” from each of your Royal Cards.

Prestigious Royal Court

Royal Court with a RegnantConsort, and a Eunuch of the same suit attracts an extra effect in the fourth step of the Migration Phase.


 “Abundance”- Draw 3 Cards instead of 2. Place a card from your hand immediately into your Peasant Pile, or Discard one Card from your hand.

 “Divine” – Draw 3 Cards instead of 2. and place a card from your hand face down onto the Draw Pile.

 “Fervour” – If you draw a Club Number Card from the Draw Pile. Before placing it into your hand – You may place directly into your population and draw a new card.

 “Endow” – You may Draw one of your two Draw Cards from the top card from the Discard Pile.

Overmighty Noble Rule:

If you have a Subject with a value of 10 of a different suit to the Regnant, this is called an “Overmighty Noble”, and prevents the Prestigious Court action.5

End Game

Immediately when a player has 7 cards in a Glory Pile, the game ends. Whoever has the highest total (by counting the value of all cards in their Glory), plus the “Regnant Bonus” wins the Game.

Regnant Bonus:

If you have a Spade Regnant. From both kingdoms – Take the total number of Subject Cards and deduct the total number of Peasant Cards.
 (eg. There are 16 Subjects and 9 Peasants. your Bonus would be 7. 

If you have a Heart Regnant, From both kingdoms – take the total number of Subjects, and deduct the number of Club Subjects three times. The remaining number is your Bonus.
eg. There are 16 Subjects and 3 clubs. You Bonus would be 7.

If you have a Club regnant, From both Kingdoms – Take the total number of Army Cards and multiply by 2.
eg. There are 4 Army Cards, You Bonus would be 8.

If you have a Diamond Regnant. Take the total number of Diamonds in both Glory Piles.
eg. You have 4 Diamonds Glory Cards, and the Opponent has 3 Diamond glory Cards. Your Bonus would be 7.

 

 

Extra Rules:

  • You must not perform any action that will result in either Kingdom having no Subjects.
  • When there are no more cards available in the Draw Pile, immediately reshuffle the Discard Pile, and the top card from each Peasant Pile (if available)Shuffle and place face down to create a fresh Draw Pile.
  • All Face Up Piles (Discard, each Glory Pile, and each Peasant Pile), can be picked up and looked at by either player at any time.
  • Whenever a Kingdom has one of their Royal Cards placed into the Discard Pile – that Kingdom may immediately rearrange their current Population in any way, including converting Army Cards into Subject Cards – before placing any surplus Subject Cards into their Peasant Pile.
  • When a Regnant changes, any Preparation Cards beneath the old Regnant remain under that card (potentially to be used if that card becomes Regnant again)