For the King (and Me)
For 2-5 Players
Be the player with the most influence in each office of the government
to gain the most points.
If you can scan the QR code above,
you can also see it on your mobile!
<Components>
1 Government board
5 Noble Tiles
36 Duty Tiles
1 Card Preparation Sheet
108 Cards
(54 Government Cards, 15 King Cards and 39 Gold Cards)
<Setup>
Each player takes a Noble tile and places it in front of them,
with either side face up.
Put the
unused tiles back in the box.
With 2, 3, or 4 players, there should be 5 portraits visible.
Place each 3-value Duty tile on the matching spaces
just below
each portrait on the Government board.
In 2-player games only, do not use the 1-value tiles.
Only one
tile should be below each portrait.
Find all of the cards marked with a
number higher
than the number of
players at the bottom
and put them
back in the box.
If a card doesn’t
have a number at the bottom,
keep it.
Example:
In a 3-player game,
remove
all of the cards
with a 4 or 5 at the
bottom and keep all the others.
Shuffle all the remaining cards,
then randomly put the
number of cards shown in the table
below back in the box
without looking at them.
Shuffle all the remaining cards again and make a face-down
deck.
Randomly choose the first player.
They take the deck and will
be the first player to distribute cards.
<Gameplay>
The game is played over 2 phases:
I. Share Influence Phase
II. Gain Esteem Phase
Share Influence Phase
During this phase,
the players will take turns being the
Advisor.
The Advisor will distribute cards from the deck to
themselves,
the other players,
and a common Favor deck.
Players continue taking turns until the deck is empty.
1. Distribute Cards
When it is your turn as Advisor,
draw the top card from the
deck,
consider it carefully without showing it to the other
players,
then place it in one of 3 areas:
-In front of yourself
Place the card face down in front of you,
in your
personal deck.
Limit per turn: 1 card
-In the middle of the table
Place the card face up in the middle of the table
Limit per turn: 1 card per opponent
-Next to the Government board
Place the card face down next to the Government board on
top of the Favor deck.
Limit per turn: 1 card
You must place the card you draw
before drawing the next
card.
You cannot change your decision
and move the card
after you draw the next card.
Keep distributing cards
until you reach the limit in all 3
areas.
Then continue to the next step.
2. Choose Central Cards
Each of your opponents,
starting with the player to your
left and going clockwise,
will choose one of the cards you
placed in the middle of the table
and add it to their personal
deck,
face down.
3. Change Adviser
Give the deck to the player to your left.
They become
the Adviser and begin a new turn with the Distribute
Cards step.
If the deck is empty,
continue to the GAIN ESTEEM
PHASE.
II. Gain Esteem Phase
This phase plays over several rounds.
First, shuffle the common Favor deck and place it facedown
in the middle of the table.
Each player takes their personal deck into their hand.
The player to the left of the last Adviser
in the previous phase
becomes the first player.
Then follow these steps in order,
repeating the steps until
the common deck is empty:
1. The first player reveals the top card of the Favor deck
and places it in the middle of the table.
2. Starting with the first player then taking turns in
clockwise order,
Raise or Pass following the rules
outlined below.
3. Whoever wins the card pays the total amount they bid
and takes the card into their hand.
* Gain Esteem
On your turn,
you can try to Gain Esteem by bidding
a number or Pass.
BID
The first number bid that round must be equal to or greater
than 1.
Any subsequent bids must be strictly greater
than
the previous number declared during that round.
Players can
continue raising the bid around the table multiple times.
PASS
If you Pass, you are removed from the bidding
and can no longer raise this round.
You can Pass as early as your first turn.
END OF A ROUND
When all players but one have passed,
the remaining player
wins the bid
and successfully Gains Esteem.
They must pay
whatever they declared on their last bid.
After the final round is over and the common deck is empty,
continue to the <END OF THE GAME>.
<End of the Game>
Add up the value of your Government cards in each color
separately.
The player with the highest sum takes the Primary Duty
tile of the corresponding color.
If there is a tie,
the tied player
with the card marked A (or closest to A in alphabetical order)
in that color takes the tile.
Then, the player with the next highest sum
takes the
Secondary Duty tile of the corresponding color,
if there is
one.
If there is a tie between multiple players for second place,
break the tie in the same way described above.
In case of a
tie for the Primary Duty,
the player who lost the tie takes the
corresponding Secondary tile.
Count your victory points
by adding the esteem of all the
Primary and Secondary Duty tiles you gained.
The player with
the most victory points wins the game!
If there’s a tie between players in the lead,
the tied player with
the highest value in Gold cards wins
(Gold doesn’t have any
other purpose at the end of the game).
If there is still a tie,
the one with the most Diplomacy cards wins.
If there is still
a tie, the one who has the blue card with A
(or closest to A in
alphabetical order) wins.
If no tied player has any Diplomacy cards,
follow the same steps with the Entertainment cards,
then
Livestock, Architecture, Military,
and Provision cards
until the
tie is broken.
Social