Setup Active Cards Starting and Finishing the Game Turn Sequence

Setup Active Cards Starting and Finishing the Game Turn Sequence
TM
Game Designed by Hitoshi Yasuda and Tadaaki Kawahito/Group SNE
Illustrated by Tsukapon
English Edition Development by Giles Schildt
English Edition Layout by Justin De Witt
Card Text Translation by Cindy Maka
Prepress Checking by Monica Stephens
Print Buying by Monique Chapman
Sales Manager Ross Jepson
Copyright © 2003 Group SNE / Tsukapon / Fujimi Shobo Co., Ltd.
English translation rights arranged with Kadokawa Shoten Publishers,
Co., Ltd., Tokyo through Japan UNI Agency, Inc., Tokyo
In King’s Blood, you and up to five of your friends will create a royal Genealogy, playing Character cards to add to the family tree, and Event cards
to move them around or remove them.
The characters are the ruling families of a fantasy kingdom. There are nine important clans, represented on the cards by the numbers 1 through 9.
Each character’s life is ruled by one of four great philosophies . . . the love of Money, Art, Romance, or Battle! This is shown by the color of the card,
as well as by a symbol. When characters marry, they pick partners who share the same perspective . . . blue cards only marry blue, green only marry
green, and so on.
The play of the cards decides who gets married, who is born, and who is assassinated or exiled. The winner is the first player to empty his hand.
Setup
Remove the “King’s Blood” card, reference cards, and blank
cards from the deck, then shuffle the other 82 cards together into
a single draw pile. Deal seven cards to each player. Draw one
card and place it face up to start the Genealogy.
The Genealogy must start with a character card. Return any
Event cards drawn when selecting this first card to the draw pile
and reshuffle. Ignore any special effect (e.g., “Draw 3”) on the
card that starts the Genealogy.
Character Card
Event Card
Philosophy
Event Name
Point Value
Gender
Number and
Point Value
Special
Ability
If you cannot or do not wish to play either a Character card or
an Event Card, you must draw one card. If the card you draw
can be played on an Active card, you may do so. Otherwise you
must put the card in your hand and end your turn.
Marriage
A Marriage occurs when two cards with the same color and
different genders are placed next to each other. The player
arranging the Marriage draws the top card from the draw deck.
If you are keeping score (see next page), resolve the Marriage
even if you played your last card to arrange it, because the
Marriage may change the score.
If the card drawn is an Event card, the player arranging the
Marriage must play it on any Active card. (This Event card may
result in another Marriage.) If the card drawn is a Character card,
it becomes a child; play it overlapping the bottom of each of the
parent cards.
Sarah places
Petchu next to
Evenstar, then
draws one card.
Effect
Character
Name
Active Cards
A card in the Genealogy is
Active if there is space to place
another Character card on either
side of it, no cards are played on
top of it, and it has space below
it to place a child. A Character
card cannot be placed between
two existing cards such that it is
touching both of them, so a card
with only one space between it
and its neighbor is not Active.
Only Active cards can be
targeted by normal plays or
Event cards.
Starting and
Finishing the Game
The player to the left of the dealer goes first, then turns proceed
clockwise.
The first player to empty his hand wins. However, you can only
win by playing a Character card. If the only card in your hand is
an Event card, you must draw another card on your turn.
When you are down to one card in your hand, you must
announce “King’s Blood!” before the end of your turn, or before
you play your last card. If you fail to make the announcement,
you must draw three cards and skip your next turn.
Turn Sequence
On your turn, you must either play a card or draw a card.
If you have a Character card whose color or number matches
an Active card, you may play it beside that Active card. If your
card is the same color as the Active card it is played to and the
opposite gender, then you have arranged a Marriage, and may be
able to play more cards (see Marriage, below). Some Character
cards have special effects that interfere with your opponents (see
Special Cards, below).
You may play an Event card against any Active card, subject
to the restrictions for that type of Event (see Event Cards, below).
OR
If it’s a
Character,
she puts it
here.
If it’s an Event,
she chooses an
Active Card to
play it on.
The player arranging the Marriage may now play an Event or
Character card on the child if he has one that can be legally
played. The new card played to the child may form another
Marriage and allow another card to be drawn. You may
continue as long as you can form new Marriages.
If the player who arranged the Marriage has more than one
card with the same number as the new child in his hand, he may
play all of them to form triplets, quadruplets, etc. You can play
these siblings in any order. All siblings must be played to either
the right side or the left side of the initial child; you cannot play
to both sides.
If the player does not have any card which can legally be
played on the new child, his turn ends.
Running Out of Cards
Any time the draw deck is used up, shuffle the discards and
make a new draw pile. If the draw deck is used up and there are
no discards, then no player can draw any card for any reason. If
a player cannot play any cards and the draw deck is empty, he
must pass. If all players pass in sequence, the game ends
without a winner.
If the Genealogy ever becomes empty (for example, by
Assassinating or Exiling a lone monarch), draw a new character
to start a new Genealogy. Discard any Event cards drawn, but
reshuffle only if the draw pile is emptied. If there are no
Character cards in the discards or draw pile, the game ends
without a winner.
English translation copyright © 2006 Steve Jackson Games.
The all-seeing pyramid is a registered trademark of Steve Jackson Games Incorporated. All rights reserved.
Special Abilities
Event Card Effects
Some cards have special abilities, shown in a speech
balloon on the card. If this card is the last card played on your
turn, the special ability will affect the next player. You may
choose not to form a marriage or not to play to a newborn child
so that a special ability will affect your opponent. When triplets
(or quadruplets . . .) are born, only the special ability
on the last card played will affect an opponent.
The three special abilities are Skip, Reverse, and
Draw 3.
There are four types of Event cards: Assassination, Exile, New
Connection, and Enthronement. These cards can be played to
any Active card.
Assassination
Discard an Active card. If an Enthronement card is attached to
the target, discard it, too. After the Assassination is complete,
you may play another card from your hand, if desired.
Exile
Skip
The next player’s turn is skipped, and the
following player takes his turn.
Remove any Active card from play and give it to any player.
That player must add the card to his hand. If an Enthronement
card is attached to this card, it also goes into the player’s hand.
Reverse
New Connection
The order of play is reversed. If it was
clockwise, play now proceeds counterclockwise.
Draw 3
The next player has to draw three cards and add them to his
hand. After that, he takes his turn normally.
Avoiding “Draw 3”
You can avoid the effect of “Draw 3” by playing a Skip,
Reverse, or another Draw 3 card to shift the effect to another
player. The special card you play must be played to an Active
card normally. No Marriages are formed or resolved when using
a special card to shift a Draw 3 to another player.
If you play another Draw 3 card, then the next player must
draw three more cards unless he can avoid the effect.
If you play Reverse or Skip, they take effect first, and the Draw
3 applies to the person whose turn it is now.
This continues until someone is unable to play a card to
transfer the effect.
Sarah plays Merideth and tells Daniel to Draw 3!
Move any Active card next to any other Active card. When
using New Connection, the cards do not need to match
colors or numbers. Removing a card may make some previously
inactive cards Active again. It is legal to place the removed card
next to one of the cards that became active when it was removed
– however, you cannot place the card back in the location it
came from. If the Active card being moved has an Enthronement
or King’s Blood card attached, move that card, too.
Special abilities (e.g., “Draw 3”) on a card moved by a New
Connection are NOT triggered. If the moving card forms a
Marriage, follow the normal childbirth procedure (under
Marriage, above).
Enthronement
This card causes a new
king or queen to ascend to
the throne. Hereafter, the
Genealogy relates to the saga of the
new king or queen, while the other characters
are considered has-beens and disappear from the
Genealogy.
Place the Enthronement card under any Active
card (leave the title visible), and discard all other
cards in the Genealogy. This Character is now
the founding member of the new bloodline.
You cannot play Enthronement on a Character
card that already has another Enthronement
card attached to it.
Advanced Rules
Instead of drawing, Daniel plays Eleeza and tells Emily to
Draw 6! (Draw 3 + Draw 3 = Draw 6)
Instead of drawing, Emily plays Aia, which Skips Sarah.
Daniel has no defense, and draws 6 before taking his normal turn.
Retribution!
At the beginning of the game, set the King’s Blood card aside.
When a player plays an Enthronement card, that player receives
the King’s Blood card and adds it to his hand, even if it is in
another player’s hand or part of the Genealogy. You may leave
the King’s Blood card face up in front of you so everyone can
see it.
Place this card under any Active card so that the title is
showing. Then you may play another card from your hand. Any
Character may be played next to the King’s Blood Character –
the color or number do not have to match. This always forms a
Marriage, even if these two characters have different colors or
their genders are the same.
If an Assassination card is played against a Character with the
King’s Blood card, the King’s Blood card is set aside. If Exile is
played against a Character with King’s Blood, the King’s Blood
card also goes with the Exiled Character.
If the King’s Blood card is the only card in your hand and
someone else plays an Enthronement card, the King’s Blood
card will move to his hand, leaving you with no cards. You win
the game!
Scoring
You can play a series of games and keep score. Choose one of
these two options for scoring.
●
Score points for the value of cards in all your opponents’ hands
when you win. Then add five points for each generation in the
Genealogy if there is an Enthronement card present. Play to
100-300 points, depending on the number of players and
desired game length.
●
Score points for the value of cards in your hand when
someone else wins. If you win and there is an Enthronement
card in play, subtract five points from your score for each generation in the Genealogy. When someone reaches 100 points,
the person with the lowest score wins.
For more on King’s Blood, including solitaire rules, visit our website!
www.sjgames.com/kingsblood/
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