A Study in Emerald

AI-friendly board game rules summaries — use with Claude, ChatGPT, or any AI assistant

Overview

A Study in Emerald is a deck-building area-influence game set in an alternate 1882 where Lovecraftian Old Ones rule the world. Players are secretly assigned as either Restorationists (seeking to overthrow the Old Ones) or Loyalists (defending them). Through placing influence cubes, claiming cards from cities, moving agents, and performing assassinations, players compete for victory points. The twist: the lowest-scoring player on your team penalizes everyone on that side, so you must deduce others’ allegiances.

Components

Setup

  1. Place city cards and Royalty cards in matching city spaces on the board.
  2. Shuffle game cards; deal face-down cards to each city space (3 for 2-3 players, 4 for 4, 5 for 5). Shuffle each city’s stack with its City and Royalty cards. Flip top card face-up. If Royalty, slide to Royalty slot and flip next.
  3. Deal 1 Secret Identity card to each player (keep secret). Set remainder aside.
  4. Each player takes matching pieces: 10 agents, 10 influence cubes (5 to Limbo, 5 to available stock), 1 VP disc (on 0).
  5. Each player takes 10 starting cards, shuffles them, draws 5.
  6. Each player takes 3 sanity tokens (on Secret Identity card).
  7. Each player places 2 agents on city spaces (1 at a time, clockwise).

Turn Structure

On your turn: perform 2 actions, then draw up to 5 cards from your personal draw deck. When your deck is empty, shuffle your discard pile. Actions:

Actions

Action Description
Place Influence Cubes Play cards with influence symbols. Place that many cubes from your stock into ONE city space.
Claim One Card First action only. Play a claim card. Take 1 card from a city where you have MORE pieces (at least 1 cube) than any single opponent. Your cubes go to Limbo; opponent cubes return to their stock. Card goes to your discard pile.
Retrieve Influence Cubes Play retrieve card. Take cubes back from Limbo to your available stock.
Move Agents Play movement cards. Move agents between connected cities.
Move Markers Play cards to advance the Restorationist or Loyalist track markers.
Perform Assassination Accumulate enough bomb points to assassinate a Royalty card in a city where you have agents. Remove the Royalty card.
Discard Cards Discard unwanted cards from hand to your discard pile.
Card Action Play a card for its text effect (Action, Free Action, Benefit, or One-Use).
Pass Do nothing with one or both actions.

Card Types

Claiming Cards

Assassination

Scoring / Victory Conditions

Game End Triggers

Final Scoring

  1. Players reveal their Secret Identity cards.
  2. The player with the lowest VP on each side applies a penalty to all players on that side.
  3. Restorationists score for: assassinated Royalty, Restorationist track position, certain cards.
  4. Loyalists score for: eliminating Restorationist agents, Loyalist track position, certain cards.
  5. Highest VP wins overall.

Special Rules & Edge Cases

Player Reference

Pieces per Player Count
Agents 10
Influence Cubes 10 (5 start available, 5 in Limbo)
Starting Cards 10
Sanity Tokens 3
Hand Size 5
Actions per Turn 2 (plus free actions)
Win Condition Highest VP after team penalties
Player Count 2-5
Secret Identities Restorationist or Loyalist