Blood Royale

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

Overview

Blood Royale is a game of dynastic conflict set in 14th-century Europe, published by Games Workshop in 1987. It combines treachery, double-dealing, power politics, dynastic aggrandisement, and open warfare. At a strategic level it is a political wargame with almost unlimited scope for cooperation, deception, alliances, and treachery. Players can pursue objectives based on trade, military adventuring, finance, and dynastic planning. Each player’s object is to increase the power of his realm and exchequer, and to secure his Dynasty. Games last from three to four hours, with each turn representing a five-year period.

Components

Setup

Each player controls a country and a family Dynasty. Players select countries by drawing King pieces from a cup. Place the King piece in the capital. Take color-coded playing pieces. Place the Year Turn marker at 1300 on the Year Track. Each player creates three starting characters on Character Sheets: a King aged 25 (born 1275), a Queen aged 20 (born 1280), and one child aged 5 (born 1295). The child’s sex is determined by die roll (1-3 male, 4-6 female). Determine starting characteristics by rolling three dice and consulting the Characteristic Score table for each trait (Fighting, Influence, Command).

Turn Structure

Each turn represents a five-year period. The sequence is:

  1. Taxation: Collect income from controlled provinces.
  2. Playing Resources: Spend income on armies, fleets, maintenance, and other needs.
  3. Manoeuvring and Raising Armies/Fleets: Deploy and move military forces.
  4. Movement Phase - Players Order: Resolve movement and placement of orders.
  5. Movement Phase - Events: Resolve Event cards if using Optional Rules.
  6. Event Table: Roll on event tables for random occurrences.
  7. Random Provinces Tables: Determine border province activities.
  8. Movement Phase: Move armies, fleets, and characters.
  9. Armies, Kings and Princes: Resolve military engagements.
  10. Resource Items: Collect and manage resources.
  11. Controlling Provinces: Determine province control.
  12. Captain: Manage mercenary captains.
  13. Combat: Resolve all battles.
  14. End of Dynastic Sequence: Handle births, deaths, marriages, and successions.

Actions

Scoring / Victory Conditions

Before the game starts, players decide how long to play (measured in units of five years; a good length is approximately 100-150 years). At the end of the game, the player with the most money (in the Treasury) and provinces controlled wins. In case of tie, the player with the most powerful Dynasty (measured by character abilities and number of heirs) wins.

Special Rules & Edge Cases

Player Reference

Country Color Capital
England Red London
France Blue Paris
Germany Black Various
Italy Green Various
Spain Yellow Various
Character Trait Effect
Fighting Combat survival, military effectiveness
Influence Diplomacy, trade, court intrigue
Command Army leadership, tactical bonuses
Turn Phase Key Decision
Taxation Collect provincial income
Resources Spend on armies/fleets/maintenance
Movement Deploy and move forces
Combat Resolve military engagements
Dynastic Manage marriages, births, succession