For a Crown

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

Overview

For a Crown is a competitive card game where players represent noble families vying to form a single kingdom. Over 4 rounds, players recruit Mercenaries from a shared market, place them into a shared deck, then reveal them one at a time to trigger effects. Players manipulate an influence track (the Gallery), collect Rubies, send Masked Bandits to rivals, and use magic to undermine opponents. The player with the most Rubies at the end wins and dons the first crown.

Components

Setup

  1. Place the board. Slide the 1, 3, and 5 Recruitment cost tiles into the inlaid track.
  2. Royal Square: Sort Mercenary cards by level (1-5). Level 1: sort by effect, make 3 face-up stacks. Levels 2-5: shuffle each, place face-down, reveal 2 cards from each.
  3. Shuffle Event cards (excluding Starting Events) into a face-down stack. Place 2 Starting Events face-down as the shared deck.
  4. Each player chooses a family, takes their chest, 5 card sleeves, Heirloom tile, and 10 Rubies (in chest, kept secret).
  5. Randomly place Portrait pawns in the Gallery (rightmost = most influential).
  6. Players receive starting Coins based on influence: most influential = 3, least = 5, others = 4.
  7. Place the magic die and token reserve nearby.

Turn Structure

The game plays over 4 rounds, each with 3 phases.

Phase 1: Recruit

In influence order (most to least), each player recruits 1 Mercenary from the Royal Square:

  1. Choose: Select a face-up card or the top card of a deck (look at it secretly).
  2. Pay: Pay the recruitment cost (shown on the column’s cost tile) in Coins and/or Rubies. Rubies may always substitute for Coins (but not vice versa).
  3. Sleeve and Place: Put the card in one of your family crest card sleeves, then place it face-down on the shared deck.

After all players recruit, refill the Royal Square from decks.

Important: During the first round only, complete this phase TWICE (each player recruits 2 Mercenaries).

Phase 2: Reveal

Shuffle the shared deck. Reveal the top card and apply its effect immediately. Continue revealing one at a time until the deck is empty.

Phase 3: End of the Round

  1. Start a new shared deck from all cards played this round (face-down).
  2. Draw a new Event card and place it (unrevealed) on top of the new shared deck.
  3. Slide a 0 Recruitment cost tile into the track, shifting costs right (making new columns available and changing prices).

Skip this phase at the end of round 4; proceed directly to end of game.

Actions

Mercenary Effects

Level 1 cards have two effects separated by a slash; the recruiting player chooses which to apply each round.

Event Effects

The Gallery is a track showing each player’s influence. Portraits further right are more influential. Influence determines:

Scoring / Victory Conditions

The game ends after round 4 or immediately if a player is eliminated.

Final Scoring (in order):

  1. Most influential player gains 1 Ruby.
  2. Player(s) with the most Coins gain 1 Ruby.
  3. Player(s) with the most Masked Bandits lose 1 Ruby.

Reveal chest contents. Heirloom (if still owned) counts as 10 Rubies. The player with the most Rubies wins. Ties broken by influence (more influential wins).

Special Rules & Edge Cases

Player Reference

Round Structure

  1. Recruit — Choose and pay for a Mercenary; sleeve it and add to shared deck
  2. Reveal — Shuffle and reveal shared deck one card at a time; apply effects
  3. End of Round — Prepare new shared deck, add Event, shift cost tiles

Key Mechanics

Game End Scoring

  1. +1 Ruby: most influential
  2. +1 Ruby: most Coins
  3. -1 Ruby: most Masked Bandits
  4. Heirloom = 10 Rubies
  5. Most Rubies wins (tie: most influential)