AI-friendly board game rules summaries — use with Claude, ChatGPT, or any AI assistant
A card game of gem trading and jewel crafting set among the jewelers of pre-revolutionary Paris. Players acquire gems, influence the court, and sell jewels over three annual sales. Fashion and rarity determine gem values, and cunning use of character cards can swing sales. The player with the most pounds (victory points) after three sales wins.
| Component | Quantity |
|---|---|
| Cards (tarot-sized) | 110 |
| Gem cards (Ruby, Emerald, Diamond, Amber) | 59 |
| Ring cards | 7 |
| Queen’s Necklace card | 1 |
| Character cards | 33 |
| Merchant cards | 3 |
| Player summary cards | 4 |
| Blank cards | 3 |
| Queen’s Necklace (physical necklace) | 1 |
| Gem tiles (Diamond, Ruby, Emerald, Amber) | 4 |
| Fashion tiles (+30, +20, +10, 0) | 4 |
| Rarity tiles (+30, +20, +10, 0) | 4 |
| Golden Ring markers | 5 |
Gem card distribution:
Each player’s turn has 3 phases in order:
Step 1 – Display Jewels: Each player secretly selects gray Sale cards (gems, Rings, Kings, Bankers, Queen’s Necklace) to display. Players simultaneously reveal their selections, sorted by gem type in rows from most to least fashionable.
Step 2 – Rarity: Count total gems of each type displayed by all players. Place Rarity tiles: +30 under rarest gem type, +20 under second rarest, etc. Ties broken by fashion (more fashionable = rarer).
Step 3 – Selling: For each gem type, only the player with the most gems displayed sells and collects money. If tied, all tied players sell. Selling price per jewel = Fashion value + Rarity value (0-60 pounds).
Blue (Influence) Cards – played during Influence Phase: | Card | Count | Effect | |—|—|—| | Confessor | 4 | Look at all cards in one opponent’s hand | | Courtier | 3 | +3 ducats for purchases this turn (stackable) | | Forger | 3 | Choose an opponent and gem type; they must discard one matching gem card | | Favorite | 3 | Move a gem type to “Most Fashionable” (+30), shift others right | | Thief | 4 | Draw a random card from one opponent’s hand |
Purple Cards – played at special times: | Card | Count | Effect | |—|—|—| | Alchemist | 1 | During a sale, after reveal: transmute one true gem card to another type (not Amber) | | Astrologer | 3 | Discard on purchase; draw top card from draw pile into hand | | Cardinal | 2 | When Merchant drawn (another player’s turn): delay sale until end of your next turn | | Musketeer | 4 | Counters Thief (both discarded, you steal from them instead); counters Forger (both discarded); play 3 together to steal Queen’s Necklace | | Queen | 1 | When a gem card is drawn during devaluation: take it into your hand |
Gray (Sale) Cards: | Card | Effect | |—|—| | Gem cards | Displayed during sale to compete for majority | | Ring (7) | Each Ring played with winning gems = extra jewel sold (1 Ring = double, 2 = triple, etc.) | | King (3) | Cancels sale of associated gem type; max 1 King per player per sale | | Queen’s Necklace (1) | Protects gems from King effect; King’s owner must pay 50 pounds to Necklace holder | | Banker (2) | +10 pounds per jewel sold in this sale (applies to all your gem types) |
Score pounds after each of the 3 sales. The player with the most total pounds after the third sale wins.
| Phase | Action |
|---|---|
| Influence | Play blue character cards (optional) |
| Purchase | Spend 10 ducats buying displayed cards (minimum 1) |
| Devaluation | Reduce displayed card prices; replace cards; Merchant triggers sale |
| Gem Value | Calculation |
|---|---|
| Selling price | Fashion tile value + Rarity tile value (0-60 pounds) |
| Ring bonus | Multiplies jewels sold (1 Ring = x2, 2 = x3) |
| Banker bonus | +10 pounds per jewel |