Kingdoms Tradition / Ritual in Linebound | World Anvil

Kingdoms

The knight approached the king ready to slay him. Suddenly, a horseman smashed through the window, knocked the knight over, and rode the king to safety.   With the horseman card, Rashani was able to turn the game from a loss into a victory. But only if the dice were with her side with this next move.

History

The card and dice game Kingdoms has it's origins in Darapur around 14-16. The game was made by some school children. Each card was, and still is, hand drawn. As the game spread to more areas additional cards and rules were added. Other cards have seen changes in function as the game spread. The game was designed with two players in mind but can be played with more. It seems that every group that plays has it's own ruleset.   The rules of each card are not written on the card. The card contains only the dice rating and the artwork. The art must be legible so that all players understand which card it is.

Execution

At the start of the game the players roll dice to determine who will take the first turn. In most groups the highest roll goes first. Each player then randomized their entire deck by shuffling. Then each player lays the top five cards of their deck face down in front of them and the next five of the deck to their hand. Any remaining cards are considered that player's reserve.   During their turn a player can take one action. Actions include: Flipping a facedown card faceup, discarding a card from their hand to use a special ability, or attacking. Some cards can be played outside of a player's turn, such as the Tactician. These cards do not require actions when used that way.   When attacking the player declares which card on their board will attack which card on their opponents board. Facedown cards can be attacked, they are flipped faceup when attacked. Then each player rolls dice equal to the card's dice rating. The higher result wins and the losing player discards their card.   Victory is achieved when your opponent has no cards left on the board.

Components and tools

Players need a number of six-sided dice and a deck. The deck must consist of at least twelve cards with no duplicates. The cards and their abilities are listed below. The text in brackets is the dice rating of the card (X indicates a 0).  
  • Archer (1): The Archer is not discarded when it loses while attacking unless against another Archer.
    • Discard: Your opponent rolls one less die on their next die roll.
  • Assassin (1): The Assassin can attack the King even if there are other cards on your opponent's board.
    • Discard: Choose one faceup card on your opponent's board with a dice rating of 0. That card is discarded.
  • Berserker (2): When you use your action to turn the Berserker faceup, it can attack.
    • Discard: You roll one more die on your next attack.
  • Conscript (1): If the Conscript is the only card on your board, you lose.
    • Discard: Put the Conscript onto your board faceup.
  • Diplomat (X): While the Diplomat is faceup, your opponent cannot place additional cards onto their board.
    • Discard: Your opponent cannot attack on their next two turns.
  • General (2): While the General is faceup, once per turn on your turn you can discard a card to attack twice.
    • Discard: When you discard the General you can make two attacks that same turn.
  • Horseman (2): The Horseman can reroll one of its dice when attacking.
    • Discard: Discard only when your opponent is attacking. Put the Horseman onto your board and make it the defender.
  • King (X): The king cannot be attacked unless it is the only card controlled by the player. While the King is faceup, you may discard a card to flip two cards up.
    • Discard: Put another card from your hand onto your board faceup.
  • Knight (3): The knight has no special ability.
    • Discard: Flip up any Conscript on your board. The Conscript on your board gets +1 dice rating.
  • Mercenary (3): The Mercenary can only attack if you move a card from your reserve to your discard.
    • Discard: Move your reserve to your discard. Your opponent must discard their faceup card with the highest die rating.
  • Messenger (X): When you flip the messenger faceup, add a card from your reserve to your hand or put it onto the board faceup. You cannot flip the Messenger faceup until your third turn. If the Messenger is flipped up by battle you get no effect.
    • Discard: Add a card from your reserve to your hand or put it onto the board faceup at the start of your next turn.
  • Prince (1): Increase the Prince's dice rating by one for each of the King, Queen, or Princess in your discard.
    • Discard: Add the Princess from your reserve or discard to your hand.
  • Princess (X): Increase the dice rating of the Princess by one for each of the King, Queen, or Prince in your discard.
    • Discard: Discard when the Queen or Prince would be discarded from your board to prevent it from being discarded.
  • Quartermaster (1): While the Quartermaster is faceup, instead of attacking, you may add a card from your reserve to your hand.
    • Discard: Increase the die rating of one of your faceup cards by 1.
  • Queen (X): While the Queen is faceup, it cannot be attacked while you have other cards on your board. After an action on your turn, you can put the Prince from your reserve onto your board faceup.
    • Discard: You can put the Prince from the discard onto your board faceup.
  • Scout (1): If the Scout is attacked while facedown it is not discarded if it loses.
    • Discard: Flip up one facedown card on your opponents board.
  • Soldier (2): At the start of your turn, if you control the General or the King, return the Soldier from your discard to the board faceup.
    • Discard: Increase the die rating of the King by 2 or any other card by 1.
  • Spy (X): While the Spy is faceup, you may look at one card in your opponent's hand after your action each turn.
    • Discard: You may look at your opponent's reserve.
  • Tactician (1): Whlie the Tactician is faceup, you may reroll any one die from each roll you make. You must accept the new result.
    • Discard: Discard only when your opponent is attacking. They roll one less die and you roll one more.
  Some less common cards include:  
  • Pirate (2): When the Pirate attacks the Ship and wins do not discard the Ship. Gain control of the ship, do not reduce it's power, and discard the Pirate.
    • Discard: Add a random card from your reserve to your hand.
  • Sailor (1): Increase the Sailor's die rating by 1 if you control the Ship.
    • Discard: Flip up any Ship on your board. Increase the die rating of the Ship by 1.
  • Shaman (X): When the Shaman is flipped up, return a card that was defeated in battle from your discard to the board faceup.
    • Discard: Discard only when a card you control is attacked and loses. That card remains on the board.
  • Ship (2): If the Ship would be defeated in battle, instead reduce it's die rating by 1. If the rating becomes 0, discard the Ship.
    • Discard: Put a card from your hand onto the board faceup.

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