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DUELING NOBLES - Reference Sheet and Game Overview Overview Dueling Nobles is a CCG-style battle game for two

players that can be played with a regular deck of cards. Players must try to eliminate all their opponent's nobles (Kings, Queens and Knaves) from their Courtyard by using clever tactics, resource management, diplomacy, and cunning combat. This reference sheet tweaks the existing rules on one minor point, and incorporates new terminology to make the game more thematic, and will likely serve best alongside the official rules. Equipment needed deck of regular playing cards (without jokers) one dozen counters (wound markers) two dozen coins (gold) four D6s (combat dice) half a dozen D20s (strength dice) - optional Setup 1. Divide the cards into two separate decks: a Noble deck (Jacks/Queens/Kings) and a Cunning deck (number cards 1-10) 2. Give six random cards from the Noble deck to each player, each player selects three for their Courtyard, the discarded cards are shuffled together to form the Noble deck. 3. Give six random cards from the Cunning deck to each player. Turn order 1. Command phase a) Diplomacy (Discard suit ability: Healer, Counselor, Thief or Spy) b) Arming (add one Weapon: 2s,3s) 2. Income phase a) Production (1 gold per turn) b) Invention (3 gold for 3 discarded cards of the same suit) c) Taxation (King ability: 1 gold for 1 wound) 3. Supply phase a) Bribe: buy cunning card - cost of 1 gold per card (limit of three per turn) b) Recruit: recruit noble - cost of 5 gold per noble 4. Duel phase a) Challenge: announce attacking/defending nobles (Parry: defender can change target for 2 gold) b) Combat: card value + weapons + dice roll + cunning (attacker then defender) + adrenaline (+2 same suit bonus) c) Post-combat: issue reward (1 gold to winner) or damage (1 wound to loser, or tie) Noble deck (knaves, queens, kings) Knave: 11 strength, 2 wounds (Bravery: 2 cunning cards in combat) Queen: 12 strength, 2 wounds (Chivalry: +3 combat bonus for each other noble in courtyard) King: 13 strength, 3 wounds (Leadership: 2 dice in combat; Taxation: 1 gold for 1 wound in Command phase) Cunning deck (number cards 1-10) for Combat Ace: Critical hit for automatic win (play during Combat phase) 1-10: One-time strength boost in combat (play during Combat phase) NB: +2 Adrenaline for same-suit 2,3: Permanent strength boost in combat = Weapon (play during Command phase) for Diplomacy suit: Discard a suit to activate Diplomacy (play during Command phase, once per suit per game) for Income 3x suit: Invention: Discard three of the same suit to produce three gold (play during Income phase) Diplomacy = Suit Abilities (discard during Command phase, limit of one of each suit per game) Heart = Healer: Heal 1 wound Diamond = Counselor: Draw 3 cunning cards (condition: must have less nobles than opponent) Club = Thief: Take any cunning card from discard pile Spade = Spy: Look at opponent's hand Combat resolution 1. Initial Noble strength = 2. Modified Noble strength = 3. Final Noble strength = noble card value + weapons (Queen: Chivalry bonus of +3 for each other noble) + dice roll (King: Leadership bonus of second die roll) + cunning cards + adrenaline (Knave: Bravery bonus of second cunning card) (Attacker plays cunning card before Defender)

Post-combat Winner: 1 gold Loser: 1 wound Tie: 1 wound (each player) Producing gold Production Invention Taxation Combat Reward Spending gold Bribe: Recruit: Parry: (1 gold) during Income Phase (3 extra gold for three discarded cards of the same suit) during Income Phase (1 gold for 1 wound on king) during Income Phase (1 gold) during Duel Phase cost of 1 gold per cunning card (in Supply phase, limit of 3) cost of 5 gold per noble (in Supply phase) cost of 2 gold to change defending noble (in Duel phase, challenge)

Beginner tip: Ignore the Diplomacy abilities until the basic flow of the game has been mastered. Revised terminology Cunning deck: number cards 1-10 Noble deck: knaves, queens, kings Gold: resources Command phase: Beginning of Turn Actions Income phase: Generate Resources Supply phase: Spend Resources Bravery: Knave's ability to use 2 cunning cards in combat Chivalry: Queen's ability to get +3 combat bonus for each other noble in courtyard Leadership: King's ability to use 2 dice in combat Arming (Command phase): add weapons = +2 and +3 permanent strength boosters Diplomacy (Command phase): use the special suit abilities by discarding a card Healer (Diplomacy action): heal 1 wound by discarding a Heart during Command phase Counselor (Diplomacy action): draw three cunning cards by discarding a Diamond during Command phase Thief (Diplomacy action): steal a cunning card from discard pile by discarding a Club during Command phase Spy (Diplomacy action): look at opponent's hand by discarding a Spade during Command phase Production: earn one gold per turn during Income phase Invention: earn three extra gold for three discarded cards of the same suit during Income phase Taxation: earn one gold in exchange for one wound to a king during Income phase Bribe: buy cunning card for 1 gold during Supply phase Recruit: buy noble for 5 gold during Supply phase Weapon: the +2 and +3 permanent strength boosters for combat Parry: defender changes target defender at a cost of two gold in Duel phase (challenge) Critical hit: automatically winning blow with the Ace cunning card in Duel phase (combat) Adrenaline: +2 bonus when cunning cards are the same suit as the noble in Duel phase (combat) Other changes Aside from terminology, the reference above contains one other small change to the original rules. In the official rules, the King's ability to gain a gold at a cost of a wound (in my terminology: "Taxation") falls in the first phase of the game. I have placed this in the second phase of the game. The only difference that this change makes to game-play is that you don't have the opportunity to immediately discard a Heart to heal the wound created by Taxation , because discarding (Diplomacy) is a first phase action. The advantage of moving the king's ability to the second phase is that it puts all the actions of generating income in the same phase.

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