The new King has died, and he only lasted a year on the throne! Not a long life for a King. Now , ve new factions have
joined the power struggle to win the throne. Will you try to favour the Gnomes, assuming you can protect them from the
stomping giants? Will you use the wisdom of the Seers? C an you tempt the shy T rolls into joining your cause? Or will you
rely on the power of the Dragons? Choose your favour carefully and claim the throne!
Components
52 cards - in 5 F actions:
13 Gnomes (3x 1, 3x 3, 3x 5, 3x 7, 1x 9)
9 Giants (2x 1, 2x 3, 2x 5, 2x 7, 1x 9)
10 Dragons numbered 0-9
10 T rolls numbered 0-9
10 Seers numbered 0-9
2 overview cards
Set up
Shufe all cards and place them in a face-down deck in the middle of the table.
Deal each player 13 cards. Each player takes their cards into their hand without showing these to the other player .
Game o verview
The game is played in two distinct phases. In Phase One, each player gets a hand of cards that they will use to recruit fol-
lowers. In Phase T wo, they will use the followers they gained in Phase One to compete and win over the ve factions of the
realms. At the end of the game the player who has the majority of followers of a faction wins that faction’s vote. The player
who wins the vote of at least three factions wins the game!
Phase One: Recruit foll owers
This phase consists of thirteen tricks, one for each card in each player’s hand. The Leader for each trick is the player
who won the last trick (exception: Dragons). The rst Leader of the game is the youngest player . Each trick is played by
following these three steps:
Reveal one card
Flip the top card from the deck in the middle of the table and place it between both players. The players will be compe-
ting for this card.
Play cards
1. The Leader plays any single card from his hand.
Note: He can choose a card of any faction, this doesn’t have to be a card of the faction the players are competing for .
2. Then the other player plays any single card from their hand.
Important: If able, the other player must follow faction. Which means, if this player has a card in their hand of the
faction of the card just played then it must be played. In other words, a player can only play a card of a different
faction if no card in their hand matches the faction of the one played by the Leader .
Collect cards
1. The player that played the highest valued card (0 is the lowest, 9 the highest) of the faction played by the Leader wins
the card in the middle. In case of a tie, the Leader wins the trick.
Note: If the second player played a card of another faction than the Leader automatically wins the trick.
2. The winner places their won card face-down in their F ollower deck (exception: Seer). The loser takes a card from the
top of the deck in the middle and places it face-down in their F ollower deck. This player may look at the card, but is not
allowed to show it to the other player .
Note: C ards in your F ollower deck will be your hand for Phase T wo.
3. Discard all (remaining) cards played.
Important: Be sure to keep your Score pile face-up and your F ollower deck face-down to keep them separated.
Continue until the deck is depleted and the players are out of cards in their hand.
Now the game moves onto Phase T wo.
Phase Tw o: Gather s upporters
Both players take the 13 F ollower cards they gained during Phase One into their hand. Now , players will play another
13 tricks. However , instead of competing for particular cards in the middle, this time players compete for both cards
played each trick. Each trick is played by following these two steps:
Play cards
1. The leader plays any single card from their hand.
2. Then the other player plays any single card from their hand.
Important: The rules regarding following faction are still in effect!
Collect cards
1. Determine the winner like in Phase One.
2. The winner of the trick places both played cards face-up in their Score pile, unless a faction power (T rolls, Gnomes)
is in effect.
3. If either player has played a Giant card, the player winning the trick may discard one opponent’s won Gnome card for
each Giant in this trick with the same value.
After all players have played all cards from their hand, all factions are scored.
End of the game & S co ring
The players count how many cards of each faction they have in their Score pile. Whoever has the most cards of a faction
wins that faction’s vote. If there is a tie, whoever has the highest numbered card of that faction wins the vote. If a tie
still exists check who has the second highest numbered card of that faction, and so on.
The player who wins the vote of the most factions wins the game. In case of a tie for the most factions the player with
the most cards of factions which voted for him, wins the game.
F a ction’s special powers
Each faction has a special power that effects play . They are as follows:
Gnomes
If you win a Gnome in a trick in Phase T wo, you must place it face-up in front of you instead of placing it into
your score pile. At the end of the game any Gnomes still laying in front of you are placed into your score pile.
Giants
If you win a trick in Phase T wo, each Giant won in this trick may smash one opponent’s Gnome of the same
value. Discard the smashed Gnome. It won’t be scored and at the end of the game.
Example 1: Player A plays a Giant 3. Player B plays a Giant 5. Player B wins the trick and may smash a Gno-
me 3 and a Gnome 5 of Player A. Player A has two Gnome 3 cards and one Gnome 7 card in front of him. He
discards one Gnome 3.
Example 2: Player A plays a Giant 1. Player B cannot follow faction and plays a T roll 4. Player A wins the
trick and may smash a Gnome 1 of player B.
Example 3: Player A plays a Dragon 4. Player B cannot follow faction and plays Giant 3. Player A wins the
trick and may smash a Gnome 3 of player B.
Note: If a player doesn’t have a Gnome with the same value, the won Giant is placed on the winner’s score
pile without any consequences. This Giant won’t smash any Gnomes this game.
Dragons
The last player to play a dragon in a trick will be the leader for the next trick regardless of its value or whether
the player followed faction. The winner still takes the card(s) as usual.
Example 1: Player A plays a Dragon 7. Player B plays a Dragon 3. Player A wins the trick, but Player B will be
the leader for the next trick.
Example 2: Player A plays a Giant 5. Player B plays a Dragon 4. Player A wins the trick, but player B will be
the leader for the next trick.
Troll s
In Phase T wo players can only collect 1 T roll into their score pile at a time. If two T rolls are played, the winner of
the trick only takes the higher valued T roll and leave the other set aside for the winner of the next trick. If multiple
tricks of T rolls are played in a row , it is possible that multiple T rolls can be set aside waiting to be taken. If there
are multiple T rolls, the winner will always take the highest value, even if that one was previously set aside and
not played in the trick. When the nal trick of the game is played, that player will take any T roll cards.
Seers
If you win a trick in Phase One while playing a Seer , you may peek at the top card of the deck and decide whether
you take the top card or the face-up card. If you take the top card your opponent takes the face-up card, otherwise
he’ll get the top card as usual.