The Imposter Kings is an independent game designed by Sina Yeganeh with art by Michael Hirshon. Have a rules question? Join our community on Discord.
The basics
How to Play
These rules are the same in every mode. Each mode below adds its own setup and scoring.
The goal
The kingdom has been overrun by Imposter Kings, and only one can claim the Throne. A match is played over several rounds. In each round, players take turns playing cards to the Throne. The last player still able to play wins the round. Winning rounds earns points, and the first player (or team) to reach 7 points wins the match.
The Court and the Throne
Every card played during a round goes to the Court. Lay them out in a row so everyone can see what has been played. The most recent card in the Court is on the Throne.
The most basic rule: the card you play must have an equal or higher value than the card on the Throne. Many cards break this rule. For example, the Elder can be played on any Royalty, and the Oathbound can be played on a higher card. When a card disagrees with these rules, the card wins.
Each card has a name, a value (the big number), and an ability. When you play a card to the Throne, its ability happens. If the ability says "may", you choose whether to use it. Otherwise it is mandatory. Words in bold on a card are keywords.
A card's base value is the number printed on it. Its value can change during the round (for example, the Soldier gains +2 value). Some abilities check the base value, others check the current value.
Your King and Successor
Every player has a King, and one player has the True King. The True King decides who goes first each round. After each round, the player who lost the round (or lost first, in games with more players) takes the True King.
Before play begins, each player chooses one card from their hand as their Successor and places it face down next to their King. Many cards reward guessing what is in an opponent's hand. Your Successor is safely hidden from all of them.
Once per round, instead of playing a card, you may flip your King as your turn: Disgrace the card on the Throne and take your Successor into your hand. Flipping your King keeps you in the round, but it costs you a bonus point if you win.
On your turn
This is not a memory game. You may always look at the Court, count the cards in each player's hand, and look at your own Successor. You may also look again at information you learned earlier, as long as it can't have changed since (for example, an opponent's Successor you saw with the Spy).
Reactions
Cards with Reaction, like the Assassin and the King's Hand, are used from your hand outside the normal turn order, when something on the card happens. The card says what triggers it.
- When a trigger happens, players declare reactions in turn order, starting with the next player and ending with the player who caused the trigger.
- You may react to a reaction. The same process starts again from the next player.
- Each player may only react once to each trigger.
Winning a round and the match
A player loses the round when they can't take a turn, or when they are assassinated by the Assassin. When only one player (or team) is left, they win the round and score points. Scoring is different in each mode, so it is listed with each mode below.
Play rounds until a player or team has 7 or more points. If more than one reaches 7 at the same time, the highest score wins. If they are still tied, whoever won the final round wins the match.
Two players
2 Player Base Game
The standard game for two players, with the cards in The Imposter Kings box. Playable online at play.theimposterkings.com.
Learn to play
For your first game, we recommend this smaller version. It plays quickly and teaches the flow of a round. If you have more than two players, it's still a good place to start, and it's fun to watch.
Quickplay setup
- Make a deck of these 14 cards: Queen, Princess, Fool, Sentry, Warlord, Mystic, 2 Oathbound, 2 Soldiers, 2 Inquisitors, and 2 Elders.
- Place the Assassin face up beside the play area. This is the Accused card: it is out of this round, and everyone can see it isn't in anyone's hand.
- Give each player a random King, making sure one of them is the True King.
- Shuffle and deal 7 cards to each player. Place your King face up in front of you.
- The True King chooses who goes first. Rotate that player's King to show it.
- Each player places a Successor face down next to their King. For your first round, try a Soldier (value 5) or higher.
Now play, following On your turn. The two keywords you'll meet are Disgrace and Antechamber. The winner of each round gets 1 point, and the loser takes the True King. Play a few rounds until it feels natural.
Tips for your first round: the Elder (value 3) can be played on the Queen or Princess (both value 9). The Oathbound can be played on a higher card, but only if you can play another card right after. In a two-player game, a correct guess with the Inquisitor makes your opponent play the named card to their Antechamber, so they must play it on their next turn. It's a strong opening move, but they still get to use that card's ability.
Adding the Assassin
Once you're comfortable, shuffle the Assassin into the deck. After dealing 7 cards to each player, the one card left over becomes the Accused card.
The Assassin makes any player who flips their King lose the round, so be careful about flipping if you don't hold her: your opponent probably does. Use the Inquisitor to flush her out of a hand, or the Mystic to cancel her ability (by naming 2). If you hold the Assassin, you can hide her as your Successor to keep her safe from the Inquisitor.
Adding the King's Hand
After a few games with the Assassin, shuffle in the King's Hand too. After dealing 7 cards each, flip one of the two remaining cards face up as the Accused card. The other stays face down and is not used this round.
The King's Hand (value 8) is a Reaction: when another player chooses to use a card's ability, you can play it to prevent that ability. Both cards are then Condemned.
For example, your opponent plays the Fool and chooses a card to take. You react with the King's Hand. The Fool is Condemned, so it is removed from the round and your opponent's turn ends. On your turn you must remove your Condemned King's Hand from the round. Then it's your opponent's turn again, as if the Fool had never been played.
Setup
The full two-player game uses an 18-card deck, deals 8 cards to each player, and adds the Assassin, King's Hand, Judge and Zealot.
Deck (18 cards): Queen, Princess, King's Hand, Sentry, Warlord, Mystic, 2 Oathbound, 2 Soldiers, 2 Inquisitors, Zealot, Assassin, Judge, 2 Elders, and Fool. See all decklists.
For the first round, give each player a random King, making sure one is the True King. After that, whoever lost the previous round gets the True King.
Each round
- Deal. Shuffle and deal 8 cards to each player. Two cards are left over.
- Accuse. Flip one leftover card face up. This is the Accused card: it is out of the round, and both players know it isn't in either hand. The other leftover card stays face down, unseen, and is not used this round.
- First player. The True King chooses who goes first. Rotate that player's King to show it.
- Mulligan. Either player may call a mulligan, the first player deciding first (see below).
- Successor and Dungeon. Each player places a Successor face down next to their King, and puts one card face down next to the Accused card. That card is your Dungeon card, and it is out of the round.
- Play. The first player may play any card. Take turns until one player can't play.
Mulligans
If you're unhappy with your hand, you may call a mulligan after the True King has chosen who goes first. The round ends as if it was never played, and the cards are dealt again. Each player gets one free mulligan per match. If you mulligan again, you take the True King for the next deal, but your opponent gains 2 points.
The first player decides first. They can call a mulligan any time until they place their Successor and Dungeon card; once they do, they're locked in. The second player may wait to see whether the first player mulligans, and has the right to hold off placing their own Successor and Dungeon until the first player has locked in. (Usually both players just place them at the same time.)
Scoring
The expansion
2 Player Fragments of Nersetti
New cards, the Army, and new Kings. Playable online at play.theimposterkings.com.
Builds on the base game. Everything in the 2 Player Base Game still applies unless a section below changes it. Scoring is the same.
The expansion adds a lot. We recommend learning it one step at a time, in this order: the Immortal, the Army, Signature Cards, then Facets of the King. If you'd rather dive straight in, jump to the full rules.
Step 1: The Immortal
A new member of the Court. As long as she is in Court (and not Disgraced or removed), the Immortal empowers the Warlord and weakens the Royalty and Elders: the Immortal and Warlord gain Royalty, while the Queen, Princess and Elders lose 1 value and are Muted. She is also Steadfast, so she can't be Muted or have her value lowered by other cards.
- Add the Immortal and a Warden (from the base game box, where it's used for 3 and 4 players) to the 18-card deck, for 20 cards.
- Deal 9 cards to each player instead of 8.
- Otherwise, play as normal.
Show the turn rules
The Immortal doesn't change the turn rules. It changes card values while it's in Court.
Step 2: The Army
Your Army is a small deck of cards you build at the start of the match and draw on before each round. With the Army there are many new ways to save a weak hand, so there are no more mulligans.
Setup
- Set up as for the Immortal above.
- Each player starts the match with an Army of the five Army cards (Elder, Inquisitor, Soldier, Judge and Oathbound), plus the Aegis for this step: 6 cards.
- Each player has an Exhaust zone for face-up Army cards that are no longer available.
The Mustering Phase
Each round, after the True King chooses who goes first, there is a Mustering Phase. The player going second musters first, then the player going first. When you muster, you may take these actions as many times as you like, in any order:
Then place your Successor and Dungeon card and play as normal. At the end of the round, every Army card taken into a hand this round (Recruited or Rallied) is Exhausted.
Show the turn rules
Army cards you Recruit or Rally are played like any other card.
Step 3: Signature Cards
Signature Cards let you customize your Army with powerful cards. This step brings the biggest changes, so get comfortable with the Immortal and the Army first.
- Each player starts with an Army of the five Army cards: Elder, Inquisitor, Soldier, Judge and Oathbound. No Aegis this time.
- Each player secretly chooses 3 of the 9 Signature Cards for the whole match: Flag Bearer, Stranger, Aegis, Nakturn, Ancestor, Informant, Lockshift, Conspiracist, and Exile.
- Both players reveal their choices at the same time and add them to their Army, for 8 cards each.
For your first game, we recommend the Exile, Aegis and Ancestor. Then play with the Immortal and Army rules. Signature Cards bring new keywords: Rally, Recall, Muted and Steadfast, and they refer to your Dungeon card.
Step 4: Facets of the King
Once you've played a few games with Signature Cards, add the two new Kings. They make the game more complex, but give you more ways to shape your hand.
During your Mustering Phase you may now also choose a new King, in any order with your other mustering actions. Place the new King over your current one. If you hold the True King, use the True King side of your new King. Both players may choose the same King.
- The Master Tactician places a Squire face down next to the Successor, giving more options when the King is flipped.
- The Charismatic Leader reveals the Successor once the round starts, but can trade it for an Army card when the King is flipped.
Full rules
All the changes to the 2 Player Base Game, in one place.
When the match starts
- Add the Immortal and Warden to the 18-card deck to make a 20-card deck.
- Each player starts with an Army of the five Army cards: Elder, Inquisitor, Soldier, Judge and Oathbound.
- Decide who starts with the True King (randomly, or however you like).
- Each player secretly chooses 3 Signature Cards, then both reveal them at the same time and add them to their Army.
Each round
- Deal 9 cards to each player. Flip one leftover card as the Accused card; the other stays face down and unused.
- The True King chooses who goes first. There are no mulligans.
- Mustering Phase: the player going second musters first, then the other player. Each may Recruit, Recommission and choose a new King, as many times as they like, in any order.
Show the mustering actions
You may also choose a new King during the Mustering Phase: place it over your current one.
- Each player places their Successor (and Squire, with the Master Tactician) and their Dungeon card.
- Play as normal.
Show the turn rules
- At the end of the round, score points. Every Army card taken this round (Recruited or Rallied) is Exhausted.
Show the scoring
More players
3 & 4 Players
Cutthroat is a free-for-all for three players, and 2v2 is a team game for four. Each has a base game version and a Fragments of Nersetti version (with Mercenaries).
Not online yet. The 3 and 4 player modes are tabletop only for now. The online game supports the 2 Player Base Game and 2 Player Fragments of Nersetti.
| Mode | Deck | Deal | Before play | Mulligans |
|---|---|---|---|---|
| Cutthroat (3P base) | 25 | 8 each | Reveal 3, then exchange | None |
| Cutthroat Mercenaries (3P FoN) | 25 | 8 each | Bid 3, then muster | None |
| 2v2 (4P base) | 29 | 7 each | Reveal 3 + 1 for partner, trade | 1 free per team |
| 2v2 Mercenaries (4P FoN) | 29 | 7 each | Bid 3 + 1, muster, trade | None |
Rules for every 3 and 4 player game
- Direction of play. The True King chooses who goes first and the direction of play. Rotate that player's King toward the direction of play: to the left for clockwise, to the right for counterclockwise.
- True King. After each round, the player who lost first takes the True King.
- Knocked out. A player who loses the round places their cards face down in front of them. Nobody may look at them, and they are out of play for the round.
- Table talk. When playing competitively, players may not tell others what is in their hand, or speculate about what anyone else has. In casual games, agree before you start on how much talk is allowed.
Cutthroat (3 players, base game)
A tight free-for-all. You'll learn much more about each opponent's hand, and have more tools to change your own. Second place also scores, so it's always better to knock someone out.
Deck (25 cards): Queen, Princess, King's Hand, Sentry, Warlord, Mystic, 2 Oathbound, 2 Soldiers, 2 Inquisitors, Zealot, Assassin, 2 Judges, 2 Elders, Fool, Herald, 2 Executioners, Spy, and 2 Wardens.
Each round
- Deal 8 cards to each player. Flip the last card face up as the Accused card. Everyone places their King face up.
- Reveal. Each player places 2 cards from their hand face down in front of them. When everyone is ready, reveal them at the same time. Then each player places a third card face down, and these are revealed together too. You get to see your opponents' first two cards before choosing your third.
- Exchange. The player who revealed the highest-value card takes one of any opponent's revealed cards and places it with their own revealed cards (so everyone can see which card was taken). The player who lost a card then takes one from the third player. Finally, the third player takes one of the original revealed cards from the player who started the exchange. If players tie for the highest card, the True King decides who goes first among them.
- The True King chooses who goes first and the direction of play. Everyone takes their revealed cards back into their hand.
- Each player places a Successor and a Dungeon card. There are no mulligans.
- Play until only one player is left.
The Assassin in Cutthroat
If you knock out a player with the Assassin, look at that player's hand and Successor and add your Assassin to them. Shuffle them, then secretly choose one of those cards to put back in your hand. It can be the Assassin again. The rest are removed from the round face down as usual.
Scoring
Cutthroat Mercenaries (3 players, Fragments of Nersetti)
The expansion changes three-player a lot. Mercenaries are Signature Cards that any player can Recruit or Rally for a single round. The Bard is a new card that refills your Army when played on a card with a base value of 3 or 4.
Deck (25 cards): Fool, Assassin, 2 Elders, Zealot, 2 Inquisitors, Executioner, 2 Bards, 2 Soldiers, Judge, 2 Oathbound, Herald, Immortal, Mystic, Warlord, Warden, King's Hand, Sentry, Spy, Princess, and Queen.
Setup
- Each player has an Army of the five Army cards (Elder, Inquisitor, Soldier, Judge, Oathbound) and a King with both facets (Master Tactician and Charismatic Leader). Choose one player at random to take the True King.
- Make a Mercenary deck with one copy of each of the 9 Signature Cards.
Each round
- Shuffle the Mercenary deck and deal 5 cards face up to the Mercenary area.
- Shuffle the main deck and deal 8 cards to each player. The last card is the Accused card.
- Bid. Each player places 3 cards from their hand face down. When everyone is ready, reveal them and say out loud the total value of your 3 cards. That's your bid.
- The highest bid wins and may swap any of their revealed cards for any Mercenary cards, for free. If bids tie, the True King decides who wins.
- The True King chooses who goes first and the direction of play.
- Mustering Phase. Starting with the player going last and going in reverse turn order, each player may take these actions as many times as they like:
- Take your cards back into your hand, then place your Successor and Dungeon card and play as normal.
Show the turn rules
With 3 or 4 players, turns follow the direction of play chosen by the True King. Players who have lost the round are skipped, and play continues until only one player is left.
- After the round, return all Signature Cards to the Mercenary deck. Score points, then the player who lost first takes the True King.
Recruiting a Mercenary always Exhausts a card from your Army; recruiting from your own Army doesn't. Either way, you can only swap out the 3 cards you revealed for the bid.
The Assassin works the same as in Cutthroat. Scoring is also the same, so the winner can score up to 4 points.
Show the scoring
2v2 (4 players, base game)
Two teams of two, with partners sitting across from each other. It's a true test of strategy: you manage your own hand and your partner's. Cards can hurt your teammate if you're not careful, but they can also save them. If either partner loses, the team loses.
Deck (29 cards): Queen, Princess, 2 King's Hands, Sentry, Warlord, Mystic, 2 Oathbound, 2 Soldiers, 2 Inquisitors, 2 Zealots, 2 Assassins, 2 Judges, 2 Elders, 2 Fools, Herald, 2 Executioners, Spy, and 2 Wardens.
You may not tell your partner what's in your hand. How strictly to enforce that is up to your group. We like light banter without signals, but agree on what's acceptable before you start.
Each round
- Deal 7 cards to each player. Flip the last card face up as the Accused card. Everyone places their King face up.
- Reveal 3. Each player places 3 cards face down. When everyone is ready, reveal them at the same time. Everyone can see these, so they're a way to show your partner what you have.
- One for your partner. Each player places a fourth card face down, apart from the others. When everyone is ready, you may look at your partner's fourth card.
- The True King chooses who goes first and the direction of play.
- Take a card. Starting with the first player and following turn order, each player takes one card from their partner's four cards. You can't take back a card your partner already took from you. Then everyone takes their cards back into their hand.
- Mulligan. Any player may say "Mulligan" out loud, without discussing it with their partner. The round ends as if it wasn't played. Each team gets one free mulligan per match. After that, the player who calls it takes the True King for the next deal, and the other team gains 2 points. As in two-player, the first player decides first and the others follow in turn order: each player can mulligan until they place their Successor, and may wait for the players before them to lock in.
- Successor. Each player places a Successor. Once both partners have, they may secretly look at each other's Successor.
- Trade. Each player may place up to 2 cards face down to trade with their partner, without talking about it. If partners put out a different number of cards, try again to match. If you can't, no cards are traded.
- Dungeon. Each player places a Dungeon card, then play begins.
Cards affect your partner too. The Inquisitor can make your partner play a card to their Antechamber, since it affects all other players. The Executioner affects every player, including yourself. Use this to your advantage!
Scoring
- The winning team scores 1 point,
- +1 if either teammate's King is still face up, and/or
- +1 if either opponent still has cards in their hand or a Successor.
2v2 Mercenaries (4 players, Fragments of Nersetti)
Builds on Cutthroat Mercenaries, with partners. The ultimate test for you and your teammate.
Deck (29 cards): 2 Fools, 2 Assassins, 2 Elders, Zealot, 2 Inquisitors, 2 Executioners, 2 Bards, 2 Soldiers, Judge, Arbiter, 2 Oathbound, Herald, Immortal, Mystic, Warlord, Warden, King's Hand, Sentry, Spy, Princess, and Queen.
Setup
- Each player has an Army of the five Army cards and a King with both facets. Decide who starts with the True King.
- Make a Mercenary deck with one copy of each of the 9 Signature Cards.
Each round
- Shuffle the Mercenary deck and deal 5 cards face up to the Mercenary area.
- Shuffle the main deck and deal 7 cards to each player. The last card is the Accused card.
- Bid. Each player places 3 cards face down for the bid, plus 1 more face down card apart from them. This extra card may be added to your bid, and your partner will get to see it.
- Reveal the 3 bid cards and say your totals out loud. Then, within a set time (we use 5 seconds), anyone may reveal their extra card to raise their bid and announce the new total. Each time someone does, the timer restarts. Bidding ends when nobody reveals within the time, or there are no extra cards left.
- After the bid, you may look at your partner's extra card.
- The highest bid may swap any of their revealed cards for any Mercenary cards, for free. If bids tie, the True King decides.
- The True King chooses who goes first and the direction of play.
- Mustering Phase, in reverse turn order, using your 3 original bid cards. Each player may take these actions as many times as they like. When you Recommission, you may return a card to your partner's Army instead of your own.
Show the mustering actions
- Successor. Everyone places a Successor. Once both partners have, they may look at each other's Successor.
- Trade. Each team may trade up to 2 cards secretly, as in 2v2.
- Dungeon. Each player places a Dungeon card, then play begins. There are no mulligans.
- After the round, return all Signature Cards to the Mercenary deck. Score points, then the player who lost first takes the True King.
Part of the game is reading the mechanics to work out what your partner holds (a bit like Bridge), so the no-talking rule matters even more here.
Scoring
- The winning team scores 1 point, plus +1 for each face-up King on their team.
- There are no bonus points for cards left in opponents' hands.
Other ways to play
Variants
Two-player variants for experienced players.
2 Player Living Ruleset
The current recommended way to play two-player, updated as the game evolves. In the online game it's called Classic.
The full Living Ruleset is coming soon. In the meantime, ask on Discord.
Tournament Mode
An advanced set of rules for competitive play, using 2 Player Fragments of Nersetti. Instead of choosing all of their Signature Cards, players draft from a random pool. This adds variety and pushes players to stretch their skills and their Army.
- Each player secretly chooses 1 Signature Card. Reveal them at the same time.
- Make a draft deck with one copy of every Signature Card except the ones chosen. (If both players chose the same card, just remove that one.)
- Shuffle the draft deck and deal 5 cards face up.
- The player without the True King chooses whether to pick first or second.
- The first player picks 1 card, the second player picks 2, then the first player picks 1 more.
- Each player now has 3 Signature Cards (1 chosen, 2 drafted). Discard the leftover card with the rest of the Signature Cards, add yours to your Army, and play as normal.
Show the turn rules
Tournament rules may change over time. The latest version is always here and on Discord.
House rules
Like the base game, the expansion is flexible. Some ideas to try:
- Swap the Kickstarter cards (Impersonator, Elocutionist and Oracle) in for any card, ideally one of the same value, or use them as Signature Cards.
- Draft everything, with no chosen Signature Card.
- Draft from the whole pool instead of 5 cards.
- Skip the draft and give each player 3 random Signature Cards.
Find what you like best, and please share it with us on Discord!
General
What can I look at during a round?
This isn't a memory game. You may look at the Court, count the cards in each player's hand, and look at your own Successor. You may also look again at information you learned earlier, as long as it can't have changed. For example, if you used the Spy to see an opponent's Successor and it hasn't changed, you may look at it again.
What if more than one player wants to use a Reaction?
After a card triggers a Reaction, players declare reactions in turn order, starting with the next player and ending with the player who caused the trigger. If someone reacts, the same process starts again from the player after them, ending with the player who reacted. You may react to a Reaction, but you can only react to each trigger once.
What if a card is affected by several things that change its value?
This is rare, but here's how it works:
- Effects that set a value beat effects that add or subtract. If more than one effect sets the value, use the most recent one.
- All additions and subtractions are combined.
For example, a Mystic names 3 while the Immortal is in Court. In your hand, an Elder has a value of 2 (the Immortal gives it -1). Once played, the Mystic sets its value to 3, which overrides the -1, so the Elder is a 3 in Court.
When exactly does the King's Hand prevent an ability?
After the target of the ability has been chosen. Here's the timing for each card:
| Card | The King's Hand reacts… |
|---|---|
| Princess | After her owner chooses a player, before the cards are swapped |
| Sentry | After choosing to exchange, before showing the card to exchange |
| Spy | After choosing to Disgrace it, before looking at Successors |
| Mystic | After choosing the number |
| Warden | After choosing to exchange, before showing the card to exchange |
| Herald | Before the ability is used |
| Soldier | After saying a card name |
| Judge | After choosing an opponent and saying a card name, before they reveal anything |
| Inquisitor | After saying a card name, before anyone confirms having it |
| Executioner | After saying a number, before anyone confirms having it |
| Assassin | After the Assassin is revealed |
| Fool | After choosing the card to take into their hand |
Can I use the King's Hand on a card that isn't targeting me?
Yes. You can react with the King's Hand whenever its trigger happens: another player chooses to use a card's ability.
Can I use the King's Hand on a King?
No. The King's Hand only works on cards that are played, when their owner chooses to use an ability. A King isn't played, and flipping it isn't a choice to use an ability (you can't flip your King and decline its effect).
Can I flip my King if the card on the Throne is already Disgraced?
Yes. In that case you just take your Successor.
I flipped my King but was assassinated with no cards in hand. Does my opponent get the bonus point for cards I had left?
Yes. The Assassin stops your King's power, so you never took your Successor, and it still counts. The bonus point is for an opponent who could still have played: anyone with cards in their hand or a Successor.
What do I do with the Oracle, Impersonator and Elocutionist?
These Kickstarter reward cards aren't in any standard deck. They were a bonus to thank our Kickstarter backers, and were designed by community members. Use them however you like: they can replace any card. We recommend swapping each one in for a card of the same value, but feel free to get creative and build your own decks. Share any good ones on Discord!
Base game cards
Can the King's Hand stop the Queen?
No. The Queen's ability is mandatory, and the King's Hand can only stop a card when its owner chooses to use its ability.
Can the King's Hand stop the Princess?
Yes, but only if her owner chooses to use her ability.
Can I use the Princess's ability if I have no cards in hand, or my opponent has none?
No. You can only choose a valid player (one with cards in their hand), and only if you have a card in your hand to swap. You can always play the Princess without using her ability.
Can I target myself or my partner with the Spy?
Yes. You may use the Spy's ability on any player.
If I use the Mystic on 8, can my opponent still play their 8 on cards higher than 3?
Yes. The Mystic only makes a card's value 3 once it's on the Throne.
Does the Mystic affect cards everywhere?
Yes. But many cards refer to base value, which the Mystic doesn't change.
Can I play the Warlord on a Royalty card?
No. In your hand it has a value of 8, so you can't play it on a 9. Once played, it has a value of 9.
If there's a Royalty in the Court, can I play the Warlord on an 8?
Yes. It has a value of 8 in your hand, so you can play it normally, and it becomes a 9 once played.
Does the Warlord count Disgraced Royalty?
No. Disgraced cards are effectively removed from the round.
Does the Warden count itself toward its four face-up cards?
Yes. You play the card, then use its ability.
Does the card I play with the Oathbound use its ability?
Yes. It's played just like any other card.
Does the Oathbound's ability work when played from the Antechamber?
No. Cards played from the Antechamber ignore values, so the Oathbound isn't being played on a higher card, and its ability doesn't happen.
Can I play the Oathbound as my last card on a 7 or higher?
No. To play it on a higher card, you must play another card afterwards. If the Oathbound is your only card, you can't.
What does the Herald mean by "shuffle your Successor into your hand"?
Return your Successor to your hand, and make it impossible for other players to know which card was your Successor. Then place a new Successor.
With the Herald, can I put the same card back as my Successor?
Yes.
Does the card I play to take the Herald back use its ability?
Yes. It's played just like any other card.
Does the Herald work from the Antechamber?
No. Played from the Antechamber, the Herald is just a 6.
Can I use the Herald after I've flipped my King?
No. The Herald's ability needs your Successor. Without one, the Herald is just a 6.
Can the Soldier Disgrace itself?
Yes. Depending on the turn order, that's sometimes the best play.
If several opponents have the named card, does the Soldier gain +2 for each?
No. It only gains +2 once.
Why would I play the Judge?
A correct guess lets you play a card to your Antechamber, which you then play on your next turn ignoring values. Use it to play a card you normally couldn't.
Does the Inquisitor affect my partner in 2v2?
Yes. That can help your partner, or hurt them.
Does the Executioner affect the player who played it?
Yes. It says "All players".
Can I use the Assassin from my Antechamber?
No. The Assassin's ability only works from your hand.
If I have two Assassins and one is stopped by the King's Hand, can I use the other?
No. You can only react to each trigger once, and the Assassin's trigger is a player flipping their King.
Fragments of Nersetti cards
If I take the Stranger back into my hand, does it keep the text it copied?
No. The Stranger goes back to being the Stranger once it's in your hand.
How long do cards keep the Conspiracist's Steadfast and +1?
As long as the affected card stays in Court. We like to turn affected cards slightly sideways as a reminder.
If I play the Conspiracist, then the card I play next turn is Condemned by the King's Hand, does my following card still get the bonus?
No. Once your card is Condemned, it's removed from the round and your turn ends. In two-player, your opponent then removes their own Condemned King's Hand as their turn, and then it's your turn again. By then, the Conspiracist's effect has ended.
Can I play the Arbiter if I have no other cards to exchange?
No. Even if you plan to guess wrong on purpose, you need another card in your hand to play it.
Can the Master Tactician use its special ability if the card on the Throne is Disgraced?
No. A Disgraced card has no base value, so your Successor can never match it. While a Disgraced card is on the Throne, flipping the Master Tactician just lets you take your Successor or your Squire.
3 & 4 players
Do I ever have to play on my own card?
Yes. In 3 and 4 player games, Condemned cards can skip other players' turns. For example, you play the Executioner and both opponents have to Condemn a card. Then you play on your own card (in the story, the card you put on the Throne wasn't as friendly as it seemed, and must be toppled). You can usually see it coming: if your opponents have Condemned cards, you or your partner may end up playing on your own team's card.
Can the Assassin be used more than once?
Only in three-player. In two-player you win the round as soon as the Assassin knocks out your opponent, and in 2v2 your team wins as soon as it knocks out one opponent. In three-player, the Assassin's owner shuffles the knocked-out player's hand and Successor together with the Assassin and secretly keeps one card, which can be the Assassin again (see Cutthroat). If you make your own variant, like a 4 player free-for-all, use the three-player rule.
Look it up
Reference
Keywords
- Disgrace
- Flip the card face down in Court. It has no name, text, or base value anymore. It's effectively removed from the round and has a value of 1, even if it's on the Throne.
- Antechamber
- When a card tells you to play a card to your Antechamber, place it face up in front of you. If you have face-up cards in your Antechamber when your turn starts, you must play one to the Throne as your turn, ignoring its value. It still uses its ability and has its value once on the Throne.
- Condemn
- When a card tells you to Condemn a card, place it face down in front of you. If you have Condemned cards when your turn starts, you must remove one from the round as your turn. If a card you just played becomes Condemned (usually by the King's Hand), remove it from the round immediately, and that is your turn. Players can look at a face-down card removed from the round if it was information they learned earlier.
- Reaction
- The card's ability is used from your hand outside the normal turn order, when its trigger happens. The card says what the trigger is: the King's Hand when someone chooses to use a card's ability, the Assassin when a King is flipped. You may only react once per trigger. See Reactions.
- Royalty
- Cards with Royalty are Royalty: the Queen and Princess, plus the Immortal and Warlord while the Immortal is in Court. Many cards check for Royalty.
- Immune to King's Hand
- The King's Hand can't prevent this card's ability.
- Muted
- The card loses all of its card text, including Royalty and other keywords. Steadfast always beats Muted: if a Muted card has or gains Steadfast, it isn't Muted while it has Steadfast.
- Steadfast
- The card can't be Muted or have its value lowered by other cards.
- Rally
- Take a card from your Army into your hand without revealing it, at no extra cost (unlike Recruiting). Some cards have special rules for Rallying. If you don't have enough cards in your Army, ignore it.
- Recall
- Put an Exhausted card back into your Army. Some cards have special rules for Recalling. If you have no valid Exhausted cards, ignore it.
Glossary
- Accused
- The card turned face up after dealing. It's out of the round, and everyone knows nobody holds it.
- Ally
- Your partner in a team game.
- Army
- Your personal deck of cards in Fragments of Nersetti, built at the start of the match: the five Army cards plus your Signature Cards.
- Base value
- The value printed on a card (the big number). Effects that change a card's value, like the Soldier's +2 or the Mystic's 3, don't change its base value. Some abilities check the base value and others check the current value, so read the card carefully. A Disgraced card has no base value.
- Court
- All the cards played during a round, including the Throne.
- Dungeon
- The card each player puts face down at the start of a round, at the same time as their Successor. It is out of the round. (The base game rulebook calls this "discarding" a card.)
- Exhausted
- Army cards that are unavailable, kept face up in your Exhaust zone. Army cards are Exhausted to pay for Recruiting and Recommissioning, and every Army card taken into a hand is Exhausted at the end of the round.
- Mercenaries
- In 3 and 4 player Fragments of Nersetti, the Signature Cards dealt face up each round that any player can Recruit or Rally.
- Mustering Phase
- The phase before play in Fragments of Nersetti, when players Recruit, Recommission and choose their King.
- Recommission
- A mustering action: Exhaust 2 Army cards to put 1 Exhausted card back into your Army.
- Recruit
- A mustering action: give up a card from your hand to take a card from your Army (or the Mercenaries).
- Signature Cards
- The nine powerful cards you choose from to build your Army: Flag Bearer, Stranger, Aegis, Nakturn, Ancestor, Informant, Lockshift, Conspiracist, and Exile.
- Squire
- The extra face-down card placed next to the Successor by the Master Tactician. A Squire is not a Successor.
- Successor
- The face-down card next to your King. You take it into your hand when you flip your King.
- Throne
- The top card of the Court, usually the last card played.
- True King
- The King that decides who goes first (and the direction of play with more players). It passes to the player who lost (first) each round.
Decklists
The main deck for each mode. Each player also has a King, and in Fragments of Nersetti modes each player has an Army (Elder, Inquisitor, Soldier, Judge, Oathbound).
| Card | 2P Base | 2P FoN | Cutthroat | Cutthroat Merc. | 2v2 | 2v2 Merc. |
|---|---|---|---|---|---|---|
| Fool (1) | 1 | 1 | 1 | 1 | 2 | 2 |
| Assassin (2) | 1 | 1 | 1 | 1 | 2 | 2 |
| Elder (3) | 2 | 2 | 2 | 2 | 2 | 2 |
| Zealot (3) | 1 | 1 | 1 | 1 | 2 | 1 |
| Inquisitor (4) | 2 | 2 | 2 | 2 | 2 | 2 |
| Executioner (4) | – | – | 2 | 1 | 2 | 2 |
| Bard (4) | – | – | – | 2 | – | 2 |
| Soldier (5) | 2 | 2 | 2 | 2 | 2 | 2 |
| Judge (5) | 1 | 1 | 2 | 1 | 2 | 1 |
| Arbiter (5) | – | – | – | – | – | 1 |
| Oathbound (6) | 2 | 2 | 2 | 2 | 2 | 2 |
| Herald (6) | – | – | 1 | 1 | 1 | 1 |
| Immortal (6) | – | 1 | – | 1 | – | 1 |
| Mystic (7) | 1 | 1 | 1 | 1 | 1 | 1 |
| Warden (7) | – | 1 | 2 | 1 | 2 | 1 |
| Warlord (7) | 1 | 1 | 1 | 1 | 1 | 1 |
| King's Hand (8) | 1 | 1 | 1 | 1 | 2 | 1 |
| Sentry (8) | 1 | 1 | 1 | 1 | 1 | 1 |
| Spy (8) | – | – | 1 | 1 | 1 | 1 |
| Princess (9) | 1 | 1 | 1 | 1 | 1 | 1 |
| Queen (9) | 1 | 1 | 1 | 1 | 1 | 1 |
| Total | 18 | 20 | 25 | 25 | 29 | 29 |
Mercenary modes also use a Mercenary deck with one of each Signature Card. The Quickplay deck is 14 cards, listed with its rules.
Errata
Corrections to the printed rulebooks and cards. This page already uses the corrected versions. (Some of these may be fixed in later printings.)
- Base game rulebook, 4 player setup (page 21): the setup says to make a 29-card deck, but the table only shows 27 cards. It should also list 2 Assassins and 2 Fools. See the decklists.
- Lockshift: the printed card says "You may make all other players must reveal their Dungeon card." It should read "You may make all other players reveal their Dungeon card."
All cards
Every card, with its current text. Click a card to see it up close and flip through its alternate art.
Changelog
- October 22, 2026: Updated timing rules around mulligans: First player decides on a mulligan first (and in 2v2 the mulligan now comes after taking a card from your partner). Updated FAQs with more questions, and added an Errata section. Enhanced rules with collapsible turn rules, and added definitions that pop up when you hover over (or tap) a keyword or glossary term.
- October 21, 2026: First version of the living rulebook, combining the base game and Fragments of Nersetti rulebooks.
Check these in order. The first one that applies is your turn:
- Condemned card? If you have a Condemned card in front of you, you must remove one from the round. That is your turn.
- Antechamber card? If you have a face-up card in your Antechamber, you must play one to the Throne, ignoring values. Its ability still happens. That is your turn.
- Otherwise, choose one:
- Play a card from your hand to the Throne with an equal or higher value than the card on the Throne (or one that a card's ability lets you play), or
- Flip your King.
If you can't do any of these, you lose the round. The first player can play any card, because the Court starts empty.
The winner of the round scores:
- 1 point for winning the round,
- +1 point if their own King is still face up, and/or
- +1 point if their opponent still has cards in their hand or a Successor.
That's up to 3 points a round. The loser takes the True King for the next round. The first player to 7 points wins the match.
- The winner scores 1 point, +1 if their King is still face up, and +1 for each opponent who still has cards in their hand or a Successor.
- Second place scores 1 point.
- Third place (the player who lost first) takes the True King for the next round.
- Recruit: remove a card from your hand from the round (place it face up in your discard area, above your Army), then take 1 card from your Army into your hand without revealing it. If you haven't Exhausted a card from your Army this Mustering Phase, you must Exhaust 1 now as a cost.
- Recommission: Exhaust 2 cards from your Army to put 1 Exhausted card back into your Army.
- Recruit from your Army: swap one of your 3 revealed bid cards for a card from your Army (the Army card stays face down).
- Recruit a Mercenary: Exhaust a card from your Army, then discard one of your 3 revealed bid cards and take a card from the Mercenary area. You pay this cost every time.
- Recommission: Exhaust 2 cards from your Army to put 1 Exhausted card back into your Army.
- Choose a new King: place the new King over your current one.

