For the Crown (Jeremy Lennert, Victory Point Games; first edition 2011, second edition 2012) is Chess crossed with Dominion. You start with nothing on the board but your King. Your deck of cards is your kingdom: you buy better cards with gold, and you sacrifice cards to train the soldiers they show. The game is out of print.
This file is the reference the engine (js/engine/) was built from. It is
written in my own words, not copied from the rulebook. The last sections
list the designer’s clarifications that are built in, and the few places
where this adaptation had to make a call.
Which edition? The rulebook linked for this project (boardgamegeek.com/filepage/222074) is the first edition. That PDF is behind a BGG login. The second edition contains everything from the first, plus the Cover of Night expansion and a few new cards (100 → 150 cards, 15 → 24 unit types), with the same core rules. So this adaptation follows the second edition. Playing with only first-edition cards is a matter of choosing them in the Supply.
| Board | 8×8, files a–h, ranks 1–8. Each player’s first rank is the one nearest them. |
| Barracks | An off-board area per player for trained units waiting to be deployed. |
| Units | Counters, one colour per side (blue and gold). |
| Cards | 12 Peon, 8 Guard, 2 Squire, 8 Clergy, 8 Tower, and 4 of every other card. |
| Stock | Unused counters. It isn’t really limited: the designer says use proxies. |
The rulebook’s suggested first game uses Armor, Bureaucracy, Evangelism, Heir, Legend, Patronage, Quartermaster, Refiner, Stables and Versatility.
You win at the end of any turn in which your opponent has no Sovereign units on the board. Usually that means you captured them all.
A turn has four phases, always in this order.
You have 1 order, plus 1 for every “+1 Order” effect you play. Unused orders are lost. Each order is one of:
Rules for orders:
You have 1 action, plus 1 for every “+1 Action”. Each action plays one card’s Action or Training Action effect.
A Training Action trashes the card permanently and puts the unit it shows into your Barracks. A card marked “x2” trains two. Because deploying is an order and orders come first, a unit trained this turn can only be deployed on a later turn. Every soldier takes at least three turns to reach the board (buy it, train it, deploy it), so you always see it coming.
Actions are not orders. A unit moved by an action can have had its order already, or still take one, and even units that “cannot take orders” can be moved by actions.
Play any number of Treasure effects. Your gold is everything generated this turn, including gold from earlier phases.
You get 1 buy, plus 1 per “+1 Buy”. Each buy takes one card from the Supply costing no more than your remaining gold, and puts it in your discard pile.
Unused gold and buys are lost. An empty pile can no longer be bought from. (This version plays all Treasures before buying, as the rulebook describes.)
Discard your hand and every card played this turn (trashed cards stay trashed), then draw 5.
Whenever you must draw from an empty deck, shuffle your discard pile to make a new one.
The six orthodox Chess pieces, plus 18 fairy pieces. Riding means sliding any distance in a line until blocked. Leaping means jumping straight to the square, ignoring anything in between.
| Unit | Classes | Movement | Trained by |
|---|---|---|---|
| Pawn | Foot | March 1 forward (2 from your first or second rank if the first square is empty); attack 1 diagonally forward; no en passant | Peon, Guard, Squire |
| Knight | Mounted | Leap (1,2) | Champion |
| Bishop | Pious | Ride diagonally | Clergy |
| Rook | Heavy | Ride straight | Tower |
| Queen | Regal | Ride straight or diagonally | Consort |
| King | Sovereign | 1 square any direction | Heir |
| Spy | Heavy | March by swapping places with any other friendly unit on the board (only the Spy counts as ordered); attack 1 square any direction | Academy |
| Warlord | Heavy | 1 or 2 King steps in any combination; can’t step through a unit; stops on capture. It can step out and back to “march in place” | Armor |
| Oracle | Pious | March 1 diagonally; attacks without moving a unit exactly 2 away, straight or diagonal, with the square between empty | Astrology |
| Gryphon | Heavy, Regal | Step 1 diagonally, then optionally ride straight outward (away from the start). A capture on the step ends the move | Aviary |
| Chancellor | Regal | Rook + Knight | Bureaucracy |
| Anointed | Pious, Sovereign | 1–2 squares diagonally (not leaping) | Destiny |
| Acolyte | Pious | Leap 1 or 2 diagonally, or exactly 2 sideways | Evangelism (x2) |
| Phantom | Mounted, Regal | Leap (1,2) to an empty square, then always leap (1,2) again. Only the first landing can block it | Fog |
| Hero | Mounted | Leap (1,3) or (2,3) | Legend |
| Banshee | Regal | Ride diagonally, or ride as a Nightrider | Mourning |
| Charger | Heavy | 1–3 squares straight. May keep going after capturing, taking every enemy in its path; can’t pass a friendly unit | Onslaught |
| Dragoon | Mounted, Regal | King + Knight | Patronage |
| Immortal | Foot | 1 square any direction. When captured it returns to its owner’s Barracks | Sacrifice |
| Monk | Foot, Pious | 1 diagonally, or exactly 2 straight (the middle square must be empty) | Scribes |
| Nightrider | Mounted | Ride by repeated (1,2) leaps in one direction while the landing squares are empty | Vigilance |
| Sniper | Heavy | Rides straight or diagonally; marches at most 2, attacks at least 2 away (and moves onto the captured square) | Subterfuge |
| Sphinx | Pious, Regal | Step 1 straight, then optionally ride diagonally outward. A capture on the step ends the move | Temple |
| Striker | Foot | March or attack 1 forward (straight or diagonal); may also march straight backward any distance | Versatility (x2) |
Classes: Foot, Heavy, Mounted, Pious, Regal, Sovereign. Cards use them to pick units (“march a Mounted unit”). Only Foot units deploy to the second rank and promote; only Sovereigns keep you in the game.
Cost is in gold. “Train X” is the card’s Training Action.
| Card | Cost | Effect 1 | Effect 2 |
|---|---|---|---|
| Peon | 0 | Train Pawn | Treasure: +1 gold |
| Guard | 1 | Train Pawn | Order: deploy a unit to an empty square next to one of your Sovereigns |
| Squire (alternative starter) | 1 | Train Pawn | Order: deploy a unit to an empty square in your second rank |
| Card | Cost | Effect 1 | Effect 2 |
|---|---|---|---|
| Champion | 2 | Train Knight | Action: draw 1, +1 Buy, +2 gold |
| Clergy | 3 | Train Bishop | Treasure: +2 gold |
| Tower | 6 | Train Rook | Treasure: +3 gold |
| Consort | 9 | Train Queen | Action: move one of your non-Sovereign units to an empty square next to a different Regal unit of yours |
| Card | Cost | Effect 1 | Effect 2 |
|---|---|---|---|
| Academy | 4 | Train Spy | Order: +1 Order; deploy a Foot unit |
| Armor | 7 | Train Warlord | Order: march a Heavy unit; it can’t be captured until your next turn |
| Astrology | 2 | Train Oracle | Order: +1 Order, +1 Buy, +1 gold; look at your opponent’s hand |
| Aviary | 9 | Train Gryphon | Order: move a Regal unit to any empty square where it won’t be threatened |
| Bureaucracy | 8 | Train Chancellor | Order: +1 Order; march or attack with a Foot unit |
| Destiny | 8 | Train Anointed | Action: draw 1, +1 Action; trash a training card from your hand and morph one of your units (board or Barracks) into what it trains |
| Evangelism | 6 | Train 2 Acolytes | Action: deploy a Pious unit from your Barracks next to one of your Pious units on the board |
| Executive Action | 5 | Order: draw 2, +1 Action | Action: deploy a unit (normal rules) |
| False Orders | 7 | Order: march or attack with an enemy non-Sovereign unit, as its owner could (it may capture your units, not theirs); its owner can’t order it next turn | Action: your opponent reveals their top card; trash it or put it back |
| Fog | 7 | Train Phantom | Action: march a Mounted unit |
| Heir | 8 | Train King | Order: +1 Order; march a Sovereign to an unthreatened square |
| Legend | 4 | Train Hero | Treasure: +1 gold per Treasure effect played before it this turn |
| Mourning | 8 | Train Banshee | Order: attack with a Regal unit; units next to the captured unit can’t take orders next turn |
| Onslaught | 5 | Train Charger | Order: up to 4 Foot units, one at a time, each march (board) or deploy (Barracks); no attacks |
| Patronage | 5 | Train Dragoon | Action: draw 1, +1 Action, +1 gold |
| Quartermaster | 5 | Order: deploy two units to different empty squares of your first rank (needs two empty squares) | Treasure: +1 gold, +1 Buy; every card costs 1 less this turn (not below 0) |
| Refiner | 4 | Action: draw 1, +1 Action; trash a training card from hand and morph a Barracks unit into what it trains | Action: draw 1, +1 Action; trash a card from hand and gain one costing up to 2 more |
| Sacrifice | 4 | Train Immortal | Action: discard a card; if you do, gain a card costing up to 6 |
| Sanctuary | 4 | Order: march a Heavy unit next to another of your units, then move that unit to an empty square next to the Heavy | Order: +1 Order, +1 gold; draw 2, then discard 2 |
| Scribes | 3 | Train Monk | Action: draw 3, +1 Buy; you may put a card from your hand on top of your deck |
| Stables | 3 | Order: march a Mounted unit, then march it again (no attacks) | Action: draw 2, +1 Action, +1 Buy; put a card from your hand on top of your deck |
| Subterfuge | 6 | Train Sniper | Action: swap two of your units that share a class; one may be in your Barracks |
| Temple | 7 | Train Sphinx | Order: +1 Order; march a Pious unit |
| Versatility | 2 | Train 2 Strikers | Order: +1 Order; discard up to 4 cards, draw that many |
| Vigilance | 5 | Train Nightrider | Action: draw 1, +1 Action, +1 Buy, +2 gold; put a card from your hand on top of your deck |
| Wish | 9 | Order: +1 Order; name a card, reveal from your deck until you find it, take it and discard the rest | Order: +1 Order; any of your Sovereigns you choose can’t be captured until your next turn, and you can’t play Order cards next turn |
The designer’s tournament Supplies are good starting points for variety:
These are rulings Jeremy Lennert gave on the BoardGameGeek forums.
| Rule | In this version? |
|---|---|
| Alternative starter (a Squire replaces one Guard) | Yes, as a setup option |
| Alternative starting Sovereign (an Anointed instead of the King) | Yes, as a setup option (both sides) |
| Enlarged Supply (more than 10 variable piles) | Yes: choose any number of cards |
| Handicaps (extra opening turns, or extra starting units) | Not yet |
| The Last Stand (a scored survival variant) | Not yet |
| Point-Buy Chess (no cards; buy an army with points) | Not yet |
| All the King’s Men (2v2 / 4 players) | Not yet |
| Expansions: Shock & Awe, The World is Round, Between Heaven and Earth, Vanguard | Not included |