InvisibleGames

For the Crown — the rules, as this adaptation understands them

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.

Sources

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.

Components

   
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.

Setup

  1. Each player shuffles 6 Peons + 4 Guards into a deck and draws 5.
  2. Build the Supply:
    • The four core piles, used in every game: Champion (4), Clergy (8), Tower (8) and Consort (4).
    • 10 variable piles (4 cards each), chosen freely or at random.

    The rulebook’s suggested first game uses Armor, Bureaucracy, Evangelism, Heir, Legend, Patronage, Quartermaster, Refiner, Stables and Versatility.

  3. Each player puts a King on their marked home square: e1 and e8, as in Chess.

Winning

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.

The turn

A turn has four phases, always in this order.

1. Order Phase

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:

2. Action Phase

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.

3. Buy Phase

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.)

4. Housekeeping

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.

Card basics

Promotion, morphing and statuses

The units

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.

The cards

Cost is in gold. “Train X” is the card’s Training Action.

Starting cards

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

Core Supply (every game)

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

Variable Supply (choose 10)

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:

The designer’s clarifications (built in)

These are rulings Jeremy Lennert gave on the BoardGameGeek forums.

Optional rules and variants

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

Where this adaptation makes a call