About the game
The old king is dead and the crown sits on no head. You play one of four heirs, each with its own way of taking power: the Nobility through the court, the Clans by force, the Uprising from the streets, the Gathering through followers and ritual.
Over five rounds you place Heralds openly to stake claims across the map, while the cards that back those claims stay face down until the clash. Influence comes from the kingdom’s people, places and artifacts, and from winning the fights that matter.
Every faction reads the same board differently, so the same clash is a bluff for one heir and a certainty for another.
A round, in order
- 1
Claim
Place Heralds on the regions you mean to hold. Everyone sees where you are going.
- 2
Commit
Play cards face down behind each claim. Nobody sees what you brought.
- 3
Clash
Reveal, region by region. Traits, followers and faction abilities decide who holds the ground.
- 4
Court
Take influence from the Kingdom cards you won. After five rounds, the most influence takes the crown.
Credits
- Design
- Eerie Idol Games
- Art
- Eerie Idol Games
- Publisher
- Eerie Idol Games, 2025
- On this table
- Live · By turns
- Area control
- Bluffing
- Hidden information
