Clash with your friends to become the ruler of the kingdom. This trick-taking game will keep you and your partner on your toes. Test your wits and play your best hand to assure yourselves the victory. Minutes to learn and a lifetime master, Four Kingdoms is fun for all.
Suggested 12+ for game strategy, not content.
----------------------------------------------------------------------------------- Created and illustrated by Linden Aho
For 3 player rules, see back of booklet.
-Rank of Cards- Kingdom sets contain 6 cards. Each card in the kingdom is ranked.
Each kingdom is color coded red, yellow, blue, and green. The first battle card placed can beat any like kingdom card lower in rank or any card from another kingdom (except royals).
The crowned royals are the most powerful kingdom. If played, a royal can beat any other card except a higher ranked royal.
There is one Wizard in the deck. He is not linked to any kingdom and can defeat all cards but the royal King.
-Scoring- Rounds are won by majority battle wins.
Team that crowns the royals wins 3-4 battles – 1 gold Team that crowns the royals wins 5 battles – 2 gold Team that DID NOT crown the royals wins round – 2 gold
The first team to 10 gold wins
-Keeping Score- The deck has 6 score cards with 5 gold pieces on each. Each keepers will stack two score cards face to face. As teams win gold, the cards can be moved and flipped to reveal the correct gold.
--Table Setup--
Partners sit opposite each other. Designate one player from each team to be scorekeeper. Keepers set up score cards. There is no strategy related talk between teammates.
-The Draw- From the shuffled deck, the players draw cards. The player with the lowest card deals first. Players drawing equal cards must draw again until there is one winner.
--Round Setup--
-The Deal- The cards are dealt clockwise. Each player receives 5 cards. The dealer places the remaining 5 cards face down in the center of the table. The dealer then flips the top card face up (if wizard is flipped see charmed). At this point all player may look their cards.
If all players do not have 5 cards, this is a misdeal and all cards are shuffled. The deal is now passed to the left.
-Charmed- If the Wizard is flipped, the dealer will collect the wizard and discard one of their unseen cards to the bottom of the deck. The next card in the deck is now flipped.
-Crowning the Royals- Beginning with the player to the left of the dealer, each player may choose to declare the kingdom of the face up card as the royals. Once a player has chosen the royals, the dealer must collect the face up card and discard one from their hand. If all players (including dealer) do not declare the face up card as the royal kingdom, the card is turned over and the crowning process continues. All players (starting left of dealer) now have the chance to choose a royal kingdom (from the remaining 3 kingdoms). If all players pass in the second round, the dealer must choose the kingdom. The royals are now crowned and the deck can be set aside.
--The Play--
The first battle is started by the player to the dealer's left. The first player may place any card in their hand. Play goes clockwise. If possible, each player MUST place a card from the same kingdom. If unable to, the player may place any other card. A battle is won by the highest card played. The winner of a battle collects the cards and set them aside. Winner starts the next battle. After all cards have been played the round is over. Keeper will adjust the score and the cards are shuffled (including the deck). The deal is now passed to the left. Repeat round setup.
--Rule Variations--
-Crusade (4 player)- If a player believes they can win the round without the help of the partner's cards, the player declares "crusade" at the time of crowning. The player's partner then turns their cards face down and does not participate in the play.
-Plague- After the flip but before the royals have been crowned, any player may call out “plague”. Once called the player may swap 4 of their cards with the deck. If someone calls plague, they must choose their 4 cards before trading.
-Thief- A team can try and skip the next person to deal. If they are caught before the dealing begins, they must return cards to the proper dealer.
-Revolt- If no royals are crowned, the dealer has the choice of picking no royals. In this game play, high card of first placed kingdom wins. The wizard can't beat a king during revolt.
--Three player rules--
Each player receives 7 cards. Each player keeps score. Rounds are won by majority battle wins.
-In the case of a tie:- Player that crowns the royals loses. Players that didn't crown the royals each receive 1 gold.