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REGICIDE

A Co-operative Regicide

Twelve crowned enemies stand between you and victory. You all win together β€” or you all fall together. This is a guided walk through the court, one beat at a time.

1–4 players Β· ~20 minutes Β· one 52-card deck + 2 Jesters
β˜… To Win

Slay all twelve royals in order β€” four Jacks, then four Queens, then four Kings. The damage you deal sticks to an enemy across turns, so chip away as a team. Drop the final King and the whole table wins.

☠ To Lose

Every turn the enemy strikes back, and you must discard cards to pay. The moment anyone can't cover the damage β€” or can't even play a card or yield β€” everyone loses.

Beat One Β· Who You're Fighting

The court, stacked against you

Twelve royals wait in the Castle deck β€” Jacks on top, Kings buried at the bottom β€” so the climb only gets steeper. Each has a fixed attack and a pool of health you whittle down together.

Jβ™ 
β™ 
Four Jacks
the on-ramp Β· faced first
βš” 10β™₯ 20 HP
Qβ™₯
β™₯
Four Queens
immunities start to bite
βš” 15β™₯ 30 HP
K♣
♣
Four Kings
the gauntlet Β· beat the last to win
βš” 20β™₯ 40 HP

Your hand and your Jesters scale with the table β€” fewer players, bigger hands:

PlayersJesters in deckMax hand size
10 (set aside)8
207
316
425

By tradition, the player who most recently committed regicide takes the first turn. Make of that what you will.

Step One Β· The Map

Hold the loop in your head

Before any detail, learn the shape of a turn. It never changes: four steps, same order, every time. Remember them as the four P's β€” then everything else has a place to land.

I
Play
a card β€” its number is the damage
II
Power
trigger the card's suit effect
III
Pound
deal the damage Β· did it die?
IV
Pay
discard cards to cover the counterattack

Tap a step to expand it

The loop is your compass for the rest of this tutorial. When a new rule appears, you'll always be told which P it lives in.

πŸ›‘οΈ
Four steps every single turn? Won't that get tedious?
Fair worry β€” but most steps resolve in seconds. The reason it's drilled as a fixed loop is that the order matters: powers resolve before damage, and the counterattack comes after. Internalise the sequence now and you'll never freeze mid-turn asking "wait, what do I do next?"
The Engine Β· Step II

Four suits, one simple hook

Every card carries a power tied to its suit, and the card's number sets how big that power is. There's one trick to remembering all four: Red = stuff for us, now. Black = stuff against them, later. Powers are mandatory β€” you always fire them, even when the timing stings. Tap each card.

Red Β· Now
4β™₯
β™₯
4β™₯
Hearts β€” Heal
Restore resources right away
Shuffle the discard pile and return cards equal to the heart's value to the bottom of the draw deck. Fuel for later turns.
Red Β· Now
6♦
♦
6♦
Diamonds β€” Draw
Everyone refills their hand
Players draw cards one at a time, going around the table, until cards equal to the diamond's value have been drawn (up to each player's hand limit).
Black Β· Later
8♣
♣
8♣
Clubs β€” Double
Hit twice as hard (Step III)
The damage dealt by this attack is doubled. An 8♣ strikes for 16. Your single biggest source of burst damage.
Black Β· Later
7β™ 
β™ 
7β™ 
Spades β€” Shield
Soften the counterattack (Step IV)
Reduce the enemy's attack by the spade's value β€” and it stays reduced for the rest of this fight. Spades stack across turns.
Step Two Β· Just Start Playing

Your first turn against a Jack

Don't front-load the rules β€” play. The first enemy is a Jack: 20 health, 10 attack. Walk one full loop and the four P's stop being words and become muscle memory. Follow the prompts.

J♦
♦
J♦
Jack of Diamonds βš” ATK 10
HEALTH20 / 20
Step I β€” Play. Clubs double your damage. Tap the 6♣ to strike the Jack.
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What actually pays for the counterattack β€” do I lose good cards?
Any cards from your hand. You discard until their face values cover the enemy's attack. So yes, paying a 10-damage hit might cost you a 10, or a 7 and a 4. That tension β€” spend a card now to attack, or save it to survive the counter β€” is the whole game in miniature.
Explained In Context

The rules you learn mid-fight

These never get a lecture β€” they're taught the instant they come up at the table. Here's the moment each one surfaces.

3♣
♣
3β™₯
β™₯

Combos β€” when you hold matching numbers

Play two, three, or four cards of the same number together, as long as they total ≀ 10. They strike as one attack and every suit power fires at the combined value β€” a 3♦ + 3β™  + 3♣ draws 9, shields 9, and deals 18. Aces can't join a combo, and whenever Hearts and Diamonds resolve together you always heal before drawing.

Aβ™ 
β™ 
9♦
♦

Animal Companions β€” the Aces

An Ace is worth 1 and can stand alone or pair with one other card β€” even another Ace, but never a Jester. Both suit powers fire at the combined value: A♣ + 8♦ is 9 damage, doubled to 18, with 9 cards drawn. Pair two of the same suit and that power fires only once. And as a 1 in the discard, it's handy when you're scraping to pay a counter.

Q♦
♦
Q♦

Enemy immunity β€” they ignore their own suit

Each royal ignores the power of its own suit. Against the Queen of Diamonds, diamond cards deal damage but trigger no draw. The number still counts as damage β€” only the power is switched off.

β˜…J
πŸƒ
β˜…J

The Jester β€” your immunity-breaker

Worth 0 and played alone, the Jester cancels the enemy's immunity β€” and then skips both the damage step and the counterattack, so you suffer nothing. Best of all, you hand the next turn to any player you like. While it resolves, the table may even hint, in general terms, who'd like to go next.

Kβ™ 
β™ 

Royals become cards β€” once you beat them

Reduce a royal's health to zero or below and it's defeated, joining the discard to return to a hand later. As a card it's powerful: Jack = 10, Queen = 15, King = 20, each carrying its own suit power β€” and those values count whether you attack with it or discard it to pay a counter. (Notice the symmetry β€” a royal's card value equals its attack.)

=0
βŠ™
=0

Exact kills β€” the dead come back to you

Land the killing blow on exactly the enemy's remaining health and it doesn't hit the discard β€” it slides facedown onto top of the draw deck, so that defeated royal returns to a hand within a turn or two. Overkill still wins, it just discards. And whoever lands any kill skips their counterattack and immediately attacks the next enemy β€” a free continued turn.

Try it Β· build a combo

Tap cards of the same number (total must stay ≀ 10) and watch the combined attack form.

Select matching cards to see the combined strike…
πŸ›‘οΈ
A power got blocked and I had no idea why. What happened?
You hit an immunity β€” the enemy shares that suit, so its power simply doesn't fire. That's exactly the moment a Jester earns its keep: drop it to switch the immunity off for the rest of the fight, and suddenly those blocked cards roar back to life.
Flag This Before Turn One

The one rule everyone breaks

Never hint at what's in your hand.

Figuring out the right play together β€” silently β€” is the entire heart of Regicide. The instant someone says "play a heart so I can…", the puzzle solves itself and the magic drains out.

βœ“ You may say
  • "I have three cards left."
  • "The draw deck's nearly empty."
  • Public facts anyone can see or count.
βœ• You may never
  • "Play a heart so I can heal."
  • "Save that King for me."
  • Hint at the specific cards you hold.

One narrow exception: right after a Jester is played, until the next turn begins, players may speak in general terms about who should go next β€” "I've got a strong play," or "I'd rather not." Even then, you still never name a card.

πŸ›‘οΈ
If we can't coordinate, isn't every decision just a guess?
Not a guess β€” a read. You infer from public information: how many cards people hold, what's already been discarded, who's clearly stuck. The constraint is the fun. It turns a solvable maths problem into a tense, shared act of deduction.
Step Three Β· The Why Behind The Move

A real fork in the road

Here's the heart of skilled play: not how to act, but why one move beats another. The enemy is the Queen of Hearts β€” 30 health, 15 attack β€” and she's immune to Hearts. You hold three tempting plays. Try each.

Qβ™₯
β™₯
Qβ™₯
Queen of Hearts βš” ATK 15 β™₯ immune
HEALTH30 / 30
9♣
♣
Big Club
9♣ β€” double damage
8β™₯
β™₯
Heal Up
8β™₯ β€” restore the deck
9β™ 
β™ 
Raise Shield
9β™  β€” soften her blow
Choose a branchTap a card above to see where the move leads β€” and reset the Queen between attempts.
The Plays You'll Remember

Gambits that win games

Once the loop is second nature, these are the moves that turn a losing board into a triumphant one β€” and the ones you'll be retelling afterward.

I

The Spade Wall

Spade shields stack and persist for the whole fight. Chip a King's 20-attack down with spades across a few turns and his counterstrikes shrink to nothing β€” you out-last him while barely paying a card. Slow, patient, and devastating against the big crowns.

II

The Club Combo Nuke

A combo is matching numbers across different suits β€” so it never holds two of the same card. But slip a single club into one and its doubling applies to the whole total. Pair the 5♣ with the 5β™ : a single 10-point strike, doubled to 20 damage in one blow β€” enough to behead a Jack outright, or gut a King.

III

Jester, Then Pounce

Hold the Jester until an immunity is choking you. Play it to kill the immunity, then use its choose-the-next-player power to hand the turn to whoever's sitting on the perfect follow-up. A one-two punch that bends the turn order to your will.

IV

Diamond Refuel Before the Storm

A high diamond refills everyone's hands. Time it just before a tough King and the whole table walks into the fight loaded β€” fresh clubs to strike, fresh spades to soak. Generosity that pays the group dividends.

V

The Surgeon's Strike

Defeating a royal on exactly its health drops it onto top of the draw deck β€” so it returns to your hands within a turn. Read the running damage total and thread the final blow to the number, and you don't just win the fight, you recruit the corpse.

VI

Recycle the Fallen Crown

A defeated King is a 20-value card with a suit power β€” lethal as an attack, and a 20-point cushion when discarded to pay. A Hearts heal can also fish a fallen royal out of the discard and back into the deck. Either way, the court turns on itself: a dead King fighting his own heir.

πŸ›‘οΈ
Honestly β€” how hard is this? Are we going to win our first night?
Probably not β€” and that's normal. Expect to lose the first game or two while the loop sinks in. Regicide is a beautiful difficulty curve: brutal at first, then suddenly you're reading the table, stacking spades, and timing Jesters like a court strategist.
Step Four Β· After The Dust Settles

Reading the game you just played

The richest learning comes after the final card. Replay the arc in your head against the loop β€” most losses trace to one identifiable phase. Here's a typical first game.

The Jacks felt easy

You bulldozed the four Jacks with raw club damage and barely thought about the counters. Good β€” that's the on-ramp doing its job.

A Queen's immunity caught you out

Hearts fizzled against the Queen of Hearts and the table stalled, bleeding cards to pay attacks for nothing. Lesson: the Jester was sitting unused β€” that was the moment.

The deck thinned faster than you healed

You spent hearts on damage instead of recycling them. By the Kings, hands were empty and the Pay step β€” Step IV β€” is where the game finally took you.

Next time

Shield earlier, hoard the Jester for immunities, and treat every Hearts card as deck fuel, not a throwaway. The loss lived in one phase β€” name it, and you've already improved.

The Squire's quick-answer bank

The questions every table asks β€” answered.

Can I just… not play a card?
Yes β€” that's yielding: skip straight to taking the counterattack. The catch: you can't yield if everyone else already yielded on the previous turn. Someone has to keep the pressure on the enemy.
What exactly can I use to pay for damage?
Any cards in hand. Discard them one by one until their values cover the enemy's attack. Aces count as 1, Jesters as 0. Overpaying is fine; you just can't underpay.
Do spade shields really stack?
They do. Every spade played against the current enemy keeps lowering its attack, and the reduction holds until that enemy dies. Layer them and the counterattacks dwindle to nothing.
What happens if the draw deck runs out?
Nothing punishing β€” there's no penalty for failing to draw. The deck emptying isn't the loss condition. Running out of cards to pay damage is what ends the game.
What happens the moment an enemy dies?
All cards played against it go to the discard, and the next royal flips face-up. The player who landed the kill skips their Step 4 (no counterattack) and starts a fresh turn against the new enemy. If the kill was for exactly its remaining health, the defeated royal goes on top of the draw deck instead of the discard.
Does the game change with player count?
Yes β€” fewer players means bigger hands and fewer Jesters. 1 player: 8 cards, 0 Jesters. 2: 7 / 0. 3: 6 / 1. 4: 5 / 2. The royals' stats never change, so smaller groups lean harder on each card.
How do we actually win again?
Defeat all twelve royals in sequence β€” the four Jacks, then the Queens, then the Kings. Land the killing blow on the last King and the entire table wins together.
Is there a way to "score" a win?
In solo play, yes β€” medals by how few Jesters you spent: Gold with 0 used, Silver with 1, Bronze with 2. (Solo Jesters work differently: flip one to discard your hand and redraw to 8.) A neat way to keep pushing once you start winning.
πŸ›‘οΈ
So what's the single thing I should hold onto from all this?
The loop: Play Β· Power Β· Pound Β· Pay. Everything else β€” suits, combos, Jesters, gambits β€” hangs off those four pegs. Keep them in your head and you're already playing.