winning the game.

WIN THE WHOLE GAME INSTANTLY BY HAVING
ALL 13 QUEENS IN YOUR HAND
AT THE END OF ANY ROUND.

OTHERWISE, WIN SEVEN OR MORE ROUNDS
TO WIN “WITH THE POPULAR VOTE.”

IF NO ONE WINS SEVEN OR MORE ROUNDS,
WHOEVER WINS THE MOST ROUNDS OUT OF 13 ROUNDS
WINS “WITH THE ELECTORAL COLLEGE.”

winning a round.

WIN A ROUND BY HAVING
THE HIGHEST INFLUENCE SCORE.

IF THERE IS A TIE FOR THE HIGHEST INFLUENCE SCORE,
THE TIED PLAYER WITH THE MOST QUEENS WINS THE ROUND.

IF THE TIED PLAYERS HAVE THE SAME NUMBER OF QUEENS,
THE TIED PLAYER WITH THE MOST POWERFUL QUEEN WINS THE ROUND.

this is the influence hierarchy.

this is a playing card.

THE VALUE IS THREE.
THE SUIT IS ARROWS.
IT IS THE THREE OF ARROWS.

these are action cards.

YOU CAN USE ACTION CARDS TO SWITCH SUITS WITHIN A HIERARCHY.

WHEN USING ACTION CARDS,
YOU CAN PLAY AS MANY AS
YOU WANT AT ONCE.

ONLY THE “TAKE THE CROWN”
ACTION CARD CAN BE USED
TO SWITCH A SUIT INTO A
CROWN POSITION IN A HIERARCHY.

ACTION CARDS ARE ONLY USABLE
WHILE THE ROUND IS STILL ACTIVE.

TO USE AN ACTION CARD, PLACE IT DIRECTLY ON THE DEAD PILE.
DO NOT PLACE IT ON THE DISCARD PILE.

calculating influence score.

WHEN CALCULATING YOUR INFLUENCE SCORE AT THE END OF THE ROUND,
EACH Q ALWAYS = 13 INFLUENCE POINTS,
NO MATTER WHAT SUIT
IT BELONGS TO.

EACH ACTION CARD ALWAYS = 0 INFLUENCE POINTS.

FOR ALL OTHER PLAYING CARDS, THE INFLUENCE SCORE IS CALCULATED
BASED ON HOW THEIR SUIT RANKS IN THE INFLUENCE HIERARCHY
AT THE END OF THE ROUND.

THE CROWN SUIT IS = 13 INFLUENCE POINTS PER NON-QUEEN CARD OF THAT SUIT.

THE INFLUENCE POINTS PER NON-QUEEN CARD OF THE WILD SUIT
IS DETERMINED BY A ROLL OF THE DICE.
0 + 0 = 0 INFLUENCE POINTS.
0 + 1 = 1 INFLUENCE POINTS.
1 + 1 = 2 INFLUENCE POINTS.
0 + CROWN = 3 INFLUENCE POINTS.
1 + CROWN = 3 INFLUENCE POINTS.
CROWN + CROWN = 7 INFLUENCE POINTS.

ALL OTHER NON-QUEEN CARDS ARE WORTH INFLUENCE POINTS
CORRESPONDING TO THE SUIT TO WHICH THEY BELONG.

for example.

IF THE INFLUENCE HIERARCHY LOOKS LIKE THIS.

THEN.

A PLAYER WITH THIS HAND AT THE END OF THE ROUND.

WILL HAVE AN
INFLUENCE SCORE OF 60.

TWO QUEENS = 2 x 13 INFLUENCE POINTS = 26 INFLUENCE POINTS
ONE NON-QUEEN SQUARE = 1 x 10 INFLUENCE POINTS = 10 INFLUENCE POINTS
TWO NON-QUEEN CRESCENTS = 2 x 9 INFLUENCE POINTS = 18 INFLUENCE POINTS
ONE NON-QUEEN ARROW = 1 x 6 INFLUENCE POINTS = 6 INFLUENCE POINTS

26 + 10 + 18 + 6 = 60 INFLUENCE POINTS.

HOWEVER, IF THE INFLUENCE HIERARCHY LOOKS LIKE THIS.

THEN.

A PLAYER WITH THIS HAND AT THE END OF THE ROUND.

WILL HAVE AN
INFLUENCE SCORE OF 43.

TWO QUEENS = 2 x 13 INFLUENCE POINTS = 26 INFLUENCE POINTS
ONE NON-QUEEN SQUARE = 1 x 5 INFLUENCE POINTS = 5 INFLUENCE POINTS
TWO NON-QUEEN CRESCENTS = 2 x 0 INFLUENCE POINTS = 0 INFLUENCE POINTS
ONE NON-QUEEN ARROW = 1 x 13 INFLUENCE POINTS = 13 INFLUENCE POINTS

26 + 5 + 0 + 13 = 43 INFLUENCE POINTS.

how to acquire playing cards.

YOU CAN ACQUIRE PLAYING CARDS WHEN YOU DRAW
FROM THE DRAW PILE AT THE TOP OF YOUR TURN.

THE NUMBER OF CARDS YOU DRAW
IS DETERMINED BY A ROLL OF THE DICE.

0 + 0 = DRAW 0 CARDS FOR YOUR HAND.
0 + 1 = DRAW 1 CARD FOR YOUR HAND.
1 + 1 = DRAW 2 CARDS FOR YOUR HAND.
0 + CROWN = DRAW 3 CARDS FOR YOUR HAND.
1 + CROWN = DRAW 3 CARDS FOR YOUR HAND.
CROWN + CROWN = DRAW 7 CARDS FOR YOUR HAND.

YOU CAN ALSO ACQUIRE PLAYING CARDS BY PLAYING A PLAYING CARD
ON THE DISCARD PILE THAT CANNOT BE OVERPOWERED BY THE FOLLOWING PLAYER.

IF THIS OCCURS, YOU MAY SELECT FOR YOUR HAND
ANY THREE CARDS YOU WISH FROM THE DISCARD PILE.
PLACE THE REST OF THE DISCARD PILE ON THE DEAD PILE.

this is the power hierarchy.

2, 3, 4, 5, 6, 7, 8, 9, 10, J, Q, K, OR A.

2
IS THE LEAST POWERFUL VALUE.
A
IS THE MOST POWERFUL VALUE.

A PLAYING CARD IS CONSIDERED
MORE POWERFUL THAN ANOTHER PLAYING CARD WHEN
IT BELONGS TO THE SAME SUIT AND HAS A HIGHER VALUE.

each playing card has one of
13 values.

for example.

IS
MORE
POWERFUL
THAN

IS
MORE
POWERFUL
THAN

A PLAYING CARD IS ALSO CONSIDERED
MORE POWERFUL THAN ANOTHER PLAYING CARD WHEN
IT BELONGS TO A SUIT THAT IS
CURRENTLY RANKED HIGHER IN THE POWER HIERARCHY,
NO MATTER WHAT VALUE IT IS.

for example.

IF THE POWER HIERARCHY LOOKS LIKE THIS.

THEN.

IS
MORE
POWERFUL
THAN

IS
MORE
POWERFUL
THAN

IS
MORE
POWERFUL
THAN

IS
MORE
POWERFUL
THAN

anatomy of a turn.

TO START, ROLL THE DICE.
0 + 0 = DRAW 0 CARDS FOR YOUR HAND.
0 + 1 = DRAW 1 CARD FOR YOUR HAND.
1 + 1 = DRAW 2 CARDS FOR YOUR HAND.
0 + CROWN = DRAW 3 CARDS FOR YOUR HAND.
1 + CROWN = DRAW 3 CARDS FOR YOUR HAND.
CROWN + CROWN = DRAW 7 CARDS FOR YOUR HAND.

IF YOU HAVE ANY QUEENS IN YOUR HAND,
YOU MUST LAY THEM DOWN IN FRONT OF YOU SO
ALL THE OTHER PLAYERS CAN SEE THEM.
THEY STILL BELONG TO YOUR HAND.

IF YOU HAVE NO PLAYING CARDS IN YOUR HAND, DRAW UNTIL YOU HAVE ONE PLAYING CARD IN YOUR HAND.

IF THERE ARE NO CARDS IN THE DISCARD PILE, DRAW AND IMMEDIATELY PLACE CARDS ON THE DISCARD PILE UNTIL YOU ARRIVE AT A PLAYING CARD WHICH YOU CAN OVERPOWER NATURALLY.

TO OVERPOWER “NATURALLY” MEANS
WITHOUT THE USE OF ACTION CARDS FIRST.

IF THERE ARE CARDS IN THE DISCARD PILE, YOU HAVE 4 OPTIONS.

1.
IF YOU CANNOT OVERPOWER THE PLAYING CARD
AT THE TOP OF THE DISCARD PILE NATURALLY
(WITHOUT USING AN ACTION CARD FIRST)
WITH A PLAYING CARD FROM YOUR HAND,
YOU CAN CHOOSE TO FORFEIT THE DISCARD PILE
TO THE PLAYER PRIOR TO YOU.

IF THIS OCCURS, THE PLAYER PRIOR TO YOU
MAY SELECT FOR THEIR HAND ANY THREE CARDS THEY WISH
FROM THE DISCARD PILE. THEY WILL THEN PLACE
THE REST OF THE DISCARD PILE ON THE DEAD PILE.

YOU WILL THEN RESTART YOUR TURN BY
ROLLING THE DICE TO DETERMINE HOW MANY CARDS
TO DRAW FOR YOUR HAND AND CONTINUE FROM THERE.

HOWEVER,
IF YOU CAN OVERPOWER THE PLAYING CARD AT THE TOP OF THE DISCARD PILE NATURALLY WITH A PLAYING CARD FROM YOUR HAND, YOU MUST PLAY A PLAYING CARD AT SOME POINT DURING YOUR TURN.

2.
YOU CAN PLAY A PLAYING CARD THAT OVERPOWERS THE PLAYING CARD AT THE TOP OF THE DISCARD PILE TO CONCLUDE YOUR TURN.

3.
WHETHER OR NOT YOU CAN OVERPOWER
THE CARD ON TOP OF THE DISCARD PILE NATURALLY,
YOU CAN PLAY ONE OR MORE ACTION CARDS. THEN PLAY A PLAYING CARD THAT OVERPOWERS THE PLAYING CARD AT THE TOP OF THE DISCARD PILE TO CONCLUDE YOUR TURN.

4.
YOU CAN PLAY THREE PLAYING CARDS WITH THE SAME VALUE
IN AN ATTEMPT TO SHUT DOWN THE GOVERNMENT
AND THEREFORE END THE ROUND.
FOR EXAMPLE, YOU CAN PLAY THREE FIVES.

AT THIS POINT, ANY OTHER PLAYER MAY PLAY THREE PLAYING CARDS WITH THE SAME VALUE TO ATTEMPT TO RE-OPEN THE GOVERNMENT AND THEREFORE CONTINUE THE ROUND.
FOR EXAMPLE, SOMEONE COULD PLAY THREE JACKS
TO RE-OPEN THE GOVERNMENT.

IF THIS IS THE CASE, THE ROUND IS STILL ACTIVE, IT IS STILL
YOUR TURN, AND YOU MUST STILL OPT FOR ONE OF
THE FOUR OPTIONS LISTED HERE.

end of round.

THE MOMENT THE DRAW PILE IS EMPTY, THE ROUND IS OVER
AND PLAYERS CAN CALCULATE
THEIR INFLUENCE SCORE.

IF SOMEONE SUCCESSFULLY SHUTS DOWN THE GOVERNMENT,
THE ROUND IS OVER AND PLAYERS CAN CALCULATE THEIR INFLUENCE SCORE,
REGARDLESS OF HOW MANY CARDS REMAIN IN THE DRAW PILE.

WHEN A ROUND ENDS, ANY CARDS REMAINING IN THE DISCARD PILE GO STRAIGHT TO THE DEAD PILE.

select your styles of play.

  • ROLL THE DICE TO DETERMINE THE WILD VALUE BEFORE THE ROUND BEGINS.

  • ROLL THE DICE TO DETERMINE THE WILD VALUE AFTER THE ROUND ENDS.

wild value.

  • PLAYERS CAN ONLY PLAY ACTION CARDS DURING THEIR TURN.

  • ANY PLAYER CAN PLAY ACTION CARDS AT ANY TIME WHILE THE ROUND IS STILL ACTIVE.

action.

establish the hierarchies.

PLACE A TOKEN FROM EACH SUIT IN RANDOM ORDER IN THE POWER HIERARCHY.

PLACE A TOKEN FROM EACH SUIT IN RANDOM ORDER IN THE INFLUENCE HIERARCHY.

shuffle.

SHUFFLE TOGETHER THE PLAYING CARDS AND ACTION CARDS.
MAKE THEM KISS.

deal.

DEAL 13 CARDS TO EACH PLAYER.

notes on strategy.

THERE IS NO RULE AGAINST COLLABORATING WITH FELLOW PLAYERS OR MAKING ALLIANCES.

IN FACT, THERE IS NO RULE AGAINST MAKING WHATEVER VARIATIONS YOU WANT TO MAKE.

THE QUEEN OF QUEENS HAS NO WAY OF KNOWING OR CARING ABOUT REGULATING WHAT YOU DO OR HOW YOU PLAY.

ACTUALLY, SHE’D LOVE TO HEAR HOW YOU PERSONALIZE IT TO YOUR COMMUNITY AND EVEN MAKE NEW GAMES WITH THE SAME DECK.

IF YOU FEEL LIKE SHARING, SUBMIT TO HER BELOW.