How To Play (In Depth)
Rule Update: 11/18/2025
Game Setup (2–6 Players)
Deck should include:
- 1 YCH card per player
- At least 32 Role cards (50 Role cards max)
- Max 4 of each Role card with the same name
- Max 2 of each Role+ card
- For each Role+ card, replace a Role card of the same name.
- Example: 3 Aristocrats, 1 Aristocrat+
- At least 8 Quest cards (no max on Quest cards)
- Max 2 of each Quest card with the same name
- 30 coins
- 1 coin for flipping
Each player takes:
- 1 YCH card (face up in your play area)
- 4 Role cards (hand)
- 4 coins
The rest of the cards and coins:
- YCH cards set aside
- Quest card pile set aside (face down)
- Remaining Role cards form the Role pile (face down)
- Use 5 coins to form the Kingdom pile
- Any remaining coins are set aside
Game Flow
One round consists of:
- Round start, draw a Quest card to play face up beside the Quest pile
- Each player takes a turn to attack someone, this is a battle
- Starting bids are placed, battle commences
- Starting bids increase based on the round (i.e. round 2 is 2 coins)
- After all players attack, the round ends
End of 3 rounds:
- Game ends
- Fulfill any quests in the order they were revealed
- Fulfill them in your player order
- If Kingdom Bankruptcy happens, pause, pay in and resume fulfilling
YCH Cards
- Play at any time during the game, then flip to discard
- Keep card in front of you, even when discarded
- Doesn’t count as Role card tax
- YCH cards can’t disrupt abilities immediately. Fulfill ability, then play in order.
- Can be used during other players’ battles
Role+ Cards
- Role+ cards are stronger Role cards
- Think of them as evolutions
- Can only be activated by playing it stage 2 after it’s lesser version was already played. (i.e. play a Joker card first stage, play a Joker+ card next)
- You can play it any stage, but if it’s not after it’s counterpart, it has no effect.
- You must discard both cards after the battle if activated.
- Role+ cards still share the same name as Role cards when fulfilling quests.
Quest Cards
- Draw a Quest card at the start of each round
- Play it face up
- Each Quest card has a number:
- 0 = Ends after the quest is completed
- 1 = Ends after 1 round
- 2 = Ends after 2 rounds
- 3 = Ends after 3 rounds (end of game)
- Fulfill quests for rewards
- Discard Quest card once completed or when rounds end
- Keep uncompleted Quest cards in order in which they were pulled
- If tied, those players earn the reward or play out the ability
- If a quest is drawn mid round with a (1) it ends after that round
- This applies to all Quest card numbers
Additional Rules
- If the Kingdom hits 0 coins (Kingdom Bankrupt)
- Pause everything
- All players pay half of their pools to the Kingdom immediately, round down
- Once paid, continue game (i.e. a Quest card or starting bid being fulfilled)
- Battle call outs:
- Players that were just called out (defense) can refuse an immediate attack
- However, you cannot refuse if you have 5 or more coins
- You can challenge a player who just attacked, even if they lost
- During 2 player games you cannot refuse battles
- Players can skip playing one Role card in a battle
- At least 1 Role card must be played in battle (unless you’re out of cards)
- You may take coins from the Kingdom only for starting bids
- You may not discard cards from your hand unless stated by an ability
- If you run out of cards in your hand, you do not get to draw cards
Battle Phase
- Choose a player to call out
- Both players put in the starting bid based on the round
- If you don’t have enough coins for your starting bid, take coins from the Kingdom
- Attacker plays a card face up for stage 1
- Defender then plays their card face up for stage 1
- Defender plays a card face down for stage 2
- Attacker plays a card face down for stage 2
- Reveal and resolve cards in order: Defender → Attacker
- Order: Attack, Defend, Defend, Attack
- Battle ends, player with the most coins wins the entire bid (unless stated by a Role card)
- Discard one Role card (tax), return the other card to your hand
- YCH cards don’t count towards card tax.
- Loser draws card from the Role pile
- At the end of their battle, the two players can pay the Kingdom 2 coins to draw a card
- No limit to how many times you may purchase.
If a battle ends in a tie:
- Both players reclaim bids
- Pay Role card tax
- Flip a coin
- If heads, both players draws a Role card
Tied Game
- If there’s a tie after fulfilling all quests, game continues
- All Quest cards are discarded
- If not a part of the tie, you’re out (discard cards and coins)
- Kingdom resets to 5 coins
- Tied players keep their coins and hands
- Draw a new Quest card to start the round
- Bids are now 4 coins
- End of 4th round, most coins wins
Additional Information
- Custom cards!
- Get a custom card made by us to use in your game
- Build and customize your own decks
- Mix and Play
- Try out a friend’s deck
- Have each player submit and pick their own cards to put in a deck to play
- Try dividing up who’s picking however many Quest and Role cards
- Competitive play:
- 1 on 1 playstyle
- Each player has their own decks
- 16 Role cards each (6 Unique Roles Max)
- Usual Role limits only apply to each player, not to the combined deck.
- This means you can have 8 Jokers if you both had 4.
- Minimum 4 Quest cards each
- 1 YCH card per player (Additional YCH’s may be available)
- Shuffle the decks together
- Adapt and claim the crown
- Break a few rules:
- Let players have two YCH cards
- Try playing on teams
- Make your own rules or come up with creative ways to play
- Grow your collection!
- Find new YCH, Role, and Quest cards in booster packs
- Trade with others
- Get YCH cards signed at meetups
- Watch out for special online events
We hope you’re enjoying Royalty CG!