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Important! This page contains a legacy project that has been migrated from another platform. This has resulted in some formatting inconsistency within the body of text, something not currently in the budget for maintanence. I am aware of the issue nonetheless.
The following is a card game I created for my game design class in college. I believe the directions may have some remaining ambiguity, as well as some html to clean up. I also need to replace the artwork with my own at some point. This project is low priority in the present scope of internship application. I simply wanted to post it here for the sake of showing my history with card games, love of card games, and desire to create more!

Kingdom Coinquest

by Tello-Vision Studio

Turn an ordinary deck of cards into a strategic battle for Kingdom Conquest!

The Deck of the Four Kingdoms is rife with conflict. You must crown your king, hone your steel, and command your people. Do you have the strategic mind to defeat your rival kings? Or, will your name fade with time? It's time to breathe life into that dusty old deck of cards!


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Table of Contents


-Requirements-

  • 2-4 players (*untested beyond 2)
  • Deck of 52 standard playing cards
  • Quarter, Nickel, Penny (optional placement reminders for Quartermaster, Knight, and Peasant)
  • Counters (Ex: Beans, beads, pencil/paper, sharp memory)

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-Synopsis-

The Goal:

The goal of Kingdom Coinquest is to defeat your rival kingdoms. Players will draw until they have 3 cards in hand each turn. Choose strategically the source from where you draw your cards. You have 3 options, The Forge (deck), The Graveyard (community discard) or your Salvage Yard (your set of 3 personal discard slots). The cards in hand could be Equipment Cards, Queen Cards, Jack Cards or Ace Cards. Each card type is outlined in its own section. You can only play a card of your Suit of Arms unless you have 2 cards of a Rival Kingdom in your hand. 2 cards of a Rival Kingdom can be played as 1 card of your own Suit. This is known as Recruiting. After you make your play, you must discard a card from your hand. This discard can be placed in 1 of 2 places. If you discard to the Graveyard, other players will have a chance at accessing the card in the future. If you discard to 1 of the 3 personal Salvage Yard slots, only you can access these cards in the future. However, space is limited in the Salvage Yard. Only 3 cards total can be stored here.


Victory:

Victory is accomplished by playing Equipment Cards on your Quartermaster to be prepared for use by your Knight and Peasant. Once prepared, an Equipment card can then be equipped to either your Knight or your Peasant, during your Play Phase. Use your Peasants to attack a rival kingdom. Use your Knight to defend your King. Once a King has depleted his 20 health points, he is no longer in play. Be the last King standing and you are victorious!


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-Set-Up-

GameSetup

This setup will be duplicated by each player. (Note: Forge and Graveyard are community piles!)

  1. Set aside Joker Cards
  2. Separate the 4 Kings from the deck.
    • Shuffle the Kings and place them face down.
    • Each player in turn then draws their King for the game.
    • Place your King as shown in the figure above.
    • Set the remaining Kings aside for the remainder of the game.
  3. Shuffle the remaining cards that are the non-Kings/non-joker.
    • This is the forge. It is essentially the deck that players will draw from.
    • Place the Forge in the location indicated in the figure above.
  4. Each player place 20 counters on their King.
    • This is to keep track of his Health Points remaining.
    </ol>

    Note: At this point, each player should have (1) King in front of them and there is only one deck of cards face down, in the location labeled "forge" on the set-up figure.

    Turn Order:

    1. Heart Kingdom
    2. Spade Kingdom
    3. Diamond Kingdom
    4. Club Kingdom

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    -Your Turn-

    It is important to take your turn in the following order:
    1. Draw Phase
    2. Play Phase
      • Make 1 Play Move. (see Play Move List below)
    3. Discard Phase
    4. </ul>

    A Play Move is any of the following:

    Attack and Defending

    Attack

  5. The Peasant attacks for damage points equal to the number value on the Equipment Card.
  6. Any Attack damage from your Peasant, that doesn't get defended, is applied to the defending King.
  7. An attacking Peasant may only use an Equipment Card once.
  8. </ul>

    Defend

  9. A Defending Knight absorbs Peasant attack damage only up to the value listed on the Knight's Equipment.
    • Peasant attack damage beyond the Knight's defense value is applied as Damage to the Kings Health Points.
    • In the event that a Knight falls short in battle, a Queen in play MUST absorb the remaining incoming damage points for her King.
    • Any damage points remaining that have not been defended or absorbed, will be decremented from the defending King's health points.
  10. A Defending Knight may only use an Equipment Card once.
  11. </ul>
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    -Play Field-

    Forge :

    The Forge is your primary source for stocking your hand each turn. The Forge deck is 1 of the 3 places you can draw from during the Draw Phase of your turn.


    Graveyard :

    The Graveyard is a community shared discard pile. The Graveyard serves a dual purpose. It is also 1 of 3 places you can choose to draw from during the Draw Phase of your turn. The Graveyard is always stacked face up, and only the top card is accessible at any time.

    Be careful! Anything you discard to the Graveyard is then retrievable during the Draw Phase of a rival kingdom's turn!


    Salvage Yard :

    There are 3 spots in your area of the play field labeled "Salvage". These are additional discard slots which can hold 1 card each. These cards can be retrieved just like drawing from the Forge or the Graveyard. However, your Salvage Cards are only accessible to you.

    Note: Only 1 card per Salvage spot. 3 total salvage cards per player at any time.


    Quartermaster Slot :

    The preparer and provider of weapons and armor for your Knight and Peasant. One card may be played here at a time. An Equipment card played here enters preparation. The only time an Equipment card will not need to be prepared by your Quartermaster is when you play an Ace Card. An Ace can Resurrect the top card of the Graveyard directly onto the Knight or Peasant. Depending on the value of the Equipment Card, the preparation cost varies. The cost of preparation is paid in turns.

    Note: The only way to remove an Equipment Card in process is to either wait until it's done being prepared or discard it directly to the Graveyard on your Discard Phase.

    Preparation Costs (based on numeric card value)

    • 2-4 = 1 turn preparation
    • 5-7 = 2 turns preparation
    • 8-10 = 3 turns preparation

    Tip: Place the Equipment Card being prepared by your Quartermaster sideways as shown in the diagram. Then immediately place enough counters on top of the card to represent how many turns of preparation are remaining.

    Tip: Removing 1 counter from your Quartermaster should be the first thing you do each turn.


    Knight Slot :

  12. Defender of the King.
  13. Play a piece of prepared Equipment on your Knight to provide defense for your King.
  14. When an opponent attacks, your Equipped Knight is required to defend the King.
  15. Once a Knight has seen battle, the Equipment card must be placed on the top of the Graveyard.

    Note: This is not a Discard Move.

    Note: Equipping counts as a play move, as does Attacking. Therefore, you may not Equip and Attack on the same turn!
    Note: You don't attack the rival King, only the rival Kingdom.

    Queen Slot :

  16. Your Queen is the last line of defense for your King.
  17. A Queen played in this slot will absorb all damage done to your King one time.
  18. A Kingdom with no Knight MUST be defended by your Queen.
  19. A Queen that has seen battle must then be placed at the very bottom of the Graveyard. </p>

    King Slot :

  20. Simply the place where your King sits. </p>
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    -Card Types

    King

    The leader of your Kingdom. He must be protected at all costs.
    The King starts with 20 health points. A king is defeated when he has 0 or less health. The final King standing is the victor.

    Non-Player Kings: </div>
    These kings are not used in the game; they are set aside outside of the play area.


    Queen

    The King's right hand. She has vowed to protect her people and their way of life.
    The Queen will fully absorb 1 incoming attack, in all cases where a Knight is not available to defend the King.
    The Queen stays in play until defeated. A defeated Queen is then discarded
    to the bottom of the Graveyard.
    Note: Only 1 Queen can be active per player at a time.


    Jack

    The Jack of all trades has no particular allegiance. Jacks are a wild card that can be used to recruit
    any equipment card to your allegiance. A card that was Recruited by using a Jack still needs to be prepared
    by the Quartermaster.

    Note: Only 1 Jack can be in play per player at any time.
    Note: A Jack can only be used on Equipment Cards.
    (He may not be used to Recruit a Queen or an Ace. These cards may be Recruited, but not with a Jack.)

    Equipment Cards (numbered suits)

    These cards represent weapons and armor. The Quartermaster prepares these resources for use by your Peasant or Knight. The value of the card influences its effect and preparation cost. Equip an Equipment Card to your Peasant to allow him to attack on a future play move. The Peasant can attack for the value indicated on the Equipment Card. Likewise, equip your Equipment Card to a Knight, to add that card's value in defense to your Knight. Use the Knight to defend your King. More information can be found in the section on Attacking
    Note: To unequip an Equipment Card, simply replace it with a different prepared Equipment Card. The equipment being replaced is then placed on the top of the Graveyard. This does not count as your Discard Phase.


    Recruited Cards

    A pair of cards not of your kingdom's suit of arms. They count as individual cards until played together. Playing the 2 cards together is known as recruiting. A recruited card can be played as a card of your suit. Any card may become a recruited card when paired with another card of its same type regardless of suit. However, a Jack (wild card) may only be used for Recruiting Equipment (number-valued cards). A Jack cannot be used in Recruiting a Queen or Ace.


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    Questions, Comments or Feedback?

    I'm interested in hearing what you've got to say!

    • Inconsistencies in mechanics
    • Trouble interpreting the rules
    • Suggestions on adjustments
    • Readme Suggestions

    Contact me at:


    lollisjosh@csu.fullerton.edu
    www.github.com/TelloViz </h2>




    Disclaimer:

    Card artwork does not belong to me. It was added for visual flair for a school project. This project was and is for educational purposes. I made this game as part of my Game Design class. All copyright artwork belongs to the copyright holders. I have not, do not, and will not make money off of this game, this repo, my portfolio site, or my YouTube.>