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boardgames·Board Gamesbysibachian

Crowns - Where chess meets cards in a battle of wit, will, and war.

Note: Game uses a standard deck of cards.

I have entirely rewritten the rules to be more clear and concise. I buffed the King slightly, and also re-added the joker (now an optional rule), and solved the lack of a playmat center as an optional rule which enhances the tactical element of play.

So, here are the new rules, please tell me how it reads with the improvements and if you haven't seen my previous post, please playtest it and tell me what you think! :)


Updated 13.08.25

Introduction

Crowns is an area control card game for two, where precise positioning and clever tactics decide the victor.

Players take turns placing cards on a 5x5 grid, each card carrying unique values and special abilities that can shift the balance of power and force your opponent into tough decisions.

  • Draw cards from your personal deck.
  • Place cards on the board to claim or capture territory from the rival player.
  • Outsmart your rival by cutting off their routes or seizing key positions.

The winner is the player who controls the majority of the board when both players run out of cards to play.

Preparation

  1. Split the deck up by color.
  2. Each player take their respective color deck, shuffle it, and place it face down on the table.
  3. Each player draws 5 cards from their deck and keeps them hidden from their rival.
  4. Make sure there is enough table space to form a 5x5 grid of cards.

Rules

  • The Red player starts the game.
  • On your first turn, place one card in any empty square in your home row (the row nearest you), then draw a card to end your turn.

The game is played in alternating turns, where each player:

  1. Chooses a card from their hand and places it orthogonally adjacent to one of their existing connected cards that links back to their home row. Expanding their territory.
  2. Draws a new card to return to 5 cards in hand (unless their deck is empty).
  • You may always place a card in an empty square on your home row, even if it is not connected to the rest of your territory. This can help reinforce connections later.
  • When reaching adjacent a rival’s claimed square, you may capture it by placing a card of higher value on top.
  • Depending on the card played, the player may need to re-arrange pieces on the board to fulfill its special placement mechanics.

Card values:

  • 2-10 = face value
  • Ace = 11 and 1 (more on this under special card mechanics).
  • Jack = 12
  • Queen = 13
  • King = 14
  • Joker = 0

Cards must remain connected to your home row to expand territory. If a connection is broken by your rival, you cannot claim or capture squares from that disconnected area until it’s reconnected.

If you cannot claim an empty square or capture a rival square, you must place a lower-value card on one of your own cards anywhere on the board to draw a new card.

You may also place a higher-value card on one of your connected cards to strengthen it or to draw a new card as a tactical choice.

If you cannot place a card at all, you must concede the game.

End of Game:

When both players run out of cards, the player who controls the most squares wins.

Optional Rule – Shifting Center:

The center of the board is undefined until five cards have been placed in a continuous horizontal line. This allows the battlefield to expand dynamically in either direction.

Special Card Mechanics

King

  • Its square cannot be captured by the rival player as it has the highest card value.
  • Can be moved only by a Queen (or Joker).
  • Can claim and capture squares both orthogonally and diagonally.

Queen

  • After placing the Queen, you must choose one of the following actions:
  1. Swap positions with an orthogonally adjacent card.
  2. Move one space orthogonally into an unclaimed square.

Jack

  • Choose one of your connected cards and place the Jack exactly two spaces away in a straight line (orthogonal only).
  • Cannot be used to capture a King or Queen as the value is too low.

Ace

  • Must be placed diagonally adjacent to one of your connected squares.
  • Can be used to capture any number card.
  • Placement value: 11. Once placed, value drops to 1.

Joker (Optional Rule)

  • Acts like a magnet, allowing you to push or pull cards on the board.
  1. Push: Move the pile one orthogonally adjacent square away. If another pile is there, stack it either above or below the Joker pile (unless it’s a King).
  2. Pull: Move a pile from an orthogonally adjacent square to the Joker’s pile square. Stack it either above or below the Joker pile (unless it’s a King).

• The Joker must always be placed at the bottom of any pile it’s part of.

• Must be played orthogonally adjacent to one of your cards connected to your home row.

• If played on an empty square, the Joker must pull a pile from an orthogonally adjacent square onto itself.

• If there is an empty square orthogonally adjacent to the Joker pile, it may skip over that square to reach and interact with the next square beyond it.


I've dropped the wordpress page in favor of using itch.io, the old video on how to play the game as well as the graphical illustrations on how to play are thus all now available over at my itch: https://sibachian.itch.io/crowns

Thank you!

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boardgames·Board Gamesbysibachian

Crowns, a tactical standard 52 card deck area control game for two!

updated 2025-06-27 at 10:03 clarified some of the rules.

updated 2025-06-27 at 13:07 added examples of plays, see comments.

updated 2025-06-27 at 18:20 new images for the instructions because i realize i fucked them up. also put the rules up on wordpress: - will probably use that as reference for updates https://playcrowns.wordpress.com/ !

updated 2025-06-27 at 19:07 - made a BGG page! https://boardgamegeek.com/boardgame/448970/crowns

update 2025-06-29 at 08:20 - i uploaded a playthrough video on the website for those who prefer to learn the rules that way

I designed an easy-to-learn but tactically deep card game and have been testing it several times with my traditional cards and MTG-player friends who love it, now I'm looking for outside feedback!

The game is super light and easy to learn, less than 400 words on the rules. Despite that, it has great depth, making it feel more like a modern battle card game like MTG rather than a traditional card game like Palace - so if you like MTG or similar games, you'll probably love this one!

Here are the rules and details:

Introduction

Crowns is an area control card game for two, where sharp positioning and smart plays decide the match.

The objective of the game is to win by controlling the majority of squares on the board.

Preparation

The game requires only a standard deck of 52 cards and enough table space to place said cards in an 5x5 row.

Split the deck up by color. Each player then take their respective color, shuffle it, and place it on the table. Both players then draw 5 cards from their draw pile and keeps their cards hidden from their opponent.

Rules

Red player starts the game.

The game is played in rounds where each player places a card from their hand onto the board. On the very first round, each player must place a card in any empty square of choice in their home row - which is the row nearest them, then draw a new card finishing their round. A player must always have no less than 5 cards in hand unless the draw pile is empty. The players then take turn placing cards orthogonally adjecent to their current placed card connected to the home row, filling out the unclaimed squares across the board or placing more cards in their home row. An unconnected card may always be played in the home row to fortify their connections later.

Upon reaching the opponents claims, the opponents square can be stolen by placing a higher value card on top.

Cards need to connect back to the first row in order to advance outside the home row. If the connection is broken by the opponent, no new squares can be claimed from the broken off position.

In situations where a player cannot claim an empty square or steal an opponents square, they must place a lower card on top of one of their existing non-connected cards anywhere on the board to draw a new card. Players are always allowed to place higher cards on their existing connected cards to fortify them or to draw a new card in a situation where that may be a better play.

Once there are no more cards to play, the player with the most claimed squares on the board wins. If a player is unable to place any cards despite still having cards in their hand, they must fold.

Special Cards Mechanics

Kings Are permanent cards that can never be claimed by the opponent. A Queen can however strategically move a Kings position on the board.

Queens When being placed in connection to one of your cards, must swap position with any orthogonally adjecent square of choice, claimed and unclaimed.

Jacks Must leap over one claimed or unclaimed square from the position of one of your claimed and connected squares. Cannot be placed on top of Kings or Queens.

Aces Must be placed diagonally adjacent to one of your claimed and connected squares. Can be played on any non-face card. Aces function as a blank card, allowing any other card to be placed on top.

Board Example

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