← Crown of Aragón

Crown of Aragón

Rules

The complete base-game rules in a readable web format, plus instructions for the optional Leader/Event cards.

Base game

Object of the game

You and your opponent are rulers of small kingdoms in northern medieval Spain. Your goal is to unite Aragón by building Military, Political, and Economic influence.

At the end of your opponent’s Influence phase, you normally win in either of these ways:

  • Reach 10 influence in one area.
  • Reach at least 5 influence in any two areas.

Setup and first turn

  1. Shuffle the cards together to make one shared draw deck.
  2. Deal four cards to each player.
  3. The player who most recently lost a game that included the other player goes first. If that does not settle it, roll a die or draw high card.

The opening turn

On the first player’s first turn, they may play no more than one card and skip the Influence phase. The second player takes a normal turn.

How a turn works

After the opening turn, each turn has four phases.

1

Beginning

Resolve any abilities that happen at the beginning of your turn, one at a time, in any order you choose.

2

Planning

You may play one card from your hand into its matching Military, Political, or Economic area. Some abilities allow additional cards. Resolve each card completely before playing the next one.

If a card that grants an additional play is abandoned or destroyed before you use that play, you lose the additional play.

Abilities marked “On Your Turn” are used during Planning. Each can be used once per turn.

3

Influence

Compare both players’ total strength in each area. The player with more strength gains influence equal to the difference.

When influence changes sides, reduce the opponent’s influence before adding your own. Influence in an area cannot exceed 10. After adjusting all three areas, check whether your opponent has won.

4

Draft

Set your hand down and look at the top three cards of the draw deck. Keep one, then pass the other two to your opponent. Your opponent keeps one, and the last card is discarded face down.

If fewer than three cards remain, draw as many as possible. If only one card remains, keep it; there is nothing to pass or discard, and your turn ends. The other player then begins their turn.

Victory and endgame

Winning is checked at the end of your opponent’s Influence phase. The usual thresholds are 10 influence in one area or at least 5 influence in two areas.

When both players meet a threshold

  • If both players have 10 influence in different areas, continue until one player has at least 5 influence in the third area at the end of their opponent’s Influence phase.
  • If one player has at least 5 influence in two areas while the other has 10 influence in one area, continue until there is a clear victor.

When the deck runs out

After the draw deck is empty, when a player plays the last card in their hand, the opponent takes one normal turn. If neither player has a clear victory after that turn, the player with the most total influence wins.

Cards and game terms

Reading a card

Each card has a name, a Military, Political, or Economic type, and a strength value. Some cards also have one or more abilities.

Name
The card’s name.
Type
Economic, Military, or Political. The type determines which area the card can be played into.
Strength
The amount of strength the card contributes to its area.
Abilities
Additional instructions that take effect when the card is played, while it remains in play, or when their stated condition is met.

Terms used on cards

Discard
Cards discarded from a hand or the top of the deck stay face down unless an effect reveals them. Face-up cards abandoned or destroyed from play stay face up in the discard pile.
Surrender influence
Move the influence marker one step toward your opponent. Stop as soon as your opponent reaches 10 influence in that area, even if they had less than 10 when the surrender action began.
Abandon
Move a card you control from play to the discard pile. You can only abandon your own card.
Destroy
Move the targeted card in play to the discard pile. A face-up card remains face up there.

Optional cards

James, Philip, and Randall

These optional Leader/Event cards were distributed separately from the base game in 2017. The instructions below cover those cards too.

  1. Each player starts with one Leader face up in front of them. Set any unused promo card aside. A Leader’s ability remains active while it is in play.
  2. During Planning, you may give up your Leader as one of your card plays to use the Event on its reverse. An Event is a one-time effect: resolve it immediately instead of playing it into an area, and it adds no strength.
  3. After the Event resolves, remove the promo card from the game. It never enters the draw deck or discard pile.

Credits

Concept and mechanisms
James Searles
Game design
Phil Amylon and James Searles
Development
Randall Nadeau and James Searles
Producer
Matthew DeMatteo
Art and graphic design
Touch Touch Studios
Publisher
Joggle

Original booklet

Keep the four-page rules handy.

PDF · 0.5 MB