Council of 12
Council of 12 Rulebook
Table of Contents
Table of Contents
- Introductory Game
- Setup
- Game Flow (Déroulement de la partie)
- Round Structure (Déroulement du tour)
- Never Play Your Last Card
- Two-Objective Dilemmas
- Final Round: "Claim the Throne" (Dernier tour : « Revendiquer le trône »)
- Card Details (Détail des cartes)
- The Chronicle (La Chronique)
- Next Game (Partie suivante)
- Rita's Troubled Year (L'année troublée de Rita)
Introductory Game
Play a presentation game first! Once the rules have been read, refer to the Tutorial cards. They let you learn the rules through a simplified game.
Setup
(See the illustrations at the bottom right of the setup page.)
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Place the Favor card in the middle of the table. Place the Favor token on space 4 of the Favor track if you are playing with 4 players, or on space 3 if you are fewer.
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Take the Petitioner cards (Quémandeur).
- Place LA PUISSANTE (THE POWERFUL ONE) face up on the table.
- Shuffle the Petitioner cards and draw 4 more. Place them face up on the table.
- At least one of these 4 cards must have a value of 1 on its crown (1). Discard and redraw as needed.
- Now draw 2 Petitioner cards face down. You must have 7 cards in total on the table.
- Return the remaining Petitioner cards to the box. They will not be used during this game.
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Shuffle these 7 Petitioner cards and stack them face down at the bottom right of the Favor card.
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Give each player a Player Aid card (Aide de jeu) and a set of 12 Character cards whose back is the same colour.
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Each player looks for their 5 Character cards that correspond to the 5 face-up Petitioner cards. These form your starting hand. Do not show your cards to the other players! Place your remaining Character cards under your Player Aid card.
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Separate the Dilemma cards according to their bell.
- Draw at random 4 Easy Dilemma cards, 2 Medium Dilemma cards and 1 Difficult Dilemma card, and shuffle these 7 cards.
The Council is now ready to sit!
Game Flow (Déroulement de la partie)
Throughout the game, you will try to resolve a new Dilemma each turn by influencing the value of the die, while keeping an eye on the Favor track.
The Favor token shows the kingdom's satisfaction with the Council's decisions. When you gain or lose Favor, move the token in the direction indicated on the track. Favor cannot exceed 5 points.
At any time, if your Favor falls to 0, you immediately lose the game.
If you resolve all the Dilemmas (including "CLAIM THE THRONE") without your Favor falling to 0, the Council wins the game.
Council Etiquette (Étiquette du Conseil): Players are forbidden to communicate about their cards (in hand or in the discard pile). General comments are, however, allowed, such as: "I can do this alone"; "Can someone cancel my card?"; "I need to play first"; "I'll need help"; etc.
Example: the Council members Léa XII, Mia VI and Tom Ier play Council of 12. At the start of the game they roll the die and get a 7. The first Dilemma is "COLLAPSED TOWER" (TOUR EFFONDRÉE). To resolve it they must get 9, 10 or 11 on the die.
Round Structure (Déroulement du tour)
(Remember to follow the Council Etiquette.)
Each game turn, carry out all of the following actions in order:
- Reveal the Petitioner card.
- Ring the royal bells?
- Simultaneously: choose a Character card.
- One after another: reveal your card.
- Check the objective.
1. Reveal the Petitioner Card
A sorrowful messenger appears before the Council.
Turn over the first card of the Petitioner pile (cartes Quémandeur). The character shown on the card is the one who appears before the Council. The Petitioners have already done their utmost to solve this problem, but in vain. They turn to you instead.
The first card of the Dilemma pile tells you the value to reach with the die. Some cards have several values (separated by "/"). At the end of the turn, you will have resolved the Dilemma if you have adjusted the die to match one of the values requested.
2. Ring the Royal Bells?
Remark: during your first game, we recommend skipping this step.
Ring the bells to warn the kingdom of the threat at its gates... and so that it admires your mastery of the situation!
If all the players agree: 1 point of Favor is lost, and the Dilemma card is moved to the right of the Petitioner pile.
By doing this, you make the Dilemma public, which has two consequences. On the one hand, you can know the value of the die expected next turn (on the newly revealed Dilemma card). On the other hand, the Dilemma you set aside will be worth more points during final scoring (see "The Chronicle", p. 5).
Example: "Let's try it!" declares Tom, moving the Favor token one space, from 3 to 2. Léa moves the Dilemma card to the right of the Petitioner cards. The card "FESTIVAL" (which requires a value of 3) is revealed. If the Council were to fail this turn, at least it can start preparing for the next one...
3. Simultaneously: Choose a Character Card
Who shall we call upon for help?
Each player chooses a card from their hand and places it face down in front of them. This card may not be the character of the Petitioner card.
If a player has only 1 card left, or cannot play, they must first redraw (see "NEVER PLAY YOUR LAST CARD", p. 4).
Example: The current Petitioner is THE DAME, so the card she represents cannot be played this turn. That is no problem for this game, since THE DAME was not among the 5 starting cards, and nobody has her in hand!
4. One After Another: Reveal Your Card
Behold their power!
Carry out the following actions in order:
- Agree among yourselves on who will reveal their card first. Whoever wants to play first may have a well-thought-out plan?
- If someone has played the same card, they reveal it immediately. All cards of that character are cancelled: their effect is not applied, and they are discarded onto each player's discard pile (of which only the top card is visible).
- If the card played is not cancelled, you MUST apply its effect, then discard it.
- If a player reveals the character of the Petitioner card, the Dilemma is immediately lost, and all players discard their cards. Go to step 5, "Check the objective".
- If one or more players still have an unplayed card in front of them, return to step 4, agreeing again on the order of play.
Remember that it is forbidden to discuss your card or its effect before it is revealed!
Example: Mia and Tom have both chosen their cards very quickly and look each other in the eye. They seem confident in their choices, and Mia finally declares that she should play first. She reveals THE AUTOMATON (L'AUTOMATE), which lets her change the value of the die by 2 or 3, and so move the current 7 to 9 or 10 to succeed in the objective!
Unfortunately, Tom had the same idea. He reveals his card... it is also THE AUTOMATON! The two players discard their cards without applying the effect. They turn to Léa: will she save the game?
Léa reveals THE SORCERER (LE SORCIER) and turns the die from 7 to its adjacent value, 10. The others let out a sigh of relief...
5. Check the Objective
Will you be able to control the die and save the kingdom?
If the value of the die is equal to the value set as the objective, you resolve the Dilemma. Otherwise, you fail. Turn over the Dilemma card.
- If you succeed: apply the effect described on the right of the Dilemma card.
- If you fail: apply the effect described on the left of the Dilemma card.
If your Favor falls to 0 because of a penalty, you immediately lose the game.
If you rang the royal bells (by moving the card to the right), move the Dilemma card to the top right of the Favor card. Otherwise, place it at the top left. The current Petitioner card is discarded just above the Favor card.
Example: The objective has been reached, since the die is on the right value. The Council turns over the Dilemma card and applies the effect indicated on the right. The card has no REWARD box and the bells were rung, so it is placed at the top right of the Favor card.
Once resolved, certain Dilemma cards state that they may be kept as REWARDS (RÉCOMPENSES). Place them just to the right of the Favor card if you rang the bells, or to the left otherwise, so you remember that you can use their effect. There is no limit to the number of REWARD cards you may hold or use, even during the "CLAIM THE THRONE" phase. When you discard them, place them above the Favor card with the other resolved Dilemma cards.
Remark: as indicated on the Petitioner card, you may be invited to place the Character card shown in your hand.
Since they have resolved the petition of THE DAME (the current Petitioner card), the players may take their own Character card representing THE DAME from under their Player Aid card and add it to their hand.
If the only Dilemma card remaining is "CLAIM THE THRONE", go to the next step (see "FINAL ROUND", p. 4). Otherwise, begin a new game turn by returning to step 1.
Never Play Your Last Card
When a player has only one card in hand and must play, they must first discard their remaining card and take back all the cards played previously. The card that has just been placed on the table becomes their new discard pile. After this, they may play one card from their newly formed hand.
Example: Mia has only 2 cards left in hand: THE ORACLE and THE POWERFUL ONE. She places THE ORACLE face down, then reveals it at step 4. THE ORACLE asks her to play a new card. Having only THE POWERFUL ONE in hand, she places THE POWERFUL ONE face up in her discard pile and takes all the other cards from her discard pile back into her hand (including THE ORACLE). She then plays a card from her hand to carry out the effect of THE ORACLE.
Two-Objective Dilemmas
Some Dilemma cards have 2 objectives (two die symbols). To accomplish them, you must reach both values during your turn. One of the two values (of your choice) must be reached at any moment DURING the turn, and the other must be reached at the end, as in a turn with a single-objective Dilemma.
Example: The Council attempts to resolve the Dilemma MYSTERIOUS LIGHTS (LUEURS MYSTÉRIEUSES). Without being able to use THE INVERSEUSE (the current Petitioner), this could be difficult, but the Council has a plan.
Tom reveals THE POWERFUL ONE and turns the die twice to reach 3. The first objective is accomplished!
Léa then plays THE AUTOMATON and adds 2 to the value of the die, which becomes 5.
Finally, Mia plays THE ALCHEMIST and chooses to double the value of the die: 10! Second objective achieved!
In a 2-player game, you may choose to play 2 turns in a row to accomplish this double objective. The same Petitioner card is used for both turns, and the Dilemma is only considered resolved if a different objective has been accomplished on each turn. If the players fail the first turn, they immediately apply the penalty without playing a second turn.
2 Players: before choosing your cards, decide whether you play this Dilemma in 1 or 2 turns.
Final Round: "Claim the Throne" (Dernier tour : « Revendiquer le trône »)
The last Dilemma is always "CLAIM THE THRONE". If you do not lose your last Favor, you win the game. For this particular Dilemma there is no Petitioner card, and you do not have the option of ringing the royal bells. Above all, the objective is now to play the SAME Character card. Reveal your Character cards simultaneously. Do not apply any effects. Turn over the Dilemma card and find out whether you win or lose the game. You may now record the result of your game in the Chronicle.
Example: Each member of the Council tries to recall the cards the others still have in hand. Everyone chooses a card, then reveals it simultaneously. Mia and Tom reveal THE SORCERER, while Léa has played THE POWERFUL ONE. They lose 1 point of Favor, but still have 1 left: they win the game! They therefore decide that THE SORCERER will take the throne.
Card Details (Détail des cartes)
- THE ALCHEMIST (L'ALCHIMISTE): double or halve the value of the die (turn it to the corresponding number). Round down when halving an odd number. A 1 must be doubled; a 12 must be halved. The die will reach at minimum a value of 1, and at maximum 12.
- THE AUTOMATON (L'AUTOMATE): increase the value of the die by 2 or 3 points (turn it to the corresponding number). If the value would exceed 12, the die stays on 12.
- THE KNIGHT (LE CHEVALIER): the objective of the Dilemma card becomes "1/2/3/4" (if there are two objectives, only the one of your choice is replaced). THE KNIGHT changes the value of the objective even if THE GOLEM has already done so.
- THE DAME (LA DAME): turn the die so that it matches the value of one of the objectives. The effect of THE DAME is only applied if she is the first card played at step 4. REWARD cards that allow you to play your card face up at step 3 do not prevent the effect of THE DAME.
- THE DRUIDESS (LA DRUIDESSE): add or subtract 1 point from the value of the die (turn it to the corresponding number). If the value must go down while the die is on 1, or go up while the die is on 12, it stays on that value.
- THE GOLEM (LE GOLEM): the objective of the Dilemma card becomes "9/10/11/12" (if there are two objectives, only the one of your choice is replaced). THE GOLEM changes the value of the objective even if THE KNIGHT has already done so.
- THE INVERSEUSE (L'INVERSEUSE): turn the die to the face opposite the current result. Tip: the sum of two opposite faces of the die is always 13. THE INVERSEUSE thus changes a 12 into a 1, an 8 into a 5, etc.
- THE ORACLE (L'ORACLE): re-roll the die. Then, play another character from your hand. If you have only one card left in hand, discard it. Then take back all your other cards played previously into your hand, including THE ORACLE, and play a second card. This second card is cancelled under the usual rules if another player has chosen the same card, including if that player had already played it this turn. Thus, replaying THE ORACLE cancels it.
The Chronicle (La Chronique)
Will your descendants admire your great deeds?
After a game, whether you won or lost, you always have the option of recording an account of your journey in the Chronicle.
Council members: Enter here the names of the players, followed by a Roman numeral indicating the number of times these players have appeared in the Chronicle. Thus, at your first game, Rita will be Rita Ier, and at your third game she will be Rita III, her great-granddaughter. Life away from the Council is quiet and restful, so it is entirely possible that your child sits beside the great-grandson of a colleague if you have not played the same number of games.
Greatest obstacle: What was the most difficult thing about this game? Was it a Dilemma card? A die value to reach? Perhaps one of the other players? Note this information for posterity.
Reign duration (total score): With the exception of the "CLAIM THE THRONE" card, each Dilemma card has a value on its back. Any card that was placed to the right of the Favor card (because you chose to ring the bells) counts double. Add together the values of all resolved Dilemma cards. Add to this total the values of the 7 Petitioner cards used during the game, as well as the number of Favor points remaining. Write this number here: it represents the duration of your reign.
After so many years, you have left the throne amid cheers (if you won) or amid jeers, banished from a kingdom you did not deserve by disappointed citizens (if you lost).
Next Game (Partie suivante)
Start of reign: Calculate the year in which your Council sits by adding the year the previous reign began and the duration of the previous reign. If you achieve one of the scenarios on pages 6 and 7, also note the month.
Responsibilities of the throne are too demanding to be personally committed to your subjects. If a character (not a player) sat on the throne at the end of the previous game, remove their card from the Petitioner pile before playing. You may lean this card against the game box, so that the sovereign gazes upon the new Council.
If THE POWERFUL ONE was set aside in this way, draw 1 additional Petitioner card face up with a value of 1 during setup, to replace it and have 5 cards in your starting hand.
If the last game was lost and the throne remained vacant, the setup is not changed.
If you wish to live reigns of spectacular length, you also have the option of choosing the Petitioners and Dilemmas your Council will face.
The harder the Dilemmas, the longer your reign may last. Will you do even better in your next game?
On the throne: If you won the game, write here the name of the character determined by the "CLAIM THE THRONE" card. If you lost, the throne remains vacant until the next game. In that case, so that the space in the Chronicle does not stay empty, you may play a game of The King of the 12 (Le Roi des 12) and write the name of the winner (Rita Ier in the example Chronicle).
Silent Council bonus: If you want to reach the highest scores, attempt the Silent Council challenge described on the card of the same name! Tick one box for each Dilemma after which you managed not to speak at all.
Remark: in some cases, the same Dilemma may last more than one turn. For this challenge, you must succeed in silently completing all the turns of the same Dilemma in order to tick a box.
Reign Score Table (Règne / Score)
| Reign (Score) | Outcome of your reign |
|---|---|
| 23 or less | The people are very dissatisfied: sit again soon! |
| 24 — 34 | The people are content with you. |
| 35 — 60 | The people honour you. |
| 61 — 78 | The people shower you with riches and blessings. |
| 79 — 109 | Your kingdom is safe and will prosper until the end of your days. |
| 110 or more | Your blessed kingdom extends over the entire surface of the Earth! |
Rita's Troubled Year (L'année troublée de Rita)
A different challenge is proposed each month.
In these optional scenarios, setup is carried out normally, but the Dilemma and Petitioner piles are built as indicated. You may need to use the character sitting on the throne. The numbers listed in the "#D" column correspond to the numbers printed on the front of the Dilemma cards, at the bottom right of the image, indicating which Dilemmas to use. As always, "CLAIM THE THRONE" will be the last card.
What score will you be able to reach under such circumstances?
January
The year has only just begun, and problems are already piling up... But do not despair: they are not — yet — so hard to overcome.
- Petitioners: THE POWERFUL ONE, THE DRUIDESS, THE STOIC, THE SORCERER, THE PARASITE, THE KNIGHT, THE INVERSEUSE
- Dilemma numbers (#D): 5, 8, 9, 12, 15, 16, 20
Very simple scenario, including some of the author's favourite elements.
February
Once again, the Petitioners submit surmountable problems to you. But you perceive the omens of disasters to come...
- Petitioners: THE ALCHEMIST, THE POWERFUL ONE, THE DAME, THE GOLEM, THE SORCERER, THE AUTOMATON, THE INVERSEUSE
- Dilemma numbers (#D): 1, 2, 8, 13, 14, 18, 21
Relatively simple scenario, including some of the author's favourite elements.
March
Problems arrive, but you can count on powerful and wise allies.
- Petitioners: THE POWERFUL ONE, THE DRUIDESS, THE DAME, THE STOIC, THE SORCERER, THE ORACLE, THE KNIGHT
- Dilemma numbers (#D): 3, 6, 22, 23, 24, 30, 36
Scenario of medium difficulty, including some of the author's favourite elements.
April
THE POWERFUL ONE is unwell. Will you be able to appease the Stones without her help?
- Petitioners: THE ALCHEMIST, THE DAME, THE STOIC, THE GOLEM, THE SORCERER, THE PARASITE, THE INVERSEUSE
- Dilemma numbers (#D): 1, 3, 20, 24, 30, 31, 36
Scenario without the help of THE POWERFUL ONE, with heavy penalties for missed Dilemmas.
May
THE POWERFUL ONE returns stronger than ever, and is ready to conquer the throne! It is only thanks to her help that the Twelve Kingdoms will survive!
Special rule: to win, you must make THE POWERFUL ONE sit on the throne.
- Petitioners: THE POWERFUL ONE, THE DRUIDESS, THE STOIC, THE SORCERER, THE PARASITE, THE KNIGHT, THE INVERSEUSE
- Dilemma numbers (#D): 5, 8, 9, 12, 15, 16, 20
June
After a turbulent period, the people hope that a calmer sovereign will take the throne.
Special rule: to win, you must make THE STOIC sit on the throne.
- Petitioners: THE POWERFUL ONE, THE STOIC, THE DAME, THE GOLEM, THE PARASITE, THE KNIGHT, THE INVERSEUSE
- Dilemma numbers (#D): 2, 6, 8, 13, 14, 18, 21
July
You have already bravely crossed half the year, a fine reason to celebrate! Share your triumph with the neighbouring kingdoms: ring the royal bells as often as possible!
Special rule: to win, you must ring the bells at least 4 times and choose a successor.
- Petitioners: THE POWERFUL ONE, THE DAME, THE SORCERER, THE AUTOMATON, THE ORACLE, THE PARASITE, THE INVERSEUSE
- Dilemma numbers (#D): 1, 2, 8, 12, 14, 16, 24
August
Each Stone of Power can only be appeased in one way...
In this scenario, the Dilemma cards have only one value to reach.
- Petitioners: THE POWERFUL ONE, THE DAME, THE STOIC, THE GOLEM, THE SORCERER, THE KNIGHT, THE INVERSEUSE
- Dilemma numbers (#D): 1, 6, 8, 9, 20, 24, 33
September
This month, you must redouble your efforts!
In this scenario, each Dilemma card has 2 values to reach!
- Petitioners: THE POWERFUL ONE, THE DAME, THE STOIC, THE SORCERER, THE AUTOMATON, THE PARASITE, THE INVERSEUSE
- Dilemma numbers (#D): 10, 21, 28, 31, 32, 34, 35
October
You can no longer count on the support of the Stones... Will you manage to get through without rewards?
In this scenario, the Dilemmas you resolve will grant you only fairly weak rewards, if any at all!
- Petitioners: THE POWERFUL ONE, THE DRUIDESS, THE STOIC, THE GOLEM, THE SORCERER, THE KNIGHT, THE INVERSEUSE
- Dilemma numbers (#D): 1, 7, 14, 24, 30, 32, 33
November
The people are angry, and nothing will make them happy this month. Stay united to appease the Stones of Power!
Special rule: you start this scenario with 1 point of Favor. Resolving Dilemmas will not earn you any Favor.
- Petitioners: THE POWERFUL ONE, THE DAME, THE STOIC, THE GOLEM, THE SORCERER, THE KNIGHT, THE INVERSEUSE
- Dilemma numbers (#D): 2, 4, 12, 13, 25, 29, 30
December
After the efforts of the last months, you are all exhausted, so weak that you are unable to move or even converse.
Special rule: to succeed in this scenario, you must be a Silent Council throughout the game and choose a successor. Neither gestures nor discussion are permitted, as indicated on the "Silent Council Challenge" card.
Will you reach the ultimate score?
- Petitioners: THE DRUIDESS, THE STOIC [printed as "STOÏQE" in the source], THE GOLEM, THE SORCERER, THE AUTOMATON, THE PARASITE, THE KNIGHT
- Dilemma numbers (#D): 30, 31, 32, 33, 34, 35, 36