Kingdom Run
Kingdom Run Rulebook
Table of Contents
Table of Contents
Contents
- 5 game boards
- 12 victory tokens
- 5 score tokens
- 16 runner tokens
- 4 dice
Getting Ready
- Place the stickers on the wooden tokens, matching the token color to each clan. One side of each token must be "awake" and the other "asleep".
- Arrange the five game boards to form a racetrack. The start and finish boards must be at the opposite ends. A racetrack must always contain three lakes.
- Arrange four characters from different clans on each of the four spaces on the start board. The setup is the same regardless of the number of players.
- Divide the victory tokens equally among the players.
- Arrange the score tokens along the racetrack from lowest to highest, starting on the space nearest the start. Runners who don't make it to the end will score the appropriate points for their player.
- Each player chooses a clan to represent. The youngest player goes first.
Gameplay
Turns rotate counterclockwise throughout the game.
On their turn, the active player rolls all four dice. They may then re-roll as many dice as they like (once per turn). After this re-roll, the player performs the actions on their dice in any order they wish, following these basic rules.
- A player cannot perform the same action more than twice a turn. Therefore, it is possible to be unable to use all the dice in a turn.
- A player can move any runner, even if it does not belong to them, but moves must always be in a forward direction.
- Each space on the racetrack may contain up to four runners at most. If the space on which a runner is supposed to land is full, the runner lands on the next available space. If several consecutive spaces are full, the runner moves on until an open space is reached.
Actions
Disbanding: The player chooses a space and picks up from one to four runners from it (the player chooses how many to take). They then place one of the runners from their hand on the next free space on the racetrack, then a second one on the next free space, and so on… until they have no more runners in their hand. They can only place one runner per space.
Catch-Up: The player chooses one runner and moves that runner forward to catch up to the next runner they meet on the racetrack. A runner who is leading the race cannot perform this action. A runner may catch up with runners who have crossed the finish line.
Bathing: The player can either take a runner who is not in the water and move forward into the nearest lake, or take a runner out of a lake by moving them forward one space. This is the only way to leave a lake.
2 Victory Points: Steal a victory token from an opponent. Please note: If a player has finished, they are no longer in play, and victory points can no longer be stolen from them.
Lull/Awaken a Runner: The player chooses a runner and turns over their token, either lulling that runner to sleep, or awakening it. A sleeping runner cannot be moved until they have been awoken. A player's last awake runner may not be lulled to sleep.
Carbon Copy: Copy the action on another die. Carbon Copy counts only itself in the "rule of two actions". For instance, if a player had 2 Bathing and 2 Carbon Copy, the player could perform Bathing 4 times. However, if a player had 1 Bathing and 3 Carbon Copy, they could only use 2 of those Carbon Copy actions to copy Bathing.
End of the Game
As soon as a runner reaches the finish line, they are placed at the top of the podium (13 points). Several runners may reach the finish line on the same turn. The active player decides the order of arrival. The game ends when the last slot on the podium is occupied.
Please note: In a two-player game, the game ends as soon as one of the two opponents gets all four of their runners across the finish line.
The players add up:
- the points received by their runners who have crossed the finish line;
- the points received by their runners who are still on the racetrack (equivalent to the score token present in the space where they have stopped);
- their victory tokens (2 points per token).
The player with the highest total score wins. In the event of a tie, the player with the best-placed runner wins.