Queen of 12
Queen of 12 Rulebook
Table of Contents
Table of Contents
Overview
Each round, different dice are available in the middle. You play cards to secure as many of these dice as possible, or exactly those that you are still missing. However, the order in which the cards are executed determines whether your plan works out.
Depending on the dice you get, you may cross off the matching fields on your sheets. In doing so, you try to fill as many rows and columns as possible. After the 12th dice roll, you receive points for filled and partially filled rows/columns. Whoever then has the most points wins!
Components
- 56 cards (14 per back color)
- 4 overview cards
- 1 dice bag
- 9 twelve-sided dice (4 red, 3 violet, 2 yellow)
- Box bottom and box lid, used as dice trays (Jungle and Mountains)
- 1 scoring pad (sides A and B) and 4 pencils
The Sheet
On the sheet you record which dice you have received. The more rows and columns you fill, the more points you get at the end. Rows and columns always consist of 5 fields each. These are the different areas of the sheet:
- Field "1."
- Hourglass track
- Side A or B
- Crossable areas
- Scoring fields
- "No crosses" area
- Scoring area
Differences between the sides:
- SIDE A: The numbers 1-6 are on the left. The numbers 7-12 are on the right.
- SIDE B: The numbers on the left are the odd numbers. The numbers on the right are the even numbers. The river serves only as a dividing line between the two areas of crossable fields. It cannot be crossed.
Setup
A. Place the box bottom and box lid next to each other in the middle, openings facing up.
B. Each of you takes the 14 character cards of one back color. Place 1 overview card, 1 pencil and 1 sheet from the scoring pad in front of you. Choose together either side A or side B of the sheet. For the first game, side A is best. Put the unneeded cards aside.
C. Each of you picks, as your starting hand, the 4 cards with a red dice symbol from your character cards: JUNGLE GUARDIAN (DSCHUNGELWÄCHTER), ALCHEMIST, KNIGHT (RITTER), WARLOCK (HEXENMEISTER). These are always your starting cards.
- THE WARLOCK: Take all violet dice.
- THE JUNGLE GUARDIAN: Take all dice from the Jungle.
- THE ALCHEMIST: Cross off 1 number of your choice. Receive 1 card from your fan.
- THE KNIGHT: Take all dice with 2 and 3.
D. In addition, for your 1st game pick the following 6 cards and lay them in front of you as a face-down fan: MIRROR IMAGE (SPIEGELBILD), ROGUE (GAUNER), GOLEM, PATIENT ONE (GEDULDIGE), WORKER (ARBEITERIN), PRINCESS (FÜRSTIN). The order of the cards in your fan does not matter. In all following games you draw 6 random cards (see box below).
In later games: Draw 6 random cards from the card deck of one back color. Then look these up in your own deck.
E. Put the remaining four character cards under your overview card. IMPORTANT: You NEVER use these during the entire game! They come into play again in later games.
F. Two players only: Each draws 1 random card from your fan, shows it to the other player and takes it into your hand. (The rules for a two-player game are explained again on page 7.)
G. Whoever among you is the most reliable receives the bag with all the dice and crosses the field "1." next to the hourglass track on their own sheet (see "The Sheet").
Cards of the first game (fan)
The overview list in the German text: (1) PRINCESS, 6; (2) PARASITE, 8; (3) KNIGHT, START; (3) MACHINE, 3; (4) DRUID, 5; (4) WARLOCK, START; (5) MOUNTAIN GUARDIAN, 0; (5) JUNGLE GUARDIAN, START; (6) ROGUE, 4; (7) WORKER, 2; (8) GOLEM, 6; (12) ALCHEMIST, START; (12) PATIENT ONE, 10; (12) MIRROR IMAGE, 2. The 6 cards for the fan in your 1st game are: MIRROR IMAGE, ROGUE, GOLEM, PATIENT ONE, WORKER, PRINCESS.
Card texts:
- THE MIRROR IMAGE: Copy all dice of someone else after everyone has taken their dice.
- THE ROGUE: Take all red dice.
- THE GOLEM: Take all dice with 7, 8, 9, 10, 11 and 12.
- THE PATIENT ONE: Take all your played cards into your hand. Use the "No crosses" effect.
- THE WORKER: Take as many dice as possible, but at most 4.
- THE PRINCESS: Take 1 die. Cross off color and number.
If you play with two players, replace the PATIENT ONE with the DRUID.
- THE DRUID: Take all yellow dice.
A Round
In each round you carry out all of the following steps in this order. The running example on the right-hand side of the original pages may also help.
Example: You, Lea and Tom play a game of Queen of 12 with three players.
1. Rolling
New stones of power appear!
Only the player who has the bag carries out this step: Cross off the 1st free field of the hourglass track on your sheet (see picture / "The Sheet"). This is how you keep track of how many rounds you have already played.
Shake all the dice in the bag, draw the number of dice for both dice trays and roll them into the corresponding tray. How many you must draw per tray depends on how many players you are (see box below, or the illustration in the dice trays).
Finally, push all the dice into the middle of the trays so that they lie within the outlined area, so that everyone can see them well. Do not turn them to other values while doing so! There are always some unused dice left in the bag.
How many dice per tray?
- With two players: 3 into the Mountains, 2 into the Jungle
- With three players: 3 into the Mountains, 3 into the Jungle
- With four players: 4 into the Mountains, 3 into the Jungle
Example: Tom is the most reliable player in the group, so he gets the bag. First he crosses the first free field at the far left of the hourglass track. Because you are three players, Tom then draws 3 dice and rolls them into the Mountains. He rolls 3 more dice into the Jungle. In the Mountains lie 1 yellow "2", 1 violet "2" and 1 red "8". In the Jungle lie 1 red "1", 1 violet "3" and 1 violet "2".
2. Play a Card
Which creatures do you ask for help?
Everyone simultaneously chooses 1 card from their hand and places it face down in front of them.
IMPORTANT: If you have only 1 card in your hand, do not play it, but exchange it for all the cards in your discard pile. (The discard pile is formed from all cards played so far.) Only then play 1 card from your hand. So you never play your last hand card!
With two players, play 2 cards, one after the other. If you have only 1 hand card after the 1st card played, do not play it, but exchange it for your discard pile and play 1 of those cards, as described above.
Example: You choose the JUNGLE GUARDIAN from your hand cards, because you believe you will get many dice with it, and place it face down in front of you. Everyone has played a card face down in front of them.
In a later round you check how many hand cards you still have. Lea has only 1 hand card. She does not play it, but exchanges it for her discard pile. Now she has 3 cards in her hand and 1 card on her discard pile. She chooses 1 of those cards and plays it.
3. Reveal Cards and Negate
Nobody wants to get caught between the fronts.
Reveal your chosen cards simultaneously. If several players have played the same card, you "negate" each other. That means you may not use the effect of these cards. Throw the cards played more than once onto your own respective discard piles. Always leave the top card of your discard pile visible.
Example: After revealing the cards, you discover that Tom has also played the JUNGLE GUARDIAN. Identical cards negate each other and you both must discard your card (onto the discard pile). The effect of the cards is not carried out later.
4. Carry Out Card Effects
Does your creature bring you new stones of power?
Carry out the effects of the non-negated cards in order:
- Begin with the card showing the smallest number at the top in the middle and end with the one with the largest number.
- Carry out cards with the same number at the same time. Their effects do not get in each other's way.
- Cards with "12" dance somewhat out of line. They have no effect on the dice in the trays, but allow you to act independently of the dice.
When cards allow you to take dice, this means only the dice in the 2 dice trays in the middle. Place taken dice in front of you without changing the number shown. These dice are no longer available to the others.
Also see the detailed description of the card effects on the back of this rulebook!
Discard the cards after you have carried out their effects.
Example: Lea played the KNIGHT. If you alone had played the JUNGLE GUARDIAN, you would be after Lea, since the higher number is shown on it. You and Tom cannot use your effects, however, because you negated each other. Lea uses the effect of the KNIGHT and takes 4 dice. Then she puts the KNIGHT on her discard pile.
If you were ever to play with Lea as a two-player game, in step 2 you would each have played 2 cards from your hand in front of you. None of the cards negated each other, so that you both can use 2 cards each. Lea plays the KNIGHT first and takes all 2s and 3s. You have the JUNGLE GUARDIAN and Lea the MOUNTAIN GUARDIAN (GEBIRGSWÄCHTERIN) in front of her. Since both carry the number 5, both are executed at the same time. Last you use the ALCHEMIST. This is executed last and you make your crosses.
5. Crossing Off
The stones you have won help you to more power! Or did you come away empty-handed? That only strengthens your grudge!
Depending on which dice you have taken, in this step you may make crosses on your sheet (see box below). If you received dice, you must make crosses accordingly.
If you cannot cross off anything at all, use 1 "No crosses" effect of your sheet (see overview cards, or "No Crosses", p. 5).
What may I cross off?
Make 1 cross per die. Cross off either 1 field with the number or the color of the die (see p. 5).
Example: Lea got 4 dice and may therefore make 4 crosses on her sheet. Tom and you unfortunately did not get any dice. You look at page 5 under NO CROSSES to see which options you now have to possibly still make crosses.
6. End of the Round
The 12 winter weeks are drawing to a close. But is winter really over yet?
Put all dice back into the bag and pass it on clockwise. Then a new round begins with step 1.
However, if you have already played a total of 12 dice rounds, the game ends (see p. 7). You can see this on the hourglass track. If you have all crossed off the field next to the hourglass that shows as many silhouettes as you are players, you proceed to scoring (see example).
Example: After you have all made your crosses, you put all the dice back into the bag. You check whether everyone has already made 4 crosses in the hourglass track. Because you are three players, the game would be over with this and you would proceed to scoring. In this example, though, you have not all crossed off the fields yet, so Tom passes the bag clockwise to Lea. She begins the next round by distributing dice into the dice trays. If some of you forgot to cross off, go by Tom, because he is the most reliable.
What May I Cross Off?
The crossable fields represent the lands in which you collect allies.
For every die you have in step "5. Crossing Off", you may cross off exactly 1 suitable field of your choice on your sheet. There are the following types of fields:
- Number fields: To cross off this field, the die must show exactly the matching number.
- Color fields: To cross off this field, the die must have the right color of the house roof (here violet).
Example, continuing from above: Lea was able to secure the yellow "2", the 2 violet "2"s and the violet "3" with the KNIGHT this round. Now she may decide whether she wants to use the number or the color of each die. She crosses a "2" and the "3" in the same column. In another row/column she crosses a second "2". With the remaining violet "2" she decides to cross a violet field on the right side of the river.
Whoever first collects 5 crosses in 1 row/column receives 6 points once (see Scoring, p. 6).
No Crosses
If you cannot make crosses because you were negated or because the dice are already gone, you may immediately carry out instead 1 of the effects in the "No crosses" area.
If you have taken dice, but they are of no use to you, you may NOT use an effect.
These effects are available to choose from:
- Cross off 1 number or color field of your choice. Unlike the others, you may choose this effect again and again.
All of the following effects may be used a limited number of times per game. Cross them off as soon as you use them.
- Copy all dice of someone. You may make crosses for yourself as if you had taken these dice. However, leave them where they are!
- Take all your played cards into your hand. Take both the cards just played and those in your discard pile.
- Receive 1 new card from your fan (present twice). Pick any card from your fan, show it to everyone and take it into your hand. If several players pick a card at the same time, whoever has the bag begins and it continues clockwise. You may play it starting from the next round. Besides its special effect, it brings points (see "Scoring", p. 6).
Example: Tom and you negated each other and thus got no dice, so you may each choose an effect from the bar at the bottom left.
Tom already got no dice in an earlier round. Then he used the effect of crossing off 1 number or color field of his choice, to place a cross at the "6" in the middle. He could use this effect again, but decides instead to copy Lea's dice. He crosses off the symbol, so he may not use its effect again. As described above, Lea got the yellow "2", the 2 violet "2"s and the violet "3". Tom copies these dice and may likewise make crosses as if he had them in front of him, exactly like Lea.
You would most like to take all your cards back into your hand, but have already used the effect. Therefore you cross off the effect that allows you to take 1 new card from your fan. Since the effect exists twice, you may use it one more time later. You pick 1 card from your fan. Remember never to use the cards under the overview card. You choose the GOLEM, show it to everyone and take it into your hand.
Scoring
Record in the scoring area (see right) how many points you receive for what.
Scoring Rows/Columns
The fuller the rows/columns, the better. At least usually ... Sometimes strategic positioning is more important than mass.
Rows/columns are always 5 fields in a horizontal or vertical line (see example). There are NO points for diagonals.
Here (and on your overview card) you see how many points your rows/columns bring:
| Number of crosses per row/column | Points |
|---|---|
| exactly 1 cross (Heerführerin / leader) | 2 |
| exactly 2 crosses (zerstrittene Anführer / quarrelling leaders) | 0 |
| 3-4 crosses (Armee / army) | 5 |
| 5 crosses (Heeresgruppe / army group) | 10 |
Each row/column is assigned a scoring field, directly below or beside it. Write your points for the corresponding row/column into this field.
Add these points together on the left side of the river and write the result in the 1st field of your scoring area. Repeat this for the other side in the 2nd field.
Example: You, Lea and Tom have played 12 rounds and the game is thereby over. You now come to scoring. First you count in each row and column how many crosses you collected. In doing so you compare your number with the table and write the points into the scoring field at the edge of the respective row/column. At the end you add up the points from the scoring fields on the left and right side of the river and write them into the respective field in the scoring area.
The river on the sheet serves as a dividing line for two independent crossable areas. That means that in the top row on the left you have only 1 cross and get 2 points. On the right side in the top row you have three crosses and get 5 points.
You add up your points and were able to collect a total of 89 points in the rows/columns. Lea has 91 points and Tom has reached 83 points.
The 1st Full Row/Column
Whoever first has 5 crosses in a row/column receives 6 points once. If several of you fill your 1st row/column in the same round, all of you receive these points. All others cross out this field.
Example: Lea was the first to complete a row/column, so she additionally receives 6 points once. The others cross out this field.
Points for Cards
Add the points of all cards you received over the course of the game and write the result in this field. The point value is found in the upper right corner of each card (see picture). The cards in your discard pile count for this as well.
Example: You added three cards from the fan to your hand cards. In total you get 10 additional points. Lea gets 8 more points and Tom 6 points.
All points added together you have 99 points, Lea has 105 points and Tom has 89 points. Thus Lea has won this game. You pay homage to your new Queen and secretly plan the next uprising.
End of the Game
After 12 rounds the game ends. Add up your points as described under "Scoring" on page 6.
Whoever has the most points wins! Long live the new Queen of the 12 kingdoms!
In case of a tie, whoever has made the most crosses wins. The Queen has gathered enough allies in her kingdom. If there is still a tie, nobody wins! Your efforts stand in your way and the others use this against you!
Two-Player Game
First read the rules once through. During setup, pick the PATIENT ONE out of the 14 character cards and put it under your overview card. This card is NEVER used in a two-player game. Then form your fan of 6 cards, using the DRUID instead of the PATIENT ONE in the first game. From it you each draw 1 random card, show it to each other and take it into your hand. You then have 5 hand cards and 5 cards in your fan.
Carry out all steps of a round. In step 2 "Play a Card" you both choose 2 cards instead of just 1 from your hand and place them face down in front of you one after the other. If you have only 1 hand card after the 1st card played, do not play it, but exchange it for your discard pile and play 1 of those cards. Reveal your 4 cards laid out all at the same time. With two players it happens much less often that you may use a "No crosses" effect. If only 1 card negates, you still have the 2nd card, which may allow you to take dice.
If you both have 6 crosses in the hourglass track, the game is over and you proceed to scoring.
Overview (Summary Card)
Setup
4 hand cards (red die symbol), 6 cards in the fan, the rest under the overview card (NOT used!)
Round Sequence
- Rolling - Only the player with the bag: Cross off the round number. Draw and roll according to the information in the dice trays. Push the dice to the middle.
- Play 1 card - Everyone simultaneously, face down. Only 1 hand card: exchange for discard pile, then play. Two players: play 2 cards, one after the other. Exchange if necessary if it is the last hand card.
- Reveal and negate - Reveal. Negate identical cards (discard them instead of executing them).
- Carry out card effects - In ascending order, same numbers simultaneously. Place taken dice in front of you. You can only take dice from the middle, not take any from the others.
- Crossing off - 1 cross per die (number or color). Or 1 "No crosses" effect if you could not make any crosses.
- End of the round - Put all dice into the bag, pass it clockwise.
End of the Game
After the 12th dice roll in total (two players: both 6 times, three players: everyone 4 times, four players: everyone 3 times).
Card Effects
- (1) PRINCESS (FÜRSTIN), 6 points: Take 1 die of your choice from one of the dice trays. You may cross off both the color and the number of the die received.
- (2) PARASITE (PARASIT), 8 points: Take 2 dice from one or both dice trays. Choose 1 card, either from your hand or from your discard pile. You may even choose the PARASITE itself. Show your chosen card to everyone and add it to your fan. You may thus take this card back into your hand later. If you thereby have no hand cards, take your discard pile into your hand. It is possible that you remove all your cards and thus cannot play a card. In this case always use 1 "No crosses" effect.
- (3) KNIGHT (RITTER), START: Take all dice with the values "2" and "3" from both dice trays.
- (3) MACHINE (MASCHINE), 3 points: Take all dice with the values "9", "10" and "11" from both dice trays.
- (4) DRUID (DRUIDIN), 5 points: Take all yellow dice from both dice trays.
- (4) WARLOCK (HEXENMEISTER), START: Take all violet dice from both dice trays.
- (5) MOUNTAIN GUARDIAN (GEBIRGSWÄCHTERIN), 0 points: Take all dice from the Mountain dice tray.
- (5) JUNGLE GUARDIAN (DSCHUNGELWÄCHTER), START: Take all dice from the Jungle dice tray.
- (6) ROGUE (GAUNER), 4 points: Take all red dice from both dice trays.
- (7) WORKER (ARBEITERIN), 2 points: Take as many dice as possible from one or both dice trays, but at most 4.
- (8) GOLEM, 8 points: Take all dice with the values "7", "8", "9", "10", "11" and "12" from both dice trays. (Note: this card list on page 8 gives the Golem as 8 points; the card list on page 4 of the same preliminary German rulebook reads "6". Transcribed as printed in each place.)
- (12) ALCHEMIST, START: Cross off 1 number field of your choice on your sheet. You may thus NOT use a "No crosses" effect. In addition, pick 1 card of your choice from your fan. Show this card to everyone and take it into your hand. You may play it from now on. In addition, the card brings you points as indicated in the upper right corner. You can NEVER receive one of the cards under your overview card.
- (12) PATIENT ONE (GEDULDIGE), 10 points: Take all your played cards into your hand, that is, your discard pile AND the just-played PATIENT ONE. Your discard pile is thereby completely empty. You may additionally use 1 "No crosses" effect.