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RRR

RRR Rulebook

Table of Contents

Table of Contents

  • Game Overview
  • Contents
  • Game Tiles
  • Preparations
  • How to Play
  • Game End
  • Tile Effects and Icons
    • Effect Type Icons
    • Effect Icons
  • How to Choose Target
  • Optional Rules
    • Victory Condition Options
    • Game System Options
  • Tile List

Game Overview

Each player takes the roles of the Leader aligned to either "Regality" or "Religion", and uses the characters (tiles) in an attempt to gain control.

Players take turns to place tiles on the 3x3 board representing the kingdom, and the player with the most allies on the board when the board is filled is the winner.

Each character (tile) has a different power (effect), and can either turn surrounding characters' allegiance with their charisma, or use intrigue or vile magic to force others to retire. It's a matter of strategy when to place what pawn and where.

Also, there are neutral characters, with very special and quite powerful effects. These are available to both players, and when to use these becomes an important point. What neutral characters participate varies for each game.

All information is open. Can you outsmart your opponent's strategy and control more than half of the board?

Contents

  • 32 game tiles (7 red, 7 blue, 17 neutral, 1 blank (as a reserve))
  • 2 rule books (English and Japanese)
  • 1 game board

Game Tiles

Each tile carries several pieces of information:

  1. Name. The name of the tile.
  2. Power icon. The effect the tile has, represented by an icon. Refer to "Tile List" for details.
  3. Power type icon. An icon to show if the power is "passive" or "active". Refer to "Tile Effects and Icons" for details.
  4. Picture. An image of the character.
  5. Alignment. The initial alignment of the tile. Red is Regality, Blue is Religion, and black is Neutral.

For more details, please refer to the tile list.

Preparations

Note: For the first game, it's recommended to use the optional rule "Old style" as described last in the rule book.

  1. Players sit to face each other.
  2. Place the game board so that the short sides face the players.
  3. One player takes the seven regality tiles (red), the other the religion (blue). Both tile sets have identical powers. Players line these up before them, they're open information. The place where these tiles lie is the players' respective "areas".
  4. Take out the Citizen tile from the neutral tiles, shuffle the remaining 16 tiles and lay 5 of them face up beside the board. This is called the "neutral area". The remaining 11 neutral tiles are not used in this game, and are thus kept away from the playing area.
  5. Decide starting player in any suitable fashion.
  6. The starting player takes the remaining "Citizen" tile and adds it to his area. The first turn, he must play this tile and none other.

The play area is laid out with the starting player's area on one side, the second player's area on the other side, the neutral area (the 5 face-up neutral tiles) and the discard pile to one side, and the 3x3 battlefield board in the middle.

How to Play

First, the starting player places the Citizen tile on any space on the board.

When placing a tile, you must place it so that it faces you. A tile facing you (right side up) means it's on your side (your ally). A tile that's upside down from you is an enemy.

Next, it's the second player's turn. He chooses one of the tiles from his or the neutral area, and places it on an unoccupied space on the board. The placed tile may cause certain effects. Please refer to "Tile List" below for explanation of the effects. When the effect has been resolved, turn goes to the starting player again.

The starting player chooses, like the second player, any one of the tiles from his or the neutral area, and places it on any unoccupied space on the board. Play goes like this, players alternating turns:

  • Starting player: 1. Play a tile. 2. Executing the effects.
  • Second player: 1. Play a tile. 2. Executing the effects.

This goes on until the game ends.

Game End

The game ends when the board is filled with face-up tiles after a tile has been placed and its effects executed. The player with the most allies (tiles facing him) is the winner.

Important: If you place a tile so that the board is filled, no destructive effect can take place (see below for effects explanations).

Important: If there are no tiles left in either your area or the neutral area when you must place a tile, you lose.

Play the first to two victories. The board and tiles are reset between matches. The neutral tiles that were selected for the previous game, except the Citizen, are removed, and then draw five new of the remaining neutral tiles. The player who lost the previous set decides whether he wants to go first or last.

Tile Effects and Icons

Effect Type Icons

There are roughly two types of effects: Passive and active. There is an icon on each tile indicating which type the effect is.

  • An active effect happens just after the tile is placed. Players may choose not to apply the effect, but if it's applied, it must be applied fully.
  • A passive effect is active the moment the tile placed, and is always active. Players can not choose not to apply the effect.

All effects are only activated when the tile is on the board. No tile carries any effect as long as they outside of the board.

Effect Icons

Destruction. A tile that is destroyed is first turned face down. When play again goes to the player who destroyed the tile, the tile is removed and the space is now considered unoccupied. You may destroy both your allies and your enemies.

A face down tile is never the subject of any effects, but it's still on the board, and you may not place a tile onto it.

Important: When a player places a tile so that all 9 squares on the board are occupied, no destructive effect can take place.

Turn. To turn a tile means to flip it 180°, meaning is changes allegiance. You may turn an enemy tile so that it becomes your ally, or turn an ally so that it becomes your enemy.

You cannot choose to partially apply the effect. If the turn effect should be applied to several tiles, you must turn them all – except those that are immune to tile effects.

Banish. To banish a tile is to remove it from the board. It is removed immediately. You may banish both your and your opponent's tiles.

Shield. A tile with a shield cannot be the subject of any effect, unless another effect explicitly overwrites is (such as the destructive effect of the Pirate.)

Ally. An "ally" is a tile on the board facing you. Your enemies can become your allies if you turn them. And your allies can become your enemies the same way.

Area icon. If the symbol on the top left of the icon is white, it means "your area", if it's black it means "opponent's area".

For more details, please refer to the tile list.

How to Choose Target

When activating an effect, the active player chooses one of the coloured dots on the power icon, and the effect is then applied on the adjacent tile in that direction.

If there are several dots with the same colour, the effect is applied to ALL tiles in those directions. You may not choose to apply the effect on only some tiles. For example, if a tile's icon shows matching dots on all four orthogonal directions or all four diagonal directions, the effect is either applied on all four orthogonally adjacent tiles or all four diagonally adjacent tiles.

Arrows affect ALL tiles in the direction of the arrow, not just the adjacent tile.

Optional Rules

There are other ways of play for those who wish.

If you run out of neutral tiles, shuffle the discarded ones to form a new neutral tile draw deck.

Victory Condition Options

Point system. Decide how many games to play. After each game is finished, each ally is counted as one point. The player with the most points after the set number of games wins. This may result in draws. (If you lose due to Death's effect, or because you were not able to place a tile, you get 0 points).

Game System Options

Old style. Remove all the neutral tiles except the Citizen, and play with just the standard tiles.

Random. Play without a neutral area. Instead, each player draws two random neutral tiles at the start of the game.

Secret random. The same as random, but without open information – the neutral tiles you drew are hidden to your opponent. This causes, of course, the game to lose its perfect information aspect.

Draft. Before the game, draw five neutral tiles at random, face up, as normal. The starting player chooses one tile to take, then the second player chooses one, then the starting player chooses a second tile, and lastly the second player gets the remaining tile. Both players' neutral tiles are open information.

Secret draft. Before the game, the starting player secretly draws four neutral tiles, chooses one of them to keep and gives the rest to the second player, who chooses one to keep and discards the remaining two. Then the second player secretly draws four tiles, chooses one to keep and gives the rest to the starting player, who chooses one to keep and discards the remaining two. What neutral tiles you got is kept secret to the other player. This causes, of course, the game to lose its perfect information aspect.

Tile List

Each entry below names the Regality-side tile and its Religion-side counterpart (they have identical powers), followed by the effect. A circular power-type icon marks a passive effect; a starburst marks an active effect.

King / Hierophant (active) — Destroys any one of the eight adjacent tiles.

Samurai (active) — Banishes one of the four orthogonally adjacent tiles.

Fortuneteller (active) — Turns the three tiles above and diagonally above it.

Queen / Cardinal (active) — Turns all tiles in any one of the eight directions from this tile.

Ninja (active) — Banishes one of the four diagonally adjacent tiles.

Fairy (active) — Transports any tile on the board to any other unoccupied space.

Princess / Saint (active) — Turns all of the four either orthogonally or diagonally adjacent tiles.

Bard (active) — Re-enacts the active effect of one of the four orthogonally adjacent tiles.

Assassin (active) — Banishes one tile in your opponent's area.

Minister / Bishop (active) — Turns any one of the eight adjacent tiles.

Performer (active) — Re-enacts the active effect of one of the four diagonally adjacent tiles.

Hermit (active) — Recalls one tile from the discard pile to your area.

General / Paladin (active) — Destroys any one of the four orthogonally adjacent tiles.

Shaman (passive) — Negates the active effect for tiles placed on any of the four orthogonally adjacent spaces.

Pirate (active) — Destroys one of the eight surrounding adjacent tiles that carries a shield icon.

Wizard / Monk (active) — Destroys any one of the four diagonally adjacent tiles.

Sorceress (passive) — Negates the active effect for tiles placed on any of the four diagonally adjacent spaces.

Dragon (active) — Turns all eight surrounding tiles.

Castle / Temple (passive) — This tile carries the shield icon (immune to all effects).

Sage (passive) — Protects the two tiles placed on either side (they gain the Shield icon).

Tower (passive) — Covers one of your allies on the board (place the tower on the top of it). The covered ally loses its effect. This tile carries the shield icon (immune to all effects).

Citizen — (No effect)

Witch (active) — Recalls one ally from the board to your area.

Death (passive) — At the end of the game, the player who keeps this tile as ally loses.