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Valeria: Card Kingdoms – New in VCK2E thumbnail

Valeria: Card Kingdoms – New in VCK2E

Expansion for Valeria: Card Kingdoms

Valeria: Card Kingdoms – New in VCK2E Rulebook

Table of Contents

Table of Contents

  • Herald Starter Card
  • Starter and Reference Cards
  • Monster Event Variant
    • Monster Event Card Anatomy
    • Game Setup
    • Roll Phase
    • Action Phase
    • End Phase
    • End of Game

Herald Starter Card

If the dice roll did not activate any of your Citizens with dice values, then your Herald Starter card activates whether you are the Active Player or not. You gain any 1 Resource.

Example: The Active player rolled a 1 and a 2 (which is also a 3), but you do not own any Citizens with a 1, 2, or 3. You activate your Herald and decide to gain 1 Magic.

If the dice roll activates your Citizens with dice values but you are unable or choose not to perform the actions, you do not activate the Herald.

Example: The Active player rolled a 1 and a 1. You own two Monk’s, but do not have any Gold to perform the Monk’s power. You do not activate the Herald.

If the dice roll is doubles, then your Herald Starter card activates whether you are the Active Player or not. You gain any 1 Resource. Important: It is possible the dice results are doubles and do not activate any of your citizens with the dice values. In this case, the Herald Starter card activates two times. You gain any 1 Resource two times.

Starter and Reference Cards

Give each player 3 Starter cards to be placed next to their player board: 1 Starter Peasant, 1 Starter Knight, and 1 Starter Herald. These cards will form a player's initial duchy, or tableau. Return any unused Starter cards to the box.

Give each player 1 Reference card to assist them with useful information during the game. Return any unused Reference cards to the box.

Monster Event Variant

The following rules explain how to integrate the Monster Event cards. These instructions replace the Exhausted Cards paragraph in the Game Setup section and append to other Phases in the base game rules. All other standard rules apply.

Icons the printed manual shows only as pictures are written in brackets. The “All” icon is a player silhouette. The square glyph in the Action Phase text is not named in the manual; it is rendered as the Monster card-type icon, which is a judgment call. The surrounding prose is verbatim.

Monster Event Card Anatomy

Monster Event cards have an Activation Number in the upper-left corner followed by Instructions. The Monster Event cards do not have a Monster Area. All other card anatomy is the same as a standard Monster card.

Activation Number: The Monster Event card is activated if the value is rolled on the dice, including the sum of both dice. The card does not activate twice in the case of doubles.

Instructions: The Active Player carries out the instructions at the end of their Roll Phase.

If the instructions include the text “All [player icon]” then all players must follow the instructions, if able.

Game Setup

Take 2 Exhausted cards per player and create the Exhausted stack above the Monster row. Then, take 1 face-down Monster Event card per player and shuffle them together. Place the shuffled cards on top of the Exhausted stack above the Monster row. The Monster Event cards are now considered to be part of the Exhausted stack.

Return other Exhausted and Monster Event cards to the box.

Note: If there is a specific Monster Event card that you would like to play with, you may preselect it as one of the Monster Event cards to shuffle and place onto the Exhausted card stack.

Take the Cardboard Resource tokens and place them next to the Center Stacks within easy reach of all players. When a Monster Event requires you to place a Resource, use these tokens.

Roll Phase

At the end of your Roll Phase (after announcing the results of the dice roll), if you rolled the Activation Number on a Monster Event card, you carry out the instruction written on the top of the Monster Event card. (Important: This takes place before the Harvest Phase.)

Example: Kira rolled a “2” and a “3”. The Bat Swarm is in play. She places 1 cardboard Strength token on a Monster of her choice.

Action Phase

As per normal, if a stack in the Center Stacks is ever Exhausted as a result of an Action taken by a player, the player first finishes the Action and then adds an Exhausted card from the Exhausted stack above the Monsters to the empty position. After revealing a Monster Event card, place it face-up in the stack you exhausted. This Monster may now be targeted with the Slay a Monster action and is considered a Monster when a [Monster card-type icon] icon is referenced on other cards.

Some Monster Event cards will add Strength or Magic cardboard tokens on to other Monster or Monster Event cards. During the Action Phase, the total amount of Strength or Magic needed to Slay this Monster is equal to its printed value plus any additional Strength or Magic tokens on the card.

Some Monster Event cards will add Gold cardboard tokens on to other cards. During the Action Phase, when a player takes the Monster card from a Slay a Monster action, the player gains that much Gold (adjusting their player board accordingly) and returns the cardboard Resource tokens to the supply.

Once a Monster Event card is taken by the Slay a Monster action, replace the empty stack with 1 of the Exhausted cards from the bottom, not the top, of the Exhausted stack. New Monster Event cards cannot replace taken Monster Event cards.

End Phase

Important: If there is a Monster Event card in one of the Center Stacks, the stack is still considered to be Exhausted for purposes of checking if end-game conditions have been met.

End of Game

At the end of the game, Monster Event cards are counted as if they were standard Monster cards. You gain the Victory Points printed on the card and you may count any icons present on the card for bonus points given to you by Duke and Noble cards.