Heir and Regent

Designer: Rick Holzgrafe
With help from The Board Game Designer Forum,
especially Ran McClain (Nando)
and Seth Jaffee (sedjtroll)

This game is under development, and the rules and components are not final.

[Current Rules]     ["Cliques" Variant]     [Design Discussion]     [History of Changes]

[Or click here for more of Rick's Games]

Overview

Heir and Regent is a card game for 2 players, age 13 and up. Playing time is intended to be about 60 minutes.

Theme

The King is dead, and his eldest child, aged 14, is the Heir. But the Heir is still too young to assume the throne and the powers of the monarchy. The late King's brother has been named Regent and wields power in the Heir's name until the Heir comes of age.

But the Regent wants to keep that power, and not give it up even when the Heir comes of age. During the next four years, until the Heir's 18th birthday, Heir and Regent will be maneuvering for the loyalty and support of the Nobles at Court.

Each Noble belongs to two different Factions, adhering to one more strongly than the other. The Merchants want peaceful trade, the Imperialists want wars of glorious conquest, the Pious believe in the power of the Church, and so on. During the game, players will take actions that please the Nobles of some factions while alienating others.

If the Heir can win the support of a majority of Nobles, he or she will become a true reigning Monarch. But if the Regent wins the most Nobles, the Heir will be a puppet ruler forever, with the Regent pulling the puppet strings and wielding the true power of the Kingdom!

Components

The Board

(No image yet)
(Click this image to see a larger version.)

The board displays the Court (12 spaces for cards), the Privy Council (4 spaces for cards), and 6 Faction Tracks. It also has a Victory Point track around its border.

Each Faction Track is labeled with the name and symbol of a specific Faction. The Factions are: Imperialist, Trader, Merchant, Pious, Progressive, Conservative, and Agrarian. Each track has nine spaces. The three spaces at one end of each track are colored royal purple; the three at the other end are colored emerald green; the middle three are colorless. The position of the marker on a Faction Track shows which player the Faction favors: in the purple for the Heir, in the green for the Regent, otherwise neither player is favored.

An aread of the table in front of each player is reserved for that player's Retinue.

The Cards

There are two kinds of cards (in addition to the special Heir's Birthday card). The two kinds are Noble cards (each of which represents a nobleman or noblewoman of the kingdom), and Faction cards.

Noble cards
Each Noble card shows a picture of a nobleman or noblewoman. Every Noble belongs to two Factions, one of which is designated as the Noble's major Faction, and the other as the Noble's minor Faction. The symbols and names of the two Factions are displayed on the card.

Faction cards
Each Faction card displays the name and symbol of one Faction, and names an action that would please the adherents of that Faction. (For example, "Signing a Trade Agreement" is an action that would please the Merchant Faction.)

Setup

Choose Sides.
The younger player is the Heir, and the older player is the Regent. (Unless you want to do it the other way around. And with proper respect to players of the female persuasion, the Heir can be a Princess wanting to become Queen, while the Regent may be the Heir's Aunt rather than Uncle.)

Set up the board.
Set the board on the table between the players, with the purple ends of the Faction Tracks nearest the Heir and the green ends nearest the Regent.

Put a marker in the center space of each Faction Track.

Prepare the decks.
Shuffle the deck of Faction cards. Deal 3 random Faction cards to each player, face down. Divide the remainder into three roughly equal piles, all face-down. Place the Heir's Birthday card in the middle of one of the piles, then stack the piles back into a single deck, making sure that the pile that contains the Heir's Birthday card goes on the bottom of the stack. Place the rest of the deck face-down on the table, take three cards off the top, and place them face-up by the deck so that all three are visible. The face-up cards are the draw pool for the Faction deck.

Shuffle the deck of Nobles cards. Deal one card to each player, face-down. Place the rest of the deck face-down on the table. Place the rest of the deck face-down on the table, take three cards off the top, and place them face-up by the deck so that all three are visible. The face-up cards are the draw pool for the Noble deck.

Playing the Game

Overview

Players take turns. On each turn, a player chooses one card from either draw pool (but not both) and adds it to his hand, then optionally plays sets of cards from his hand. When his turn is complete, he refills that draw pool with a card from the top of its deck.

During play, Noble cards will be played onto the Court, the Privy Council, and each player's Retinue. The marker tokens on the Faction Tracks will be moved back and forth to show favor to one player or the other.

Players can improve their chances of winning by wooing the Factions (that is, trying to move the Faction Markers to their end of the Faction Tracks), by trying to fill the Court and Privy Council with Nobles whose Factions favor that player, and by adding Nobles to their Retinues.

Turns

The active player is the player who is taking his turn. The first thing the active player does is to choose a card from one of the draw pools and add it to his hand. If he is now has more than the maximum number of cards allowed (that is eight), he must immediately discard one card of his choice. The active player may now play card sets from his hand, if he has any he wishes to play. Playing card sets is optional, and the active player may play as many sets as he wishes during his turn. When he is done, he refills the draw pool with the top card from its deck. This marks the end of his turn.

These are the optional actions that the active player may make during his turn:

Influence a Faction
Requirements: Two or more Faction cards, all of the same Faction.
Immediate Score: None.
Activity: The player discards the matched Faction cards, then moves the marker for that Faction towards himself by a number of notches that is one less than the number of cards in the discarded set. That is, if the player discards two cards, the Faction marker moves one notch. If he discards three cards, it moves two notches; and so on.

Invite a Noble to Court
Requirements: One Noble card; two Faction cards whose Faction matches the Noble's major Faction; and an empty space in the Court.
Immediate Score: One Victory Point for the active player.
Activity: The player places the Noble card on any empty space in the Court (it does not matter which space is used) and discards the Faction cards.

Seat a Noble on the Privy Council
Requirements: One Noble card; three Faction cards whose Faction matches the Noble's major Faction; and an empty space in the Privy Council.
Immediate Score: Two Victory Points for the active player.
Activity: The player places the Noble card on any empty space in the Privy Council (it does not matter which space is used) and discards the Faction cards. The marker for the Noble's major Faction is moved one notch closer to the active player's side.

Add a Noble to Your Retinue
Requirements: One Noble card, and three Faction cards whose Faction matches the Noble's major Faction.
Immediate Score: None.
Activity: The player places the Noble card in front of him on the table, face up, and discards the Faction cards.

Special Notes
Faction markers cannot be moved farther than the ends of their tracks.
Nobles may only be placed in empty spaces in the Court and Privy Council. The Court has twelve spaces, and the Privy Council has four; when they are full, no more Nobles may be placed.

Year End

Whenever a player, at the end of his turn, draws the Heir's Birthday card from the deck, it is Year End. The Heir's Birthday card is set aside, and then the Year End activities take place before the next player's turn begins.

The three Year End activities are: discarding the players' hands, scoring, and setting up for the next year.

Discarding at Year End

Both players must discard all cards from their hands. Each will start the next year as they started the first, with empty hands. Any previously-discarded cards are also gathered into their appropriate decks. The only cards remaining in play are the Noble cards in the Court, the Privy Council, and the player's Retinues.

Scoring at Year End

A scoring round takes place at each Year End. This has three parts:

Scoring the Court
Each Noble in the Court is examined, one by one. If the Noble's major Faction favors one player, that player receives one Victory Point. Otherwise, if the Noble's minor Faction favors one player, that player receives one Victory Point. If neither of the Noble's Factions favors any player, no Victory Points are awarded for that Noble.

Scoring the Privy Council
Each Noble in the Privy Council is examined, one by one. If the Noble's major Faction favors one player, that player receives two Victory Points. Otherwise, if the Noble's minor Faction favors one player, that player receives two Victory Points. If neither of the Noble's Factions favors any player, no Victory Points are awarded for that Noble.

Scoring the Retinues
Each player receives one Victory Point for each Noble in his Retinue.

The Next Year

After discarding and scoring, shuffle the two decks as if it were the beginning of the game: each player gets three Faction cards and one Noble card, the Heir's Birthday card is placed near the bottom of the Faction deck, and the two draw pools are filled with three cards each. It is now the turn of the player who was about to take his turn when the Heir's Birthday card was found.

End of Game

When the fourth Heir's Birthday card is drawn, a final Year End scoring round takes place, after which the game is over. The player with the most Victory Points wins!


Cliques Variant

This alternate set of rules is intended to add more interest to the game by giving the players another axis on which to maneuver, so to speak. The changes from the basic rules mainly that the locations of cards in the Court are now significant, and the actions and scoring are different.

Components

No changes from the basic rules.

The Board

The same as the board in the basic rules, except that there are 16 spaces in the Court (in a 4x4 array), and no Privy Council.

Setup

No changes from the basic rules.

Turns

No changes from the basic rules.

Actions

These are the optional actions that the active player may make during his turn:

Influence a Faction
Requirements: Two or more Faction cards, all of the same Faction.
Immediate Score: None.
Activity: The player discards the matched Faction cards, then moves the marker for that Faction towards himself by a number of notches that is one less than the number of cards in the discarded set. That is, if the player discards two cards, the Faction marker moves one notch. If he discards three cards, it moves two notches; and so on.

Invite a Noble to Court
Requirements: One Noble card; two or more Faction cards whose Faction matches the Noble's major Faction; and an empty space in the Court.
Immediate Score: None.
Activity: The player places the Noble card on any empty space in the Court. The player discards the matched Faction cards, then moves the marker for that Faction towards himself by a number of notches that is one less than the number of cards in the discarded set. That is, if the player discards two cards, the Faction marker moves one notch. If he discards three cards, it moves two notches; and so on. (This is identical to playing the Faction cards without the Noble card, to simply influence the faction.)

Add a Noble to Your Retinue
Requirements: Two Faction cards whose Faction matches the major Faction of a Noble in the Court.
Immediate Score: Two points.
Activity: The player removes the Noble card from the Court and places it in front of him on the table, face up. The Faction cards are discarded (and no Faction Marker is moved).

Year End

The same as in the basic rules: play stops when the Heir's Birthday card is turned up after a player has completed his turn. All cards in the player's hands are discarded. The Court cards and the Faction Markers are not changed.

Scoring at Year End

A scoring round takes place at each Year End. This has two parts:

Scoring the Court
The Nobles in the Court may form cliques. A clique is any group of adjacent Nobles who share the same Major Faction, or who share the same Minor Faction (but not both). "Adjacent" means to the immediate north, south, east, or west, but not diagonally. The size of a clique is the number of Nobles that form it.

To score the Court, each Noble in the Court is examined, one by one. First its Major faction is looked at; then its Minor faction.

If the Noble's Major Faction favors one player, that player receives one Victory Point plus an additional number of Victory Points equal to the size of that Noble's clique. Examples: A Noble whose Major Faction is "Merchant" and who is adjacent to no other Nobles whose Major Faction is Merchant, forms a clique of size one. He scores two points for the player favored by the Merchant Faction. But if the Noble is part of a clique of size three, he scores four points for that player; furthermore, each other Noble in that clique will also score four points for that player when it is their turn to be scored.

Next, score the Noble's Minor Faction. This is the same as for the Major Faction except that the Minor Faction scores only for the size of its clique: a single Noble with no Minor Faction neighbors is worth one point, while a Noble in a Minor Faction clique of size three is worth three points.

Scoring the Retinues
Each player receives one Victory Point for each Noble in his Retinue, regardless of his Factions. Nobles in a Retinue do not form cliques.

The Next Year, and End of Game

The same as in the basic rules.

Design Discussion

My first cut at this game had only Noble cards, and very simple rules. It was very dull.

After much encouragement and good ideas from Nando and sedgtroll, I rewrote the rules to include Faction cards and the Retinues. This version played well enough in a solo test to convince me that there was actually a game. Some differences from the current version were that the Noble and Faction cards were mixed into a single deck, the Court was much larger, and points for placing Nobles in the Court and Privy Council went to the faction-favored player.

It soon became clear that there were too many Nobles in play, and not enough Faction cards. You need more Faction cards than Noble cards to form the sets; extra Nobles are useless and were slowing down the game. But fewer Nobles in play also made it clear that the Court would be too large. And finally, it just felt wrong to award points by faction for placing Nobles.

I kept the same number of Nobles cards, but mixed only 1/3 of them into the deck with the Faction cards in each year. That allowed me to keep all the Nobles (with their necessary variations on major and minor Factions), but it metered them out over the entire course of the game. I reduced the Court size and gave placement points to the active player, and immediately found that the game became much more engaging and interesting. There was nice tension between the guaranteed placement points and the future scoring-round points that might go to the other player. Early in the game, Retinue placement was key because there would be three or four scoring rounds where every Noble in one's Retinue would pay off. Late in the game, that didn't matter so much, and the emphasis was on filling the Court and Privy Council, and on pulling the Factions. This gave a nice story arc.

There is also tension in the fact that neither player can predict exactly when a "year" will end. Having to discard all cards at the end of each year forces players to balance the desire to wait for better sets against the possibility of losing them altogether by waiting too long.

After those solo tests, I tried another change by separating the Noble cards and Faction cards into separate decks. This solved a problem in the single-deck version where only Nobles would be available in the (single) draw pool, forcing players to draw and discard simply because there were no better options. Separate decks and draw pools give players a guaranteed choice, ensuring more strategic options and livelier gameplay.

At this point (after two solo tests and one live playtest), I am beginning to think that three years are enough, and four are too many. With only three years, the game should last about an hour, which (I think) is barely short enough for a game of this style and depth. Also my opponent and I agreed that during the last year, there was little to do except pull on the factions; and that depended on the luck of the draw. There really were no significant decisions for the players to make during that period, and yet we found that draw-luck had a huge influence on the final score. This strongly suggests that the game should be concluded either when the Court and Privy Council fill up, or perhaps a bit before. Three years seems about right for that, so it's a change I may make if the next few playtests reinforce the idea.

Cliques Variant

I have felt for some time that there simply isn't enough going on in this game. (Sedgtroll disagrees.) The Cliques variant is an attempt to give the players more to think about. By making the location of Nobles in the Court significant, and by giving the players a way to "steal" Nobles out of the Court, there is perhaps more room for interesting play.

History

May 23, 2005 - First rules post

May 27, 2005 - Updated the rules with the changes gleaned from solot testing and the first live playtest.


Last modified June 25, 2005 by rmh