A Reign of Kings

A Gamenomicon Production

A Reign
of Kings

The Card Game

Seven factions. Four struggles. One throne. The realm of Westernesse awaits a ruler — and only you can determine who that will be.

A Realm Divided

“The Old King had nearly achieved his goal, nearly brought the entire realm to heel. And yet, in his hubris and his lust, he was brought short. Uther failed, and fell, and died, and the realm shattered once again.”

A quarter century has passed since Uther’s fall. In the West, a young Arthur Pendragon rises under Merlin’s banner. In the North, eleven kings forge a council of war against him. From the East, the enigmatic Morgana le Fay moves with veiled intent. From the South, an exiled king arrives from the Sunlit Lands. And from the Misty Isle, the eternal fae courts stir once more.

Westernesse is a land of deeply divided loyalties and great opportunity. What will you make of it?

7
Playable Factions
60+
Card Draw Deck
4
Struggle Types
15
Influence to Win

How to Play

Each round of A Reign of Kings unfolds across six phases, demanding both strategic planning and tactical decision-making in equal measure.

01
Quest

Each player secretly selects a quest card. Quests are revealed simultaneously — highest momentum wins first player and sets your wealth, levy, and spoils values for the round.

02
Kingdom

Collect wealth from your quest, then spend it to deploy units, locations, and attachments from your hand. Build your forces carefully — you’ll need them for what comes next.

03
Confrontation

Declare struggles against your opponents across Combat, Guile, Sorcery, and Faith. Exhaust your units to attack or defend. The player with greater total power wins and claims the spoils.

04
Authority & Toll

The player with the most standing power claims Authority, gaining influence on their faction card. Then wealth is returned, and hands are trimmed to your levy value before a new round begins.

The Four Struggles

Every battle in Westernesse is fought on four fronts. Choose your weapons wisely — and your targets even more so.

Combat
Spoils: Kill a unit

Pit your mightiest knights and armies against your foe. Win a combat struggle and force your opponent to sacrifice one of their units from the field — removing a threat permanently.

Guile
Spoils: Discard from hand

Courtiers, spies, and scheming nobles work in shadow. A guile victory forces your opponent to randomly discard cards, stripping them of options and denying future plays.

Sorcery
Spoils: Blank a card’s text

The hidden arts of Westernesse. Place a sorcery emblem on any card your opponent controls, rendering its text box blank for as long as the curse endures.

Faith
Spoils: Steal influence

The most direct path to victory. Win a faith struggle and steal influence directly from your opponent’s faction card, bringing yourself closer to the throne and them further from it.

The Seven Factions

Every faction brings distinct cards, mechanics, and strengths to the table. Your destiny card further shapes your path — and your playstyle.

The West
Kingdom of Camelot

Arthur Pendragon’s rising court — idealistic, honorable, and growing in power. Lancelot and Guinevere stand at the king’s side as the realm rallies to the Pendragon banner.

Honor & Valor
The North
The Eleven

A grim council of eleven kings and lords who refuse to bow to a boy king. United by defiance and forged by the hard northern lands, they are Arthur’s most dangerous opposition.

Strength & Defiance
The East
Le Fay’s Circle

Morgana le Fay has sworn fealty to her half-brother — or so she claims. Her circle moves through Camelot’s court with undying patience and inscrutable purpose.

Sorcery & Intrigue
The Ancient Ways
Keepers of the Old Way

Before Arthur, before Uther, there were older powers still. The Keepers guard traditions and rites that predate the current age of kings — and they do not yield them lightly.

Tradition & Resilience
The Misty Isle
The Summer Court

The fae of Summer have long watched the world of men with disinterest — but as power shifts, opportunity beckons. Radiant, capricious, and terrifyingly ancient.

Cunning & Radiance
The Misty Isle
The Winter Court

Where Summer is light, Winter is patience. The fae of Winter have seen realms rise and fall and know that cold endures long after fire has died. They move when the moment is right.

Endurance & Cold
The South
The Saracen Envoy

An exiled king from the Sunlit Lands has arrived with followers, purpose, and history unknown to Westernesse. Friend or foe? The realm has not yet decided — and neither has he.

Mystery & Ambition

Build Your Strategy

Your deck is your manifesto. Every card choice — and every card you leave out — tells the story of how you intend to rule Westernesse.

Choose a Faction & Destiny. Your faction card defines your identity. Your destiny card shapes your strategy and may grant unique deckbuilding rules or in-game bonuses.

60-card minimum draw deck. A maximum of three copies of any single title. Units, locations, attachments, and deed cards form your arsenal.

7-card quest deck. Your quests determine each round’s wealth, momentum, levy, and spoils — choose them to complement your strategy.

Cross-faction flexibility. Cards without the Bond keyword may be included from any faction, but non-matching cards cost additional wealth equal to their loyalty value.

The Throne Awaits

Westernesse is a land of deeply divided loyalties and great opportunity. What will you make of it?