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PLAYING THE "KingMaker" CARD GAME
- The card game of the ROYAL STING! -
You are on the KingMaker page
"THE GIST OF ACTION CARD PLAY"
"POWER ACTION CARDS"
There are nine POWER Action Cards in the deck which are played to further increase the Point Value of your Suit card or "Faction" of cards, or even another players, by overlaying cards already on the game board.
- The four "HALO" cards increase a Suit card or Faction by 1,3,5, or 10 points.
- The three "HAND SHAKE" cards increase a Suit card or Faction by 15, 20, or 25 points.
- The "CABOOSE" card doubles the current value of a Suit card or TPV of a Faction.
- The "CAMPAIGN BLITZ" card is played to overlay only your own Faction and it immediately wins the Race for you, but it can only be played at some point in "match play" during your turn in the "Play Off Campaign" phase of the Race.
"ATTACK ACTION CARDS"
There are ten "ATTACK" Action Cards in the deck which are played by overlaying on your opponent players "Factions" on the game board to have a negative or damaging effect on that Faction.Each Attack card play is a "STING" play, to one degree or another.
The Sting play can be of minor damage to the attacked Faction / Player, or on the other hand it can be a devestating and crippling blow for his potential progress toward winning the game with a completed score board, depending on both the particular Attack card played and /or the current make-up and strength of the Attacked players score board. However, in KingMaker it is possible for a player to come from a dead last position to one of being a strong contender, or even one having a commanding lead.
- The four "GOTCHA" (pointing finger) cards reduce the opponent card or Faction TPV by 1, 3, 5, or 10 points.
- The three "SKUNK" cards reduce the opponent card or Faction TPV by 15, 20, or 25 points.
- The "BUTTON HOLE" card "Freezes" the Faction it is played on so that no more cards may be overlaid on it for the remainder of the Race. The Faction's TPV is also frozen, but it remains valid and must be surpassed for any other player to win the Race.
- The "STING" card reduces the opponent card or TPV by 50 points.
- The "IMPEACH" card reduces the opponent card or TPV by 100 points.
ANY STING PLAY ALSO CATPURESYOUR OPPONENTS ASSETS:
When you play an ATTACK card on an opponent faction it not only reduces that faction's TPV as above, but also "HIJACKS" the attacked Faction / Player by capturing part of his score board asset wins already "checked off" in his scoring area (the tier of "Official" SEATS he won & Votes he won). The Hijack is the "BOOTY" you confiscate for your your reward in making the daring ATTACK action play. Your opponent erases the assets you Hijacked from his score board, and at the same time you "check off" the same Hijacked assets as "wins" on your own score board.
THE ROYAL STING:
The ultimate and most devestating Sting play is the ROYAL STING. The ROYAL STING occurs when a Faction is Attacked by both the STING card and the IMPEACH card. The combination of the two ROYAL STING cards may have been played in any order, by the same player, or different players, any appropriate time during a Race. Whether it be the STING card or the IMPEACH card that is last overlaid on the attacked Faction (and which brings about the ROYAL STING), the player of that last played ROYAL STING card Hijacks 10 Official SEAT wins and 10 VOTE wins for application to his own score board, while the attacked opponent player loses and erases the same.
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"THE GIST OF ACTION CARD PLAY"
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©2002 American Gift Bazaar - all features, text, and material - all rights reserved
© Campaign Politiks 1988 T. J. Testa
© KingMaker 2002 T. J. Testa