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2020 · 1-4 players · 30min · weight 1.97 · 8,784 ratings
At a glance — v4 wide
Controlled-vocabulary primitives + 8-axis MDA aesthetic vector. Vocab v2.
Play a card to attack the current royal enemy; enemy counterattacks and you must discard cards from hand to absorb damage.
- [3]hand_management_under_draw— “each player has a max hand size; you must DISCARD cards from hand totaling at least the enemy's attack value, or you lose”
- [3]escalating_threat— “Jacks (10 HP, 10 attack) are tutorial-difficulty; by Kings (40 HP, 20 attack), play is desperate”
- [3]on_play_trigger— “Hearts heal, Diamonds draw, Clubs deal double damage, Spades reduce the enemy's attack — suit triggers effect”
- [2]communication_constraint— “cooperative card-driven combat under communication limits; no talking during turn”
- [2]combo_with_floor— “Ace can be played WITH any other card; both attack values combine and BOTH suits trigger”
Archetype fits — v4 deep
How well this game shape maps to mobile archetype templates. Composite is a weighted sum of the 10 fit dimensions.
| Archetype | Composite | LTF | Session | Combo | Arc | Share | 5in | Onboard |
|---|---|---|---|---|---|---|---|---|
| Coop Strong coop fit — shared fail-state is the entire loop, info-asymmetry via hand_management constraint (no table-talking your hand), inter-player payoff stacking via suit-combo chain. Boss arc ladder is taut. Coop_card_combat exemplar. | 7.30 | 8.0 | 9 | 7 | 9 | 5 | 7 | 7 |
| Balatro 30-min sessions fit Balatro's window. Card_combo_chaining via suit-power stacking creates real combo_scaling (cap 7 absent explicit multipliers — additive but compounding) and the royals-ladder gives clean arc_tightness. Daily-seeded boss order would extend procgen. | 6.90 | 7.0 | 9 | 7 | 9 | 5 | 7 | 7 |
| Wordle 30-min sessions overshoot Wordle window but daily-seeded royals-of-the-day could translate. Win/lose state is sharp like Wordle. | 6.10 | 6.0 | 7 | 5 | 8 | 5 | 7 | 6 |
| Snap Coop, not PvP — Snap's adversarial loop doesn't match. Ladder structure is strong but factional decks absent. | 5.50 | 5.0 | 5 | 6 | 8 | 4 | 6 | 5 |
| Cozy Hard tier — overt combat against royals, defeat-the-boss frame caps loss_tolerance at 3 (+lift to 4 for coop fail-state shared). Anti-cozy in tone. | 5.40 | 4.0 | 6 | 6 | 7 | 4 | 6 | 5 |
Translation candidate
Composite fit_score = bayes×0.30 + wish×0.18 + compress×0.17 + difficulty×0.20 + headroom×0.15.
Standard deck, deterministic combat math, clean co-op rules — already widely cloned in fan apps.
Rules card
Synthesized from sources below. Readiness: ready. Confidence: 0.92.
Readiness
ready (confidence=0.92, rules=0.90, fun=0.95). BGG rank: 565; year: 2020; weight: 1.97; playtime: 30 min
| Source | Quality | Role | Note |
|---|---|---|---|
llm_memory | 0.90 | draft synthesis | sonnet-self-rated-9 |
bga_tutorial | 0.85 | rules authority | BGA implementation rules summary |
tabletopia_overview | 0.30 | availability/context | Tabletopia overview; not a rules authority |
Core Loop
A cooperative card game using a standard 52-card deck (plus 4 jokers). Players are knights cooperating to defeat the 12 royal enemies (Jacks, Queens, Kings — 4 of each suit), faced one at a time in increasing difficulty. On your turn, play ONE card (or a combination — pairs, sets equaling 10, or animal companion + any) from your hand to attack the current enemy. The card's value is damage; its SUIT triggers an effect: Hearts heal (return cards from discard to bottom of deck), Diamonds draw (everyone draws), Clubs deal double damage, Spades reduce the enemy's attack. After your attack, the enemy attacks back: you must DISCARD cards from hand totaling at least the enemy's attack value, or you lose the game.
Turn Structure and State
- BGA tutorial is present; useful for exact turn flow and implementation gotchas.
- BGG description anchor: Regicide is a cooperative, fantasy card game for 1 to 4 players, played using a standard deck of cards. Players work together to defeat 12 powerful enemies. On their turn a player plays a card to the table to attack the enemy and once enough damage is dealt, the enemy is defeated. The players win when the last King is defeated. But beware! Each turn the enemy strikes back. Players will discard cards to satisfy [...]
Win Condition and Arc
Win by defeating all 12 royals in sequence (Jacks first → Queens → Kings). Lose if any player can't fully cover an enemy attack on their turn. Arc: Jacks (10 HP, 10 attack) are tutorial-difficulty; by Kings (40 HP, 20 attack), play is desperate — you must combo cards and sequence suits perfectly.
Decision Primitives
BGG mechanisms: Card Play Conflict Resolution, Communication Limits, Cooperative Game, Hand Management, Solo / Solitaire Game, Sudden Death Ending, Variable Set-up
Memory-derived primitives:
- Standard playing card deck (themed reinterpretation)
- Cooperative card-driven combat
- Suit-based effect engine (4 distinct mechanical roles)
- Hand-as-HP (discarding to defend)
- Tableau-free, all action through hand and a single enemy slot
v4 controlled primitives: cooperative_with_traitor, hand_management_under_draw, escalating_threat, communication_constraint
Top iOS archetype fits: coop 7.3, balatro 6.9, wordle 6.1.
Why It Is Fun
A 52-card deck performs miracles. The suit-as-mechanic mapping is elegant: Hearts replenish the future, Diamonds widen present options, Clubs nuke, Spades buy time. Cooperative tension is real — you're constantly counting hand value vs upcoming attacks.
Friction and Failure Modes
- Treat Sonnet-memory edge rules as draft until confirmed by manual, BGA, or transcript.
Translation and Design Hooks
- Use this card to ask: which primitive carries the fun if theme/licensing is removed?
- For iOS, look for short-session compression, clear state visualization, and a digital-only twist.
- For new tabletop design, look for the tension source and decide whether to preserve or invert it.
Edge Rules and Gotchas
- Animal Companion: an Ace can be played WITH any other card; both attack values combine and BOTH suits trigger.
- Pairs/sets: you can play multiple SAME-VALUE cards together if their combined value is 10 or less (e.g., two 5s, three 3s, etc.) — all their damage and suits stack.
- Suit immunity: each enemy is IMMUNE to its own suit's effect (King of Hearts ignores Heart effects, etc.).
- Jesters (Jokers): playing a Joker forces the current royal to discard hand — actually, Jesters cancel the enemy's suit immunity for the rest of the fight, AND let the player choose who goes next. Powerful, limited (2 in deck).
- Hand limits: each player has a max hand size (varies by player count, e.g., 7 cards at 2P, 5 at 4P).
- If you defeat an enemy with EXACTLY the right damage (no overkill), the enemy goes to TOP of deck (re-enters as a card you can later draw). Otherwise it goes to discard.
- Player count scaling: at 1P, you have a bigger hand; at 4P, smaller hands but more turns to combo.
Sources Used
[
{
"kind": "llm_memory",
"path": "data/llm_memory_sonnet/307002.md",
"quality": 0.9,
"note": "sonnet-self-rated-9"
},
{
"kind": "bga_tutorial",
"path": "data/bga_tutorials/307002.md",
"quality": 0.85,
"note": "BGA implementation rules summary"
},
{
"kind": "tabletopia_overview",
"path": "data/tabletopia_overviews/307002.md",
"quality": 0.3,
"note": "Tabletopia overview; not a rules authority"
}
]
Sources (3)
Inputs to rules-card synthesis. Click any pill with ↗ to open the original source.