Goose’s Court

In this Main Match, players assassinate their enemies in the kingdom to fulfill their personal agendas.

Designer(s): uriquack Match Type: MM (for 11 players)
Featured in: The Genius: House of Larks, Squeaky Genius: Legends Untold

Goose’s Court


In Goose’s Court, players take on the identities of the people of the kingdom and assassinate one another to fulfill their personal agendas.


General


This game will take place over an Auction phase, an Interim Round, and 8 rounds.


As soon as the 24h pregame ends, there will be an Auction period. The roles for auction will be revealed at the beginning of the Auction period.


Gold is the currency for this game. Each player will begin with 20 gold, initially for use in the Role Auction.


Before the end of the game, players must lock into one of the two Aspects for their roles. Each role has two Aspects that decide the player’s win conditions. These win conditions depend on the survival or death of other roles. Locking into an Aspect early provides additional resources according to the Aspect’s unique traits. If a player dies before locking into a Aspect, they will be not be eligible for a Token of Life.


Across the course of the game, players hire Assassins and Guards. Assassins are used to target other players (not roles) and deplete their lives. Guards are used to shield oneself from assassination.


When a player is killed, they may not interact or converse with any living players; however, dead players may interact and converse with other dead players as well as disturb the living by haunting locations.


At the end of each round, players move to a new location. Newly killed players are announced.


Order of operations:

  1. 24h Pregame
  2. Auction Phase (locked communications)
  3. Interim Phase
  4. Eight Round Game

Within each round,

a. The location effects resolve (along with any blessings or curses).

b. Guards are hired.

c. Assassins are hired.

d. Players move to their new locations.

  1. The Main Match ends.

Role Abilities and Aspect effects trigger at the beginning or end of a round, depending on the ability or effect (this will be detailed under each individual Role Ability and Aspect).


Role Auction


Each player will submit a numbered priority list of preferred roles and a bid. The bids will determine the roles players receive.


This Auction will be held using gold and garnets; each player begins with 20 gold with which they use to participate in the Auction. Players will keep all leftover gold into the game. A garnet purchase during the Auction accounts for 5 additional gold toward any one role. No gold bid during the Auction period will be refunded.


The player with the highest bid will receive their first priority role. The player with the next highest bid will receive their highest priority role that has not yet been delegated to a player.


Ties in this auction will be broken by moving down this list:


  1. Players’ lists will be compared. The player whose priority list contains the highest ranked (smallest number) role still available to be received will receive the role first.

  1. Randomly.

For example,

If hedger and uriquack have tied bids, hedger’s list is 1. A 2. B 3. C 4. D and uri’s list is 1. A. 2. C 3. B 4. D, and A and C have already been dealt to other players, hedger will first receive B as it is his second priority role while uriquack’s highest available priority role is third; then, uriquack’s priority list will be evaluated and her role dealt.


During the Auction period, all pair channels and alliance resource channels will be locked. #player-lounge, spec channels and private resource channels will remain open. Players are not allowed to use codes to transfer messages in #player-lounge. As soon as the 24h Auction period ends and the Interim Round begins, players may freely discuss among themselves once more.


Interim Round


The Interim Round signals the end of the role auction; all pair and alliance channels are unlocked, and players' roles are privately announced. In the Interim Round, players make a single submission: their starting location for Round 1. Players may also lock into an Aspect during the Interim Round if they so wish. (If you do so, the Aspect’s effect will trigger as if you locked into it on Round 1.)


Locations


Once you visit a location, you may not visit the same location until you have visited all other locations. At the beginning of each round, all players’ locations are announced. You may only converse with players in your location. You may not speak in alliance chats or public channels with players that are not in your location.


Market: Gain 10 gold at the start of the round.

Palace: Gain 5 gold at the start of the round. If you are a noble, gain 1 guard’s worth of protection from commoners in this round only.

River: Gain 5 gold at the start of the round. If you are a commoner, gain 1 guard’s worth of protection from nobles in this round only.


Hiring Assassins and Guards


You may only hire Guards and Assassins for players, not roles. You may assassinate or guard players not in your location.


Guards price: 18 gold - give 1 protection each

Assassins price: 12 gold - deal 1 damage each


Guards are always hired before Assassins, meaning players will always gain protection before dealing damage.


At the end of each round, all players’ deaths will be announced. (The roles of the dead will not be announced.)


When a player is attacked, they will be told the number of Assassins that attacked them. Players may (privately) ask for health checks at any time.


Haunting


When a player is dead they may no longer hire assassins and guards nor converse with the living, but they may select and haunt locations. All dead players may converse with each other both publicly and privately (there will be a public channel made for the dead).


Each round, select a living player, select a location, and choose to bless or curse. In the next round, if your selected player goes to the selected location, they will receive the effect of your blessing or curse. When a player is blessed or cursed, they will be informed that they are blessed or cursed.


Blessings and curses do not stack. If a living player is successfully both blessed and cursed in the same round by any number of ghosts, both effects are negated.


Curse Effects


Market: Your selected player’s gold gain is reduced from 10 to 7.

Palace: Your selected player’s Aspect is suppressed for this round only.

River: Your selected player’s role ability is suppressed for this round only.


Blessing Effects


Market: Your selected player’s gold gain is increased from 10 to 13.

Palace: Your selected player’s gold gain is increased from 5 to 7.

River: Your selected player’s gold gain is increased from 5 to 7.


Endgame


At the end of the game, all players’ roles will be revealed.


Players who have fulfilled their Aspect’s win conditions will become winners and each receive a Token of Life.


All surviving players earn one garnet each. All winning players earn one garnet each (in addition to survival if they survived).


Winning players will then vote for the Elimination Candidate among the dead. If there are no dead, winning players may choose the Elimination Candidate among all players without a Token a Life. If the vote is tied, the tiebreaker will be the least gold spent (the player who spent the least gold during the Main Match including the Auction Phase will become EC).


Clarification:

Players are not allowed to use codes to transfer messages in #player-lounge.

This means, "Do not make an attempt to use language, images, or methods of any kind to intentionally convey hidden messages to specific individuals."


If you're not certain what may or may not be considered a hidden message, feel free to ping me and check.


Clarification:

To win, you must fulfill all conditions of your locked Aspect. These conditions are checked at the end of the Main Match.


Clarification: The Merchant’s 3 conditions must be selected when you lock into your Aspect.


Clarification: No abilities with "trigger next round" statements can be used in the Interim Phase.


Update:

A garnet purchase during the Auction accounts for 5 additional gold toward any one role.

This has archaic wording; a garnet purchase counts toward your entire list, not a singular role.


Clarification: You can hire for all players (both in your location and not in your location).


Clarification: The order of operations for roles’ and aspects’ abilities proceeds as follows:

Abilities that specify timing (for example, start/end of round) fall (for start of the round) before a. location effects resolving and (for end of the round) before d. players move to their new locations. Generally, material gains are processed first, then informational scans. However, there are exceptions; please feel free to ping me and clarify specific cases.


Clarification:

Palace: Gain 5 gold at the start of the round. If you are a noble, gain 1 guard’s worth of protection from commoners in this round only.

River: Gain 5 gold at the start of the round. If you are a commoner, gain 1 guard’s worth of protection from nobles in this round only.

These guards are gained and used up in the round you visit the location that gives them.


used up for yourself and yourself only



Roles and Aspects

Aspects


Each role has multiple win conditions (except for the Teahouse). Each win condition has a unique Aspect. Starting from the Interim Round, you may LOCK IN your win condition, granting you a secondary economy or skill through its Aspect.


Empire


The empire flourishes. Gain 5 gold at the end of each round.


Restoration


The empire must reform itself for the sake of the people. Gain 1 gold for each player in your location at the start of each round.


Revolution


The empire must be torn down and rebuilt from the ashes. Every time you enter the Palace, gain one additional assassin at the start of the round.


Feudal


The empire must be sustained by its aristocracy. Every other round starting from the round you lock in your Aspect, name a player and an Aspect. At the start of the next round, you will be told whether the player has locked into the Aspect.


Turbulence


The empire enters a state of turbulence. At the end of each round, you will be told the number of players who have chosen the Turbulence Aspect. For each player who has chosen the Turbulence Aspect, gain 1 gold.


Roles


Royals begin with 65 gold in addition to their remaining Auction gold. (Royals are functionally considered nobility and are only distinguished here due to starting gold counts).

Nobility, with the exception of Royals, begin with 50 gold in addition to their remaining Auction gold.

Commoners begin with 40 gold in addition to their remaining Auction gold.

All roles (except the Teahouse) begin with three lives.


The roles are as follows:


Royals

The Crown Prince

The Emperor


Nobility

The General

The Minister

The Scholar

The Lord


Commoners

The Teahouse

The Storyteller

The Daughter

The Merchant

The Wayward Lady


The General


The General is an expert in military strategies and wartime tactics.


Role Ability: On odd-numbered rounds, choose a player and a number. If the absolute difference between guards and assassins hired by that player is the same as your chosen number, you will be told so and gain 10 gold. else, you will be told that the absolute difference between guards and assassins hired is not the same as your chosen number.


{EMPIRE ASPECT}

The Minister’s death

The Storyteller’s death

The Emperor’s survival


or


{RESTORATION ASPECT}

The Merchant’s death

The Teahouse’s ruin

The Lord’s death


The Minister


The Minister’s all-seeing eye grants him superior economic insight; from his lofty office, he crushes his opposition.


Role Ability: Learn the gold count of one player of your choice at the start of the next round. You may not use this ability during the first two rounds. (This can be used two times.) Earn 3 gold each time you enter the Palace.


{STATIC WIN CONDITION} (To win, you must fulfill this win condition regardless of your chosen Aspect.)

The Daughter’s death


{EMPIRE ASPECT}

The General’s death

The Teahouse’s ruin

The Minister’s survival


or


{FEUDAL ASPECT}

The Scholar’s death

The Minister’s survival

The Crown Prince’s survival


The Teahouse Beneath the Zelkova Tree


The Teahouse is a deep-rooted tree and sturdy machine in the Empire’s operations.


Role Ability: The Teahouse dies after the fifth strike (as opposed to the third) by assassins. the fifth successful strike will dismantle the Teahouse.

Automatically, you receive the

{RESTORATION ASPECT}

The Teahouse’s survival


The Scholar


The Scholar is a visionary who seeks to root out the corruption in a festering empire.


Role Ability: Twice per game, you may check the role of a deceased player.


{REVOLUTION ASPECT}

The Emperor’s death

The Minister’s death

The Lord’s death


or


{RESTORATION ASPECT}

The Crown Prince’s death

The Minister’s death

The Lord’s death


The Storyteller


The Storyteller is a skillful swordsman and hero of the people who disguises himself as a marketplace entertainer.


Role Ability: Hire a free assassin OR guard on Rounds 2, 4 and 7.

{STATIC WIN CONDITION} (To win, you must fulfill this win condition regardless of your chosen Aspect.)

More commoners than nobility remain.


{TURBULENCE ASPECT}

The Daughter’s survival

The Lord’s death

The General’s death


or


{REVOLUTION ASPECT}

The Teahouse’s ruin

The Emperor’s death

The Lord’s death


The Daughter


The Daughter is a representative of the people who seeks a world where commoners are not oppressed by the nobility.


Role Ability: For each player’s death, receive one fourth their remaining sum of gold, rounded down.


{REVOLUTION ASPECT}

The Emperor’s death

The Minister’s death

The Lord’s death

The Scholar’s survival


or


{TURBULENCE ASPECT}

The Emperor’s death

The Minister’s death

The Crown Prince’s death

The General’s survival


The Crown Prince


The Crown Prince is an emperor aspirant who covets the throne.


Role Ability: During hiring, immediately gain +1 assassin for this round only. Can be used three times per game.


{EMPIRE ASPECT}

The Emperor’s death

The Scholar’s death

The Daughter’s death

The Crown Prince’s survival


or


{REVOLUTION ASPECT}

The Emperor’s death

The Minister’s death

The Lord’s death

The Crown Prince’s survival


The Emperor


The Emperor is the supreme ruler of the land.


Role Ability: Gain +2 guards (for yourself) for the following round only. This may only be used twice per game.


{FEUDAL ASPECT}

The Emperor’s survival

The General's survival

The Minister’s survival


or


{EMPIRE ASPECT}

The Storyteller’s death

The Teahouse’s ruin

The Daughter’s death

The Scholar’s survival


The Merchant


Role Ability: Earn 4 gold at the beginning of each round.


Choose 3:

The Daughter’s death

The Storyteller’s death

The General's death

The Scholar's death

The Merchant’s survival


with The Crown Prince’s death: {TURBULENCE ASPECT}

without The Crown Prince’s death: {FEUDAL ASPECT}


The Wayward Lady


The Wayward Lady smiles faintly, seeing into the hearts of villains and heroes alike.


Role Ability: During the Interim Phase, choose two players. You will be told their roles.


{TURBULENCE ASPECT}

The Merchant does not fulfill his Aspect.

The Daughter does not fulfill her Aspect.

The General does not fulfill his Aspect.

The Emperor does not fulfill his Aspect.


{RESTORATION ASPECT}

The Merchant does not fulfill his Aspect.

The Crown Prince does not fulfill his Aspect.

The Scholar does not fulfill his Aspect.

The Storyteller does not fulfill his Aspect.


The Lord


The lord is an aristocrat who seeks to maintain his wealth and further his gains.


Role Ability: Declare a location. Next round, every player (other than you) loses 1 gold if they visit the location. You gain half the gold taxed (rounded down).


{EMPIRE ASPECT}

The Emperor’s survival

The Crown Prince’s survival

The Teahouse’s ruin


or


{FEUDAL ASPECT}

The Storyteller’s Death

The Crown Prince’s survival

More nobility than commoners remain at the end of the game.


List of All Roles

(1) The General

(2) The Minister

(3) The Teahouse Beneath the Zelkova Tree

(4) The Scholar

(5) The Storyteller

(6) The Daughter

(7) The Crown Prince

(8) The Emperor

(9) The Merchant

(10) The Wayward Lady

(11) The Lord



The Round Table has fallen into disarray; the Knights have devolved into a seething group of madmen, ready to use all of the kingdom’s resources to settle personal grievances. Society as you know it would be sure to crumble if they were allowed to war with one another as they wished. However, Merlin recognized this, and enlisted the help of the eleven of you in order to lessen the damages by giving each of you full control of one of the Knights. Of course, Merlin knows you are not interested in charity work. He produces two items from underneath his cloak: a sack of garnets, and a sharp, recently bloodied Lance of King Arthur. It is clear to you now that the reward for victory is riches, and the reward for failure is the right to contribute a fresh coat of blood to the Lance.



The goal of the game is to fulfill your personal agenda, which is determined by the Knight you play as. This game will take place over an Auction Round, an Interim Round, and 8 rounds of gameplay. As soon as the 24h pregame ends, the Auction Round will begin. The Knights for auction will be revealed at the start of the round.



The currency in this game is shillings. Each player will start with 20 shillings, initially for use in the auction.



Before the end of the game, players must lock into one of the two Crests for their Knight. Each Knight has two Crests that decide the player’s win conditions. These win conditions depend on the survival or death of other Knights. Locking into a Crest early provides additional resources according to the Knight’s unique traits. If a player dies before they lock into a Crest, they will not be eligible to win a Token of Life.



During the game, players will hire Assassins and Guards. Assassins are used to attack other players (not Knights), and Guards are used to shield oneself from Assassins.




Players start the game with a base of 3 health. Your health can never increase during the game, only decrease. A player dies when their health reaches 0. When a player is killed, they may no longer interact or communicate with any living players. However, dead players may interact and communicate with other dead players, as well as disturb the living players by haunting locations.



At the end of each round, players will move to new locations, and all the deaths which occurred during the round will be publicly announced.



Game Timeline

  • 24 hour pregame
  • Auction Round
  • Interim Round
  • 8 round game

Location effects/blessings/curses

Guard hirings

Assassin hirings

Player movement

  • End of game

Knight abilities and Crest effects trigger at the beginning or end of a round, depending on the ability/effect. This will be explained in further detail under each ability/effect.



Each player will submit a priority list of Knights alongside a bid. The bids will determine the Knights each player receives.


Players will be allowed to bid in the Auction with both shillings and garnets; players start the game with 20 shillings, and each garnet that a player bids will be equivalent to 5 shillings. Any of your 20 starting shillings which you do not bid will carry over into the game. Any shillings that are bid or garnets that are bid will be consumed.


The player with the highest bid will receive their highest priority Knight. The player with the next highest bid will receive the highest priority Knight on their list which has not already been claimed. This process repeats for all players.


Ties will be broken by which player has the highest priority available Knight, and randomly if the tie persists.


For example, if Reds and Marcer bid the same amount, Knight A and Knight C have been previously claimed, and their priority lists are:

Reds: 1. Knight A 2. Knight B 3. Knight C 4. Knight D

Marcer: 1. Knight A 2. Knight C 3. Knight B 4. Knight D

Reds would receive Knight B first, since his first available Knight has a priority of 2, while Marcer’s has a priority of 3. (Marcer would then receive Knight D.)


During the Auction Round, all pair and alliance channels will be locked. Public channels, spec channels, and private resource channels will stay unlocked. Players may not use codes to communicate in #player-lounge. As soon as the Auction Round ends and the Interim Round begins, these channels will be unlocked.



The Interim Round signals the end of the Auction Round; all channels locked for the Auction Round will be unlocked, and players will be told which Knight they will play as.


In the Interim Round, the only thing players will submit is their starting location for Round 1. Players may also lock into a Crest during this time, however the effect will trigger as if you locked into it during Round 1.



Once you visit a location, you may not visit the same location again until you have visited all other locations.


At the beginning of each round, all players’ locations will be announced. You may only communicate with players in your location. You may not speak in any channel with players that are not in your location.


Avalon (Island, in green): Gain 10 shillings at the start of the round.

Tintagel Castle (Castle, in blue): Gain 5 shillings at the start of the round. If you are a Greater Knight, gain 1 Guard’s worth of protection from Lesser Knights in this round only.

Merlin’s Cave (Cave, in indigo): Gain 5 shillings at the start of the round. If you are a Lesser Knight, gain 1 Guard’s worth of protection from Greater Knights in this round only.




You may only hire Assassins and Guards for players, not roles. You may assassinate or guard players that are in any location. You may not assassinate or guard dead players.


You may hire a maximum of four Assassins and Guards combined each round, and you may not hire four of the same one in a round. Assassins and Guards acquired by Knight or Crest abilities/effects do not count towards either of these caps. Assassins and Guards do not carry over between rounds, and must be used in the round they are hired.


Assassins cost 12 shillings and deal 1 damage each.

Guards cost 15 shillings and grant 1 protection each.


Guards are always hired before Assassins, which means players will always receive protection before taking damage.

At the end of each round, all player deaths will be announced. Which Knight dead players were playing as will remain secret.

When a player is attacked, they will be told how many Assassins attacked them. Players may request health checks at any time in their confessionals.



When a player dies, they may no longer hire Assassins or Guards, or communicate with the living, but they may now haunt locations. All dead players can communicate with one another, both publicly and privately (including a provided channel for the dead).


Each round, each dead player can select a living player, a location, and whether they wish to bless or curse.


If, in the next round, the selected player visits the selected location, they will receive the location’s blessing or curse. Players will be informed when they are successfully blessed or cursed.


Blessings and curses do not stack. If a living player is successfully both blessed and cursed in the same round, by any number of dead players, both effects will be negated.


Blessings

Avalon: Gain 3 shillings.

Tintagel Castle: Gain 2 shillings.

Merlin’s Cave: Gain 2 shillings.


Curses

Avalon: Lose 3 shillings.

Tintagel Castle: Your Crest’s effect is suppressed for this round only.

Merlin’s Cave: Your Knight ability is suppressed for this round only.



At the end of the game, all players’ roles will be revealed.


Players who have fulfilled all of their Crest’s win conditions (this will be checked at the end of the match) will become winners and each receive a Token of Life.

All surviving players earn one garnet each. All winning players earn one garnet each (in addition to the garnet from surviving, if applicable).


Winning players will then vote for the Elimination Candidate from the dead players. If there are no dead players, they will vote from all players without a Token of Life. If the vote ties, the tie will be broken against the player who spent the least shillings during the match, including the Auction (this means that the player who spent the least shillings will become the Elimination Candidate).


Crests


Each Knight has multiple win conditions (except Sir Ector). Each win condition has a unique Crest. Starting from the Interim Round, you may LOCK IN your win condition, granting you a secondary effect through the win condition’s Crest.


Crest of Loyalty


The Knights must flourish. Gain 5 shillings at the end of each round.


Crest of Restoration


The Knights must undergo reform for the good of the people. Gain 1 shilling for each player in your location at the start of each round.


Crest of Revolt


The Knights must fall, and start again afresh. Whenever you enter Tintagel Castle, gain an additional assassin, for that round only.


Crest of Pride


The Knights must maintain their superior status. On every other round, starting on (and including) the round you lock in your Crest, name a player and a Crest. At the start of the next round, you will be told whether the player has locked into that Crest.


Crest of Chaos


The Knights must not experience peace. At the end of each round, learn how many players have locked into the Crest of Chaos. For each player who has, gain 1 shilling.


Knights


Royal Knights begin with 65 shillings, in addition to their remaining Auction shillings. (Royal Knights are functionally considered Greater Knights, and are only distinguished here due to starting shilling counts.) Greater Knights, with the exception of Royal Knights, begin with 50 shillings in addition to their remaining Auction shillings. Lesser Knights begin with 40 shillings in addition to their remaining Auction shillings.


The Knights are:


Royal Knights

King Arthur

Prince Lancelot


Greater Knights

Sir Gawain

Sir Tristan

Sir Percival

Sir Galahad


Lesser Knights

Sir Ector

Sir Lamorak

Sir Mordred

Sir Bedivere

Sir Kay


King Arthur


As a battle hardened leader, King Arthur has many supporters, and just as many enemies. Those loyal to him would die for him, but those who oppose him would also give their lives for their cause.


Ability: Gain 2 Guards (for yourself) for the next round only. This ability may only be used twice.


[Crest of Pride]

Survival of King Arthur

Survival of Sir Gawain

Survival of Sir Tristan


or


[Crest of Loyalty]

Survival of Sir Percival

Death of Sir Ector

Death of Sir Lamorak

Death of Sir Mordred


Prince Lancelot


As the First Knight of the Round Table, Prince Lancelot was one of King Arthur’s closest companions. Tired of serving others, he has betrayed the King, and is now vying for his own power.


Ability: Gain 1 Assassin for this round only. This ability may only be used three times.


[Crest of Loyalty]

Survival of Prince Lancelot

Death of King Arthur

Death of Sir Percival

Death of Sir Bedivere


or


[Crest of Revolt]

Survival of Prince Lancelot

Death of King Arthur

Death of Sir Tristan

Death of Sir Galahad


Sir Gawain


Serving as the human definition of chivalry, Sir Gawain is a fierce warrior, and protector of the weak. He fights only for justice during these turbulent times.


Ability: On odd-numbered rounds, name a player and a number. If the absolute difference between the number of Assassins and Guards hired by that player in that round is the same as the chosen number, you will be told so and gain 10 shillings. Otherwise, you will be told that the two numbers are different.


[Crest of Loyalty]

Survival of King Arthur

Death of Sir Tristan

Death of Sir Lamorak


or


[Crest of Restoration]

Death of Sir Galahad

Death of Sir Ector

Death of Sir Bedivere


Sir Tristan


After fulfilling Merlin’s prophecy of the greatest duel of Knights for all time, he befriended his opponent, Prince Lancelot. With this bond in mind, Sir Tristan fights to see tomorrow.


Ability: Name a player. At the start of the next round, learn how many shillings they have. This ability may not be used during the first two rounds, and may only be used twice. Also, you passively gain 3 shillings every time you enter Tintagel Castle.


[Crest of Loyalty]

Survival of Sir Tristan

Death of Sir Gawain

Death of Sir Ector

Death of Sir Mordred


or


[Crest of Pride]

Survival of Prince Lancelot

Survival of Sir Tristan

Death of Sir Percival

Death of Sir Mordred


Sir Percival


Raised by his widowed mother, secluded in a forest, Sir Percival seeks to rid the Knights of corruption.


Ability: Name a deceased player, and be told which Knight they are. This ability may only be used twice.


[Crest of Revolt]

Death of King Arthur

Death of Sir Tristan

Death of Sir Galahad


or


[Crest of Restoration]

Death of Prince Lancelot

Death of Sir Tristan

Death of Sir Galahad


Sir Galahad


Known as the “Perfect Knight”, Sir Galahad aims to maintain this reputation, pulling whatever strings he must in order to do so.


Ability: Name a location. Next round, every other player who visits the named location loses 1 shilling. Gain half (rounded down) of the shillings lost this way each round.


[Crest of Loyalty]

Survival of King Arthur

Survival of Prince Lancelot

Death of Sir Ector


or


[Crest of Pride]

Survival of Prince Lancelot

Death of Sir Lamorak

More Greater Knights than Lesser Knights are alive at the end of the game.


Sir Ector


Tasked with raising a young King Arthur, Sir Ector has been put in King Arthur’s shadow since the King's rise to power, and he wishes for things to stay that way.


Ability: Sir Ector starts the game with 5 health, instead of 3.


You automatically lock into:

[Crest of Restoration]

Survival of Sir Ector


Sir Lamorak


Having fought and killed over 30 Knights by himself, Sir Lamorak keeps the other Knights in check with his general presence. Today, he decides that actions speak louder than words.


Ability: Hire one Assassin OR Guard for free on rounds 2, 4, and 7.


[Crest of Chaos]

Survival of Sir Mordred

Death of Sir Gawain

Death of Sir Galahad

More Lesser Knights than Greater Knights are alive at the end of the game.


or


[Crest of Revolt]

Death of King Arthur

Death of Sir Galahad

Death of Sir Ector

More Lesser Knights than Greater Knights are alive at the end of the game.


Sir Mordred


Traitor to King Arthur, Sir Mordred plans to utilize the opportunities provided by this brawl in order to prepare himself, or whoever survives, for a reign of their own.


Ability: Whenever a player dies, gain a quarter of their remaining shillings, rounded down.


[Crest of Revolt]

Survival of Sir Percival

Death of King Arthur

Death of Sir Tristan

Death of Sir Galahad


or


[Crest of Chaos]

Survival of Sir Gawain

Death of King Arthur

Death of Prince Lancelot

Death of Sir Tristan


Sir Bedivere


After helping King Arthur fight the Giant of Mont Saint-Michel, Sir Bedivere effectively disappeared. Nobody knows where he went, what he saw or what he did, but what we do know is that he learned to adapt to whatever situation may be at hand, and to be flexible enough to come out on top, regardless of the outcome.


Ability: Earn 4 shillings at the beginning of each round.


Choose 3:

Survival of Sir Bedivere

Death of Sir Gawain

Death of Sir Percival

Death of Sir Lamorak

Death of Sir Mordred


[Crest of Pride]

Choose 3 from the above list, in addition to:

Survival of Prince Lancelot


[Crest of Chaos]

Choose 3 from the above list, in addition to:

Death of Prince Lancelot


Sir Kay


Steward to King Arthur, Sir Kay is known to have a short temper and a deceitful demeanor. With his network of information and intense jealousy towards the other Knights, Sir Kay has a plan to knock his adversaries down a few pegs.


Ability: During the Interim Round, name two players. At the start of the next round, you will be told which Knights they are playing as.


[Crest of Chaos]

King Arthur does not win.

Sir Gawain does not win.

Sir Mordred does not win.

Sir Bedivere does not win.


[Crest of Restoration]

Prince Lancelot does not win.

Sir Percival does not win.

Sir Lamorak does not win.

Sir Bedivere does not win.


Tags


Auction    (The game involves an auction in which players participate.)


Battling    (The game involves players attacking each other.)


Bidding    (The game involves auction-style bidding.)


Limited communication    (The game cuts or restricts communications in some way between players.)


Psych    (The game tests the players' psychological & bluffing abilities.)


Social deduction    (The game involves players trying to deduce other players' hidden roles.)