How to play Koryŏ Official Rules

By: Dennis B. B. Taylor

Koryo Game Rules

Hey there! Let’s dive into the exciting world of Koryo and learn how to play this awesome game. I’m here to guide you, so let’s get started!

Koryo is a strategic card game that you’ll enjoy playing with friends and family. The goal is to earn as many victory points as possible by forming powerful card combinations. Each player takes on the role of a ruling house, striving to gain influence and control over the kingdom.

To start the game, each player is dealt a hand of cards. These cards represent officials, warriors, and events that can be used to your advantage. The game consists of several rounds, each divided into four seasons: spring, summer, autumn, and winter.

During each season, players take turns and perform actions. You can play cards from your hand, use their special abilities, and even acquire new cards. Strategy is key here, as you must carefully choose which cards to play and when to play them.

The cards you play will provide you with influence points, which are essential for victory. They can also give you other advantages, such as extra turns, cards, or even the ability to steal cards from your opponents. These abilities can greatly impact the course of the game and keep you on your toes.

There are also event cards that can shake up the game. These cards introduce unexpected events that can either benefit you or hinder your opponents. Keep an eye out for these, as they can turn the tide in your favor.

At the end of each season, players tally up their victory points based on the cards they have played. The player with the most victory points at the end of the game wins and becomes the ruler of Koryo!

So, grab your cards, gather your friends, and embark on an epic journey to conquer Koryo! Remember, strategy and cunning are your allies in this challenging game. May the best ruler win!

Imagine this: you find yourself transported into a world unlike any other. The game I’m talking about takes place in a fascinating universe that blends elements of history and fantasy. It’s set in a time that never actually existed, a place known as a uchronia. In this world, you’ll be immersed in a unique blend of politics and steampunk aesthetics that will transport you to the lands of 10th-century Great Korea.

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What’s in the Box?

  • 45 Character cards of 9 different Families
  • 10 Event cards
  • 8 Season cards
  • 8 Victory Point tokens
  • 1 1st Player token
  • Rulebook

Let’s Play Koryo!

In the game of Koryo, we’ll take turns playing Character and Event cards over the course of eight rounds. The goal? To gain influence with the nine political Families. At the end of the game, the player with the greatest influence wins.

Getting Started

To begin, shuffle the 45 Character cards with the 10 Event cards, creating a face-down pile in the middle of the table.

Next, sort the 8 Season cards in ascending order from 1 to 8, and stack them face down in the center of the table. The number 1 card goes on top, while the number 8 card rests at the bottom. Finally, place the 8 Victory Point tokens beside the card piles.

Let’s start by randomly picking a player to go first. Give them the 1st Player token.

Playing the Game

A game round is divided into four different phases. I’ll guide you through each one, so get ready!

Once we finish all four phases, the game round is completed.

At the start of the round, we need to reveal the top card of the Season draw pile. This card will show us how many cards each player should receive for the round. It also tells us the maximum number of cards each player can have in front of them by the end of the fourth phase.

After the 8th round, the game comes to an end. Now let’s talk about the four phases that follow. Remember, we’ll be playing these in turns, going clockwise and starting with the 1st Player.

Getting Your Cards in the Game

When we reach the card distribution phase, it’s time to get serious about our game plan. The first step? Dealing out the cards. Each player will receive a number of cards that matches the round we’re currently on. So, if it’s the third round, we’ll each get three cards.

But there’s a twist. If you’re lucky enough to have the majority of Broadcasters (#8) in front of you, you’ll score an extra card. Having that advantage might just give you the edge you need to win the game.

Choosing Your Cards Wisely

Now that we have our cards, it’s time to make some tough decisions. In the order phase, each player takes turns placing cards face down in front of them. We start with the 1st Player and move clockwise from there.

Here’s the catch: all the cards you play must be the same. Whether you choose a Character or an Event, you have to commit. Maybe you go all-in with a team of Bankers (character #6), or perhaps you stir things up with some rowdy Barbarians (event). The choice is yours, but remember, you can’t mix and match.

The key to success is choosing the right combination of cards to outsmart your opponents. Will you play it safe with a group of trusted allies, or take a risk and shake things up? The decision is all yours. As we embark on this epic game, remember the power lies in your hands. Good luck!

If you have the most Ship Owner cards in front of you, you have a special ability during this phase. Instead of playing as many cards of the same type as you want, you can play two cards of different types. For example, you could play one “Banker” card and one “Barbarian” card, or one “Broadcaster” card and one “Spy” card.

Make sure to pay attention: Any cards that you don’t play are discarded and shuffled back into the draw pile for the next round. You can’t keep any cards in your hand from one round to the next.

III. Action Phase

Now it’s time for the action phase! Each player takes their turn in clockwise order, starting with the first player. During your turn, you reveal the cards you just played. If you have the majority of a certain type of card, you can use its effects at any time during your turn, before, after, or even while revealing your newly played cards.

When it’s time for me to take action in the game, I have the freedom to handle the powers granted to me by my cards in any way I want.

Keep in mind that certain effects can be triggered during my Action Phase if I have the majority of certain cards. These include the “Bankers” (#6), “Priests” (#4), “Spies” (#2), and the “Omniscient” (#1).

IV. Round Ending Phase

During the Round Ending Phase, each player takes their turn in a clockwise direction, starting with the 1st Player. I need to make sure that the number of cards I have in front of me doesn’t exceed the maximum allowed by the current “Season” card.

If I have too many cards, I have to discard enough so that I meet the requirement. However, I can only discard “Character” cards in this way. It’s not allowed to discard Event cards like “Barbarians” or “Lobbying”.

To get rid of those pesky cards, you’ll need the powerful Priests. If you have the most Senators in front of you, you can keep up to two additional cards during this phase. Just remember, any cards you discard will be reshuffled for the next round.

After everyone has taken their turn, the current round ends and the 1st Player token is passed to the next player. The game continues in a clockwise direction, starting a new round.

Once the 8th round is complete, the game is over. Each player will score Influence Points to determine the winner.

Now, let’s talk about the Characters.

Merchant

(9 cards in play – Value of 9 Influence Points): The Merchant doesn’t have any special abilities. However, if you have the most Merchant cards at the end of the game, they are worth 9 Influence points.

The Broadcaster

(There are 8 cards in play, with a total value of 8 Influence Points): When I have the majority of the Broadcaster cards during the Card Distribution Phase, I get one extra card for the active season. It’s like having an advantage that gives me a little boost.

Guardian

(There are 7 cards being played with a total influence points value of 7): When I have the most Guardians in front of me, you can’t target me with a Barbarian event (we’ll talk about Barbarian events in a bit). I’m protected against anyone who wants to destroy one of my Character cards.

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Banker

(6 cards in play – Value of 6 Influence Points): When it’s my turn and I have the most Bankers, I get a Victory Point token. But I need to watch out! We only have 8 of these tokens. That means once they’re all gone, the Bank can’t give out any more and being a Banker doesn’t count for much anymore.

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Ship Owner

(I have 5 cards in play – They’re worth 5 Influence Points) : When it’s time to order my moves, if I have the most Ship Owner cards in front of me, I can choose to play 2 cards of different types (like a Merchant and a Spy) instead of playing multiple cards of the same type (for example, 5 Merchants or 3 Barbarians).

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Priest

(4 cards in play – Value of 4 Influence Points): When I have the majority of Priests in play, I can choose to destroy one of my Event cards (Barbarian or Lobbying) during my turn.

Meet the Senator

Hey there! Let me introduce you to the Senator, one of the important game cards that holds great power. With a value of 3 Influence Points and 3 cards in play, the Senator plays a crucial role in the game.

Picture this: It’s the Ending Phase of a Game round. And if you’re lucky enough to have the majority of Senators in your possession, guess what? You get a special advantage! The maximum number of cards you can keep is increased by 2. How awesome is that?

But wait, there’s more! The Senator is like a secret weapon; it elevates your game strategy and gives you the upper hand. With an extra 2 cards, you have more options at your disposal. It’s like having a double-edged sword that can regenerate your response to any game situation.

So, if you’re looking for a game card that can boost your chances of success, the Senator is a top-notch choice. Enhance your game and seize the opportunity to maximize your hand. Trust me, you won’t be disappointed!

Spy

I have 2 cards in play, which are worth 2 Influence Points: The Spies are unique because they have two special powers. However, you need to fulfill certain conditions to activate these powers.

Power 1: If I have the most Spies during my turn, I can steal a Victory Point token from another player, but not from the Bank! Keep in mind that this power won’t work if no player has a token.

Power 2: The Spies also provide protection against Lobbying events, just like the Guardians protect against Barbarians. However, this protection only works if I have at least one Guardian card in play. I don’t need to have the majority of Spies for this power to work, I just need one Guardian. When I have this protection, I am immune to any Lobbying events played by other players.

So here’s the deal: when you’re playing a game with 3 or 4 players, and you have the most Spies and you play a Lobbying event, you have to choose 2 different players to target. It’s the rule.

The All-Knowing One

Only 1 card like me exists (I’m worth 1 special Influence Point). My power is strong and everlasting. If there’s ever a tie for control of a family, I’m the tiebreaker. So, if 3 players each have 2 Guardians, but I’m controlled by one of them, that player is the winner. The others don’t stand a chance.

Watch out: My power doesn’t help with scoring Influence Points in the final round. I only come into play during the regular rounds.

Events

Each Event card has a one-time use: when it’s played. If an Event card is revealed during the Action Phase, it’s placed with the other cards in front of the player who played it, and its effect is immediately activated.

When it’s time to end the game, we have to take the Event cards into account. These cards are important because they can affect how many cards you can have in play. But here’s a tip: you can’t just throw away Event cards if you have too many! Nope, that’s not allowed. Only the “Priests” card has the power to do that.

Here’s something you need to know: if you have any Event cards in front of you at the end of the game, they will cost you 1 Influence Point each. So, if you control Event cards, you’ll lose points.

Barbarians

(6 cards in play – Each card is worth (-1) Influence Point)

When you play a Barbarian card, you have the power to destroy one of your opponent’s Character cards. But here’s the catch: you can’t target the player who has the most Guardians (#7) under their control. So choose your target wisely!

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The Power of Lobbying

(4 cards in play – Worth (-1) Influence Point)

When I play a Lobbying card, I have the ability to exchange 2 Character cards between any two players, including myself.

However, there is a catch. The player who controls the most Spies (#2), with no Guardian protecting them, cannot be targeted or have their cards swapped.

The Game Comes to an End

Once the game reaches its conclusion, it’s time to tally up our Influence Points.

For each Family, the player with the most cards in front of them earns Influence Points equal to the Family’s value. However, if there is a tie, no one receives any Influence Points.

Attention: The power of the Omniscient (#1) can only be used during game rounds, not during the scoring phase. This means that ties will still occur, and no points will be scored for the corresponding Family.

For example: Let’s say there are three players, and one has 2 Merchants, another has 3, and the third has 4. Only the player with 4 Merchants will score the 9 Influence Points for the Merchant family. However, if all three players had 3 Merchants, they would be tied, and no Influence Points would be scored for the Merchant family.

Each Event card in front of a player will cause them to lose one (1) influence point. This means they will score minus one (-1) influence point. So, if a player has 3 “Barbarians” and 1 “Lobbying” cards in front of them, they will lose a total of 4 Influence Points!

When you have Victory Point tokens, you earn more Influence Points. It’s as simple as that!

But here’s the exciting part: the player who has the most influence is the winner!

So here’s the deal: if you end up with a score of thirty (30), you’ll be famous! Your name will be proudly displayed on the Hall of Fame. On the flip side, if you have a negative score, well, let’s just say your name will be on the not-so-prestigious Wall of Shame.

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