How to play Valeria Card Kingdoms Official Rules

By: Dennis B. B. Taylor

Game Rules for Valeria: Card Kingdoms

Howdy! Welcome to the realm of Valeria, where you and I will be exploring the game of Valeria: Card Kingdoms. Buckle up, because it’s gonna be one heck of a ride!

Now, let’s dive into the nitty-gritty details of this captivating game. In Valeria: Card Kingdoms, you and your fellow players are the noble rulers of a kingdom. Your goal? To expand your domains, build a thriving economy, and construct magnificent landmarks.

To begin, each player gets their own player mat, depicting their magnificent kingdom. This mat has designated spaces where they can place cards they acquire during the game. You also get some coins to get the ball rolling.

On your turn, you evaluate all the available cards in the center row and choose one to recruit. These cards can be anything from citizens to domains, monsters to events. Each card has its own unique abilities and resources, so choose wisely!

Once you pick a card, you pay its cost in coins and place it in your domain. But hold your horses, partner! Some cards have an immediate effect that triggers as soon as you recruit them, while others grant ongoing bonuses. Keep an eye out for those, they can be real game-changers!

Remember, the citizens you recruit can be rallied to generate resources for you. These resources range from gold, which is the lifeblood of your economy, to strength, which allows you to vanquish those pesky monsters that threaten your kingdom.

But how do you vanquish such fearsome creatures? Glad you asked! You see, certain cards in your domain have strength. If you have enough strength, you can defeat a monster and reap the rewards they offer. It’s like slaying dragons, but without the fire-breathing part!

Now, let’s talk about those landmarks I mentioned earlier. Landmarks are special cards that grant big, game-changing abilities. However, they don’t come cheap, my friend. You’ll need a hefty amount of resources to construct these marvels.

Throughout the game, you can also complete quests and perform special actions to score victory points. Victory points are crucial, as they determine who takes the crown and becomes the ruler of Valeria!

The game continues until a specific number of landmarks have been built. Once that happens, it’s time to tally up the victory points. The player with the most points wins the game and earns bragging rights for having the most prosperous kingdom in all of Valeria!

So, what do you say, my friend? Are you ready to embark on this epic journey through Valeria: Card Kingdoms? Gather your friends, gather your cards, and let the adventure begin!

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Once upon a time, the Kingdom of Valeria enjoyed a period of peace. But now, it seems that our beloved kingdom is once again being threatened by an army of nightmarish creatures such as undead beings and goblins.

Our brave King of Valeria has fought against evil in the past, but as he has grown older, he no longer possesses the strength to protect our great kingdom. This leaves us in a state of unrest, as we have no heir to succeed him on the throne.

As one of the Dukes who currently holds a position of power, respect, and wealth, it seems that the responsibility of becoming the new ruler of Valeria falls upon my shoulders. It is my destiny to assume the throne and restore order to our land.

While gaining the support of the common folk and nobles is an achievable task, I must admit that the idea of governing a kingdom filled with monsters is not the future I had envisioned for myself.

To begin, you need to widen your influence and recruit people from different areas to aid you in defending Valeria from the constant attacks by monsters. Outsmart the other Dukes and secure your place as the ruler!

Elements

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  • 108 Citizen Cards
  • 48 Fflonster Cards
  • 24 Domain Cards
  • 10 Duke Cards
  • 10 Starter Cards
  • 10 Exhausted Cards
  • 5 Reference Cards
  • 32 Dividers
  • 2 Six-sided Dice
  • 169 Tokens
  • Instructions

There are Unlimited Resources and 8 Victory Point Tokens

You can use as many Resources and Victory Point tokens as you need in the game. If you ever run out, you can use the Multiplier tokens included in the game.

For example, suppose there aren’t enough Strength tokens and you need 5 Strength. In that case, you can take 1 Strength token and put it on a x5 Multiplier token.

The Goal is to Defend the Kingdom and Build the Most Influential City

In Valeria: Card Kingdoms, you get to be a Duke or Duchess. Your goal is to protect the kingdom and create the most powerful city.

When we play the game, we get to do a lot of fun things like slaying Monsters, recruiting Citizens, and expanding our Domain. These actions help us build up our city and increase our kingdom’s power by earning victory points.

It’s important to pay attention to the other Dukes and Duchesses playing, because they’ll be doing the same.

At the end of the game, the player with the most victory points wins and becomes the new ruler of Valeria!

Getting Ready

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In the game, cards are organized into a grid of four rows and five columns to create the Center Stacks. Once the Center Stacks are set up, other stacks, tokens, and markers are placed around them. Make sure to remove any cards with the 5-player icon before beginning.

Monster Cards

The top row is reserved for the Monster cards. These cards should be sorted into stacks based on the area icon found in the top right corner of each card. Keep the Monster cards face-up as you arrange them in each stack. Place the Monster with the highest Strength at the bottom of the stack, the one with the lowest Strength at the top, and the one with middle Strength in between.

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Let me tell you how to set up the game. It’s pretty simple, really. Just make sure each stack of Monsters is in the top row. The leftmost stack needs to have the lowest Strength number, and the rightmost stack should have the highest Strength number.

Now, for your first game, I’ve got some recommendations for you. You’ll want to play with the following Monster stacks. Remember to position them from left to right, and arrange the individual Monsters from top to bottom:

  • Hills – 3 Gohlins, 1 Goblin Mage, 1 Goblin Lung
  • Hains – 2 Skeletons, 2 Flaming Skeletons, 1 Skeleton King
  • Forest – 2 Treants, 2 Bane Spillers, 1 Spider Queen
  • Valley – 3 Owlbears, 1 Giant, 1 Troll
  • Mountains – 2 Dire Bedrs, 2 Ore Warriors, 1 Ore Chieftain

If you have any leftover Monster stacks, just put them back in the box.

Citizen Cards

When it comes to organizing the Citizen cards, the middle rows are where it’s at! As you delve into this task, you’ll find that sorting these cards is as easy as pie. Just gather all the Monk cards and create a stack, then do the same for the Cleric cards, and so on.

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When you play, make sure to choose one Citizen type for each activation number found in the upper left corner of each Citizen card. Take out one card from each stack and put it back in the box, making sure there are five cards in each stack. Place the stacks face-up in sequential order in the two middle rows of the Center Stacks.

For your first game, we suggest that you use the following Citizen types, arranged in order from left to right and separated by row:

  • Cleric, Merchant, Mercenary, Archer, Peasant
  • Knight, Rogue, Champion, Paladin, Butcher

Any stacks of Citizens that you don’t choose should be returned to the box.

Domain Cards

The bottom row is made up of the Domain cards. Mix all of the Domains together. Deal two face-down cards to each position in the bottom row, and then deal one face-up card to each position in the bottom row. Put the unused Domains back in the box.

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Worn-Out Cards

I’ll grab 2 Worn-Out cards for each player and stack them above the Monster row. The leftover ones can be put back in the box.

Starter and Guide Cards

Now, I’ll hand out 1 Starter Peasant card, 1 Starter Knight card, and 1 Guide card to each of you. These cards will be the start of your kingdom or tableau. Any extra Starter and Guide cards can go back in the box.

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Getting Started

When we start the game, I give you and all the other players 2 Gold tokens and 1 Magic token. We put the rest of the tokens in a place where everyone can reach them, and that’s called the Bank.

Throughout the game, you’ll be taking Resources from the Bank, unless someone tells you to do something different. Sometimes, certain cards will give you Victory tokens under specific conditions, and you’ll also take those from the Bank, unless something else is mentioned.

Choosing Your Duke

We shuffle all of the Duke cards together and deal 2 Dukes to each player. Then, you choose 1 Duke to play with for this game, keeping it secret from the other players until the end. The Duke you didn’t choose goes back in the box.

Starting the Game

We randomly choose the first player, and that player becomes the Active player. They get the First Player token and the dice. Now, we’re ready to begin playing.

How to Play

The game of… Age of Civilization involves a whole bunch of turns. Each one has four different parts: the Roll Phase, the Harvest Phase, the Fiction Phase, and the End Phase. These phases happen in the same order every turn. The Active player then hands the dice over to the person sitting on their left.

Now, let’s break it down a bit more. In the Roll Phase, the first thing that happens is, predictably, you roll the dice. After that comes the Harvest Phase, followed by the Fiction Phase, and finally, the End Phase. Each of these phases has its own unique rules and actions. Some of the Domain cards can only be used during certain phases, so make sure to keep that in mind.

It’s important to note that the order of the phases stays the same throughout the game. It doesn’t change from turn to turn. So, no matter how many times you play, you’ll always know what to expect. Cool, huh?

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During this phase, I roll the dice to see which Citizens will come to life and join us in the Harvest Phase. It’s always exciting to see who will be activated!

The numbers I roll on the dice will determine which Citizens with matching Activation Numbers in my tableau will awaken. Let me explain with an example: if I roll a 3 and a 5, the Citizens with activation numbers 3, 5, and 8 will join us for the Harvest.

But wait, there’s more! Some Domain cards I have give me the power to change the values on the dice. Before I activate my Citizens, I can choose to use the power of any number of the Domain cards I own. Remember, though, each Domain card can only be used once during the Roll Phase. It’s like having a secret weapon up my sleeve!

Once I’ve finished rolling the dice and activating my Citizens, I announce the results and we move on to the Harvest Phase. It’s an exciting time, seeing the community come together and enjoy the fruits of our labor!

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During this phase, I’ll get or swap Resources based on the Citizens I have that are activated when we roll the dice. We all take part in the Harvest Phase together.

Every Citizen card has 2 abilities shown at the bottom. When I activate a Citizen, both abilities come into play. However, I can only choose one ability to use, depending on whether I’m the Active player or not:

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When you see the icon on the left side, it only affects you, the Active player.

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When you look at the icon on the right side (off-turn), it represents the power that affects the non-Active players. So, it doesn’t directly impact you, but it can still play a role.

Now, let’s say you have more than one copy of a Citizen card. Each of those Citizens works individually. For example, if you have two Archers with an activation number of 4, both Archers will be activated when you roll a 4.

But here’s where it gets interesting: if you roll doubles, each matching card will be activated twice. So, if you have three Archers and you roll double Ts, each Archer will activate for one 4 result and then activate again for the other 4 result. That’s a total of six activations!

During the Harvest Phase, when you receive or pay resource tokens, it’s all done with the Bank, unless a card says otherwise. The only Citizen that can take from another player is the Thief.

When the Thief gets going, I go first during the Harvest Phase before anyone else gets a turn.

You roll a 2 and 5 (which also makes 7) and you own a Thief. You use your Thief to swipe someone’s Gold or Magic before other players can activate their Peasants and take Gold from the off-turn power.

During the Harvest Phase, you can use the power of the Citizens in any order you want.

Here’s an example: You roll a 1 and 4 (which also makes 5). You’re not the Active Player, but you have a Monk (activation number 1) and a Peasant (activation number 5). You start by using the Peasant’s power to get 1 Gold. Then you immediately use the Monk’s power to give that 1 Gold back to the Bank and get 2 Magic in return.

In the game, if none of my Citizens were activated by the dice roll, I have the option to take any one Resource from the bank. This rule applies to both the Active player and other players.

Once the Harvest Phase is completed, we move on to the Action Phase.

3. Action Phase

During this phase, I, as the Active player, can choose 2 Actions from the following options:

  • Slag a Monster
  • Recruit a Citizen
  • Gain a Resource
  • Build a Domain

I can take the same action twice if I want.

If I exhaust a stack in the Center Stacks by taking an action, I must finish that action before adding an Exhausted card from the Exhausted stack above the Monsters to the empty position.

When playing this game, I have to remember a few rules. First, I must take 2 Actions before moving on to the End Phase. It’s important to note that I cannot proceed to the End Phase until both Actions are completed. Once I have taken my 2 Actions, it’s time for the End Phase to begin.

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When I want to defeat a Monster and add it to my Victory stack, I can take the following steps:

1. I need to Choose a Monster that is on the top of a stack.

2. I must Pay the Resources that match the Strength and Magic cost shown on the Monster card. I can use Magic to make my Strength stronger, but I have to spend at least one Strength token. Some Monsters have a cost that includes both Strength and Magic. If that’s the case, I have to pay the Magic cost in addition to any Magic tokens I use to boost my Strength.

3. I can Take the Monster and put it face-up in my tableau, specifically in my Victory stack. This information is visible to everyone for the rest of the game.

4. I am also eligible to Receive the Rewards that are at the bottom of the Monster card. These rewards can come from the Bank or the Center Stacks.

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Example: I’m at the very top of the Forest Monster stack. I have a Strength of 3.

You can spend 1 Strength and 2 Magic tokens to slay me and add my card to your Victory stack. You’ll then take 1 Gold and 1 Magic as a reward from the Bank.

Bring in a Citizen

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When you want to Recruit a Citizen in the game, there are three steps you need to follow:

  1. Select a Citizen: Look at the top of the stack and choose a Citizen card.
  2. Pay the Resources: You need to pay the Gold cost on the Citizen card. The base cost is the starting point, but if you already have copies of that Citizen in your tableau, you’ll need to pay extra Gold. Magic can help you add more Gold, but you have to spend at least one Gold token.
  3. Take the Citizen: Once you’ve paid the required Resources, you can take the Citizen card and place it face-up in your tableau. Just remember, the Citizen won’t be activated right away.

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Let me break it down for you: to recruit a Peasant, you need to pay 2 or more Gold. Since you already have one, it’ll cost you 3 Gold to get a second Peasant. This is because you have to pay the base cost of 2 Gold, plus 1 Gold for already owning a Peasant. So, you spend 1 Gold and 2 Magic tokens to recruit the Peasant and add it to your collection.

Now, let’s move on to gaining a Resource. This action allows you to take either Gold, Strength, or Magic from the Bank. You choose which Resource you want and take it.

Lastly, let me explain how to build a Domain. This is a bit more involved. Building a Domain requires an unused Domain card and enough Gold to pay its cost. The cost is indicated on the card. When you build a Domain, you add it to your tableau and it becomes part of your strategy.

I hope this clears things up for you. If you have any more questions, feel free to ask!

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When I play the game, I can take a Domain card from the top of a stack and add it to my tableau. Here’s how I do it:

  1. Choose a Domain that is on top of a stack. To build a Domain, I need to have Citizens in my tableau with Citizen Role icons that match the ones on the Domain card. If the Domain card shows multiple Citizen Role icons, I need to have the same number of matching Citizens in my tableau.
  2. Pay the Resources that equal the cost of the Domain in Gold. I can also use Magic to help pay, but I have to spend at least one Gold token.
  3. Take the Domain and place it face-up in my tableau. Everyone can see it for the rest of the game.

I’ll go ahead and tackle this challenge. Please note that while I’ll try to preserve the meaning and structure of the original text, some modifications may be necessary to ensure the final piece meets the desired criteria. Here’s the rewritten version:

  1. Get the Rewards by checking out what’s at the bottom of the Domain card. Some Domains have awesome one-time bonuses, while others give you an ongoing advantage that kicks in according to the card’s instructions.
  2. Discover the next Domain by flipping it over if there are still more Domain cards in the stack.

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Example: When you look at the Palace of the Dawn Domain, you see icons representing 1 Worker and 2 Soldier Citizen Roles. Now, imagine you have a Peasant (which has a Worker Role icon) and 2 Archers (each with a Soldier Role icon). You actually meet the Citizen Role requirement!

So, all you have to do is pay 11 Gold and take the Domain, placing it face-up in your tableau. From now on, you can benefit from its ongoing advantage.

Remember, if there is ever a conflict between the rules in this rulebook and the power shown on a Domain, always follow what the Domain says. The text on the card overrides the rules in this book.

Now let’s move on to Phase 4, the End Phase.

In this phase, we need to check if the end-game conditions have been met. If they have, we continue playing until all players have taken the same number of turns and the turn order returns to the player with the First Player token.

To wrap up this phase, I pass the dice to the player on my left, and a fresh turn starts. If the game’s end conditions are met and all players have taken the same number of turns, we conclude the game and tally up our Victory Points. The end-game conditions are fulfilled at the end of my turn if any of the following are true: all the Monsters have been defeated, all the Domains have been constructed, or the number of Exhausted stacks is double the number of players. When the game concludes, your score is calculated by adding up the Total Victory Mints on all your defeated Monsters, the Total Victory Mints on your constructed Domains, and the Total Victory Mint tokens you possess.

I’m thrilled to share some exciting game mechanics with you! Let’s talk about Total Victory Mints and how you can score points.

So, imagine you have a Duke in your possession. When you use it, you can earn Total Victory Mints. These mints are like little tokens of success, and they can really boost your chances of winning the game. Just think of the satisfaction you’ll feel when you see those mints piling up!

Now, it’s important to note that these mints are only earned when your Duke manages to score on Citizen Role icons. You’ll need to keep an eye on the Citizen Role icons on your Citizens and Domains. Make sure you include them when tallying up your Victory Points.

Speaking of Victory Points, the player with the most points at the end of the game is declared the winner! It’s a fierce competition, but with determination and strategy, you can come out on top.

But what happens if there’s a tie? Well, don’t worry. In that situation, the player who has the fewest cards in their tableau will be crowned the ultimate champion. So, keep that in mind and aim to streamline your tableau as you play.

So there you have it! The power of Total Victory Mints and how they play into your path to victory. It’s an exhilarating experience, and I know you’ll love the thrill of collecting those mints as your score climbs higher and higher. Get ready to strategize, plan, and triumph in this exciting game!

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Starting Setups That Will Help You Succeed

Below, I’ve compiled a list of recommended starting setups that will give you an edge in the game, each one focusing on a specific aspect.

A Wealth of Gold

  • Monsters: Hills, Ruins, Forest, Swamp, and Caverns.
  • Citizens: Monk, Merchant, Alchemist, Archer, Rogue, Champion, Paladin, and Butcher.

Remove these Domains from the game: Forgotten Sorrows, The Violet Thorn, Colden Obelisk of Nae, and Monolith of Ostendaar.

Mastering Magic

  • Monsters: Barrens, Ruins, Forest, Valley, and Mountains.
  • Citizens: Cleric, Merchant, Alchemist, Wizard, Thief, Champion, Paladin, and Butcher.

Remove these Domains from the game: Foxgrove Palisade, Eye of Asteraten, and Gargan’s Embrace.

Blood of the Monster

    A Guide to Domains in the World of Monsters and Citizens

    Hey there! Let me tell you all about the amazing and mysterious domains that exist in the fascinating world of Monsters and Citizens. Are you ready for an adventure? Let’s dive in!

    • Monsters: Barrens, Ruins, Forest, Swamp, and Mountains.
    • Citizens: Cleric, Blacksmith, Mercenary, Archer, Rogue, Warlord, Priestess, and Miner.

    Now, let’s talk about the domains we need to remove from the game. These domains are full of challenges and secrets that have been hidden away.

    Remove these Domains from the game: Forgotten Sorrows, Nest of the Weaver Witch, Cathedral of St. Aquila, and Cutthroat’s Truce.

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