How to play Crimson Company Official Rules

By: Dennis B. B. Taylor

Welcome to the Crimson Company Game Rules!

I hope you’re ready for an exciting adventure, because you’re about to dive into the rules of the captivating Crimson Company game. Get ready to sharpen your strategic skills and outwit your opponents in this enthralling card game.

Let’s jump right in, shall we?


The objective of Crimson Company is to be the first player to reach 10 victory points. Victory points are earned by successfully defeating your opponent’s units and controlling strategic locations on the game board.


To start the game, each player receives a deck of cards. These cards represent the units, tactics, and locations available for you to play. You and your opponent will take turns playing cards and strategically positioning your units on the game board.

Each unit card has certain attack and health values. The attack value determines how much damage the unit can deal, while the health value represents how much damage it can withstand before being defeated. Strategically deploying your units and making calculated moves is crucial to achieving victory.

Tactics and Special Abilities

In addition to units, you can also play tactics cards. These tactics cards can have special abilities that allow you to manipulate units, disrupt your opponent’s plans, or gain an advantage. Be sure to utilize your tactics cards wisely to gain the upper hand in the game.

Controlling Locations

Controlling locations is another key aspect of the game. Locations on the game board provide strategic benefits, such as extra victory points or special abilities. By successfully controlling locations, you can gain an edge over your opponent and increase your chances of winning.

Strategy and Decision-making

Crimson Company is a game that requires careful planning and decision-making. You’ll need to analyze the game board, predict your opponent’s moves, and make strategic decisions to outmaneuver them. Each move you make can have a significant impact on the outcome of the game, so choose wisely!


Now that you have a solid understanding of the Crimson Company game rules, it’s time to gather your friends, set up the game board, and prepare for an epic battle. Remember, victory is within your reach if you can effectively deploy your units, utilize tactics, and control key locations.

So grab your deck of cards, take a deep breath, and let the thrilling adventure of Crimson Company begin!

How to play Crimson Company Official Rules UltraFoodMess

How to play Crimson Company Official Rules UltraFoodMess

In the game Crimson Company, you and another player take on the roles of noble adventurers in a fierce fantasy world. It’s all about outsmarting each other as you gather an army of sellswords. These sellswords can be tough warriors, shady merchants, or even ancient creatures. The goal? Gain control over the castles of a long-forgotten kingdom and emerge victorious.

The Game Components

Here’s what you’ll find inside the Crimson Company box:

  • 30 unique sellsword cards
  • 40 coin tokens
  • three castle cards
  • two overview/setup cards
  • “active player” marker
  • Rulebook

An Overview

How to play Crimson Company Official Rules UltraFoodMess

When playing Crimson Company, my main objective is to take control of two out of the three castles in the center. To achieve this, I need to gather more strength than my opponent in a castle’s lane when that lane is scored. A lane is scored once I have at least four cards in it.

Cards in Crimson Company represent various characters, each with their own strength values and unique effects. These effects can be instant actions that occur when a card is played, or they can be triggered during specific phases of the game.

At the start of the game, four cards are drawn randomly from the character deck. I can choose to bid coins on one of these cards at a time. Then, it’s up to my opponent to decide whether they want to pay me the double amount of coins I bid, or if they want to pass and let me play the card.

Setting up the Game

How to play Crimson Company Official Rules UltraFoodMess

Alright, let’s get this game started! First, we’ll set up the playing field. We have three lanes between the two players, and we’ll place three castle cards in those lanes. Each lane is divided into two sides – one for you, and one for your opponent. If you like, you can also put some miniature castles on the castle cards to make it more interesting.

Next, we’ll need some coins. We’ll place a supply of 40 coins next to the three lanes. These coins will come in handy during the game.

Now, let’s prepare the deck of character cards. There are 30 cards in total. Shuffle them up and place the deck next to the three lanes. Make sure the cards are facing up, so you can always see the next card on top.

For the initial offer, draw four cards from the deck and place them next to the three lanes. These cards will be available to both players at the start of the game.

To decide who goes first, we’ll flip a coin. The winner gets to start with 3 coins, while the other player starts with 4 coins.

Alright, everything’s set up. Now it’s time to begin the game! The starting player will kick things off in the Income phase. Don’t worry, we’ll go over the different phases of the game as we play along.

Let’s Play!

Phase 1 – Income

When I gain 3 coins, it’s interesting to note that some cards can generate even more income during this phase. It’s like a surprise bonus!

Let’s check something: In the first turn, I should have a total of 6 coins after this phase. It’s a good way to start strong!

Phase 2 – Recruitment

Now, I’ll put at least one of my coins on a card that’s currently available. This is where the real decision-making starts.

Here’s the interesting part: my opponent gets to choose what they want to do next. They have two options:

  • Match: My opponent has to put coins of the same total value on the card as I did. If they do, I get all the coins on the card, which is worth twice its original value. My opponent, however, gets to recruit the card and keep it in front of them (but not in one of the lanes).
  • Pass: If my opponent chooses to pass, the coins I put on the card go back into the coin supply. But I still get to recruit the card, placing it in front of me (again, not in one of the lanes). And then it’s time to move on to phase 3.

Please Note: If there are less than 4 cards available, you must draw from the deck to replenish the offer immediately.

Phase 3 – Deployment

You can now play all the cards you have in front of you, in any order and into any lanes you choose.

Remember: You can only have a maximum of two cards in front of you at any given time.

Phase 4 – Score

Check each lane from left to right (from your perspective) and see if any player has 4 or more cards in a lane. If this is the case, that lane is scored. Then, repeat the scoring phase and check all lanes again.

After scoring, it becomes your opponent’s turn and the Income phase begins again.

Playing a Card

When I play a card, I can choose where to play it, but I can only play cards on my side of the lane.

Cards are always played below any other cards that are already in the lane, farthest from the castle.

When I play a card, its effect is activated (check out Card Effects).

Card Effects

Cards have five different types of effects:

How to play Crimson Company Official Rules UltraFoodMess

  • When I play a card or flip a face-down card, I experience a deployment effect. These effects only happen once during the deployment phase.
  • Every turn, during the income phase, I enjoy the benefits of income effects on cards in any lane. These effects apply as long as the card is still in play.
  • During the recruitment phase of my turn, I can take advantage of recruitment effects on cards in any lane. These effects occur every turn as long as the card remains in play.
  • Whenever a card is destroyed, whether through another card’s effect or after a lane is scored, destruction effects come into play.
  • Score effects on cards in a lane only happen when that lane is scored, not before. But remember, we must still resolve card effects even if it’s not in our favor.
  • If an effect can only be resolved partially, we still need to resolve it.


  • When we destroy a card, we remove it from the game.
  • The destroyed cards go to a separate discard pile.


  • Flipping a card means turning a face-up card face-down, or a face-down card face-up.
  • We can look at face-down cards whenever we want.
  • Face-down cards have no strength and no effect.

Important: When we turn a face-down card with a Deployment effect face-up, the effect is resolved again immediately, and phase effects are active again.


  • Change the position of a card. When you move a card, it is always placed at the bottom of the lane if it belongs to you, or at the top of the lane if it belongs to your opponent. The goal is to keep your opponent’s cards as far away from the castle card as possible.
  • You can only move cards within their own lane. You cannot switch a card from one side to the other.
  • When you move a card, its effect is not activated.


Order of Resolution

If multiple cards have effects that activate at the same time, resolve them in the following order, based on the perspective of each player:

  1. In the left lane, start from the top (closest to the castle) and move to the bottom (farthest from the castle).
  2. In the middle lane, start from the top and move to the bottom.
  3. In the right lane, start from the top and move to the bottom.

Note: This order also includes flip effects that occur simultaneously, such as the Clumsy Ogre.

Game Over: How to Score a Lane

If you want to score points in a lane, here’s what you need to do:

  1. Deal with any Score effects caused by cards in the lane. Start from the top of the lane (close to the castle) and work your way down to the bottom (far from the castle). As the current player, you’ll handle the Score effects of your own cards first.
  2. Add up the strength values of all the cards on each player’s side. Keep in mind that face-down cards have no strength, unless they’re influenced by other cards.
  3. The player with the highest total strength wins the lane and claims the castle card, along with its token in the center. This puts them in a powerful position.

Once a player conquers a lane, all the cards in that lane are destroyed, setting off any Destruction effects they may have. The lane is then permanently removed from the game, meaning no cards can be played or moved into it anymore.

Once a player has acquired 2 castle cards, they win the game right away. It’s important to note that the elimination of cards during the scoring phase can immediately trigger another scoring round, such as when the Undead card becomes the fourth card in a different lane.

Breaking Ties

If there is a tie in scoring a lane, the lane remains in play. Score effects no longer apply until the next scoring round. The game continues as usual, and the next Score phase determines if the tie is broken.

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