Tips & Strategy
Plan action colours around the two Alice races and the board engines.
How to teach it
Start with the two-card sequence, then show how the played card colour selects a chess piece and action board. Explain that Train cards replace the usual location rewards. Introduce Time and black cubes before teaching repeat actions.
First game focus
- Watch both Alice tracks. A Wish is scored by everyone when its crown is removed, while action-board crowns belong to the player who earned them.
- Plan resource cubes before choosing a colour action. The five locked black cubes are a reserve with a relock cost, not ordinary resources.
- Flowers provide ongoing powers; Bookmarks combine immediate, per-turn and final effects.
- A repeat uses the same action and pays its costs again. The once-per-turn discount does not refresh.
Three-player variants
Hidden Objectives: deal the objective cards, remove four as directed and keep the specified objective information hidden. The publisher’s three-player rules score 16 IP when one Alice leads by one space and 24 IP for a tie.
Alternate Crowns: replace alternating spaces with mini-crowns from left to right. A mini-crown scores its printed single-space IP and mini-action, or its printed double-IP choice.
Videos and source boundary
Videos can help with the chess-building flow, but the rulebook controls costs, reward timing and setup. Exact native images for every card face remain a source gap.
- Queen Alice — Teach & Playthrough (Before You Play)
- Queen Alice — Start Playing in 13 Minutes (Meeple University)
- Chess is finally fun! — Board Gaming Ramblings
- Queen Alice Live Play (The Dice Tower)
- Queen Alice Review: Your Game is a Wonderland (The Dice Tower)
- Queen Alice solo playthrough (Jucchee)