Ludexv2026.11.01-65114139RegicideOfficial rulebook ↗

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Gameplay

The complete turn sequence, suit powers, combos, and enemy attacks in Regicide.

Turn order

The most recently committed regicide takes the first turn; play proceeds clockwise. On a turn, play a legal card or yield. A yielded player skips their turn for the current enemy. After a Jester, its player chooses who acts next and play continues clockwise from that player.

Play a card

A single card deals attack equal to its printed number (Aces count as 1; Jesters deal 0). Instead, one player may play two or more cards of one number as a combo, totaling no more than 10. Resolve the suit powers once per suit represented, at the combined attack value; resolve Hearts before Diamonds.

An Ace may be paired with one other card, but not a Jester. It activates both suit powers at the combined value; if both cards share a suit, that suit power resolves once. A Jester is played alone and has no attack value.

Suit powers

Resolve the card’s power before damage. All available suit powers must be used; enemy immunity can prevent one. A royal is immune to its own suit’s power. A Jester cancels the current royal’s immunity. If you play a Jester after a previous Spades power was blocked, that Spades reduction begins to count; a previously blocked Clubs power does not retroactively double its attack.

Damage and enemy attacks

Place played cards in the attack area. Add attack values; Clubs double their value. When total attack meets or exceeds the royal’s remaining health, defeat it. If the total exactly equals its remaining health, place the royal face down beneath the Tavern; otherwise discard it. Discard all cards used against it. The player who defeats a royal takes another turn immediately, without suffering its attack.

If the royal survives, its attack is reduced by Spades. The active player must discard cards one by one until their values meet or exceed the remaining attack. Stop as soon as the amount is met; excess value is not required. If the player cannot cover it, the game is lost. After surviving the attack, play passes clockwise.

Yielding and communication

A player may yield instead of playing, giving the group time to plan; a player cannot yield if everyone else has already yielded. Do not disclose the identities or values of cards in hand. General statements about willingness or broad plans are allowed.

Rules

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