RULE 01
Objective and players
Royals & Rogues is for two to four players, ages 13 and up, and normally takes 20–45 minutes. Win all coins on the table.
RULE 02
Poker foundation
Use ordinary No-Limit Texas Hold’em hand rankings and betting logic except where a Royals & Rogues component explicitly changes them. The game uses antes, gives each player three hole cards, and permits Powers only at defined timing windows.
RULE 03
Game material
One 52-card poker deck plus one active Joker; individual Power Decks; Items that may enter the poker deck; persistent Tokens; Heating Up and Tilted markers; coins, dealer marker, references, and table markers.
RULE 04
Setup
Shuffle one Joker into the poker deck. Give each player 100 coins. Draw for dealer. Choose Class clockwise from the dealer, then Court in reverse order. Build each Power Deck and keep ordinary and One Shot discards separate.
RULE 05
Setup Powers
Play after hole cards are dealt and before betting. Place Powers face down, then reveal and resolve clockwise from the dealer.
RULE 06
Round Powers
Play on your turn during a betting round, before checking, betting, or folding. You may chain compatible Round Powers before taking the poker action.
RULE 07
Showdown Powers
Play after the final betting round but before hole cards are revealed. Eligible players commit Powers face down and resolve them in betting order.
RULE 08
Counter Powers
Play when the printed trigger occurs, including outside your turn. When responses form a chain, resolve the newest response first.
RULE 09
Items
Items enter the poker deck through Power effects. Play or discard an Item as directed, then place it in the muck. If an Item appears as a board card, remove it and replace it with the next poker card.
RULE 10
Tokens
Tokens are persistent effects. They remain with their owner across hands and respond automatically to their printed events.
RULE 11
Heating Up
Heating Up unlocks Fire Powers. The original rulebook usually grants it after winning two hands in a row and removes it after a loss. Specific Powers may change that.
RULE 12
Tilted
While Tilted, a player may use only Tilted Powers and Powers with Flex. Winning a hand normally removes Tilted; specific Powers may also change it.
RULE 13
A complete hand
Draw Powers; deal three hole cards; resolve Setup Powers; discard down to five Powers; conduct betting with Round and Counter opportunities; resolve Showdown Powers; reveal hands; award the pot; update persistent state.
RULE 14
Match structure
The original recommendation is No-Limit with ten-minute levels and antes of 1, 3, 5, and 10. If players remain, play four hands at a 25 ante; the largest stack wins.
REFERENCE
Defined terms
- Draw
- Take the stated number from your Power Deck.
- Fire
- Playable while Heating Up unless the effect says otherwise.
- Flex
- May be played while Tilted.
- Hot Streak
- An enhanced effect available while Heating Up.
- Mulligan
- Replace the indicated card with the next card from the appropriate deck.
- One Shot
- After resolving, move the Power to the separate One Shot discard.
- Peek
- Privately look at the indicated hidden card.
- Recover
- Remove or mitigate Tilted as stated.
- Rummage
- Use the Item-linked discard or retrieval action printed on the card.
DO NOT SILENTLY MERGE
Later revisions still require a ruling.
The original rulebook and Core data describe 40-card Power Decks; a later changelog changes them to 30. The later multiplayer changelog also redesigns Inside Connections and adjusts several card texts. This library keeps those changes visible in the conflict report until a game owner ratifies them.
Download conflict report