Zen Squire: An Absurd Card Game. 10th Anniversary Edition

Zen Squire: REbirth

The realm is fractured…

Once-united neighboring kingdoms now glare suspiciously across their borders, each convinced the crown rightfully belongs to them. Recruit loyal diplomats, attract influential patrons, unleash clever schemes, and thwart your rivals' grand plans with a bit of well-timed alchemy. Amass the greatest fortune and prove that your kingdom deserves to rule the realm.

Zen Squire: An Absurd Card Game Rules Quick Reference

Digital Rule Book

Recommended for 2 to 4 players ages 13+

Your quest:

Be the first player to reach 1,000 Points in your Castle.


Set Up:

  • Shuffle the deck.

  • Deal 5 cards to each player. 

  • Place the remainder of the deck face down to create a Draw Pile. 

  • Leave space for a face-up Discard Pile. 

  • The area in front of each player is their Castle. The sum of a player’s Castle is their fortune (score). Your fortune is public record and may be requested by any player at any time. You must disclose your Castle’s fortune if requested.

 

Taking Your Turn:

  • Draw one card from the Draw Pile.

  • Play one card from your hand. Or, pass your turn.

  • Diplomats and Patrons are played to any player’s Castle. 

  • Schemes and Alchemy are resolved immediately when played, then placed in the Discard Pile.

 

Diplomats:

  • Diplomats may be played to any Castle. 

  • Positive (+) values increase the Castle’s fortune. 

  • Negative (-) values decrease the Castle’s fortune. 

  • A Castle’s fortune may be positive or negative and Castles can be empty.

 

Schemes:

  • When you play a Scheme, resolve its effect by following the instructions on the card, then place it in the Discard Pile.

 

Patrons:

  • Patrons are played by attaching them to any Diplomat already in any Castle. 

  • Multiple Patrons may be attached to the same Diplomat. 

  • If an attached Diplomat leaves a Castle for any reason, discard all Patrons attached to it.

Alchemy:

  • Playing Alchemy cancels a card of any type played by another player, causing that card to be immediately placed in the Discard Pile. The canceled card has no effect. You may play Alchemy at any time and during any player’s turn.

  • Alchemy may cancel other Alchemy Cards. Resolve Alchemy Cards in reverse order played. If the original card played is not canceled, it resolves normally. 

Example: 

Card → Alchemy → original card is canceled.

Card → Alchemy → Alchemy → original card resolves.

Card → Alchemy → Alchemy → Alchemy → original card is canceled.

Card → Alchemy → Alchemy → Alchemy → Alchemy → original card resolves.

Winning the Game:

Tournament: If your Castle reaches a fortune of 1,000 points or more, you immediately win.

Fight to the Death: Play until the Draw Pile is empty. Once the last card has been drawn, each player, in turn order, plays one final card without drawing. The player with the largest fortune in their Castle after the final card is played, wins.