
The one page ruleset

The original sketch
4789 Overview h1
A two player ‘Lane-Battler’ style game. The Sevens (cards 7-9) defend from the 3 battlements of their sandcastle. The Royals (cards 10-K) send waves of units each round until one side is victorious. Each player has a commander and up to 2 spies available for extra powers and effects. The remaining cards (1-6) form the dice deck, with which combat results are determined.
Play online here: https://albarkeo.com/4789-app/
Description h2
“For 3, you see” said 5 (with a sigh), “7 ate 9”.
“The castle was armed to the nines after all, but once they were downed” scoffed 5,
“Well that was the only remaining step for a successful coup.
And the royals were ousted, and awfully not impressed. But the 7s hold the titles for now, with their henchmen, the 8s, as protection. Claiming to be the rightful heirs, the lucky ones or some other fools sentiment.
But the royals have returned, waging war and laying siege on the castle until they take it back…or all the kings and queens fall”.
“And for us and 1, 2 and 3?” Asked 4, to 5.
5 was silent.
6 stood up shakily in the corner, visibily scared of the 7s “we’re tossed around, like the peasants we are, deciding the fate of the future overlords.”
1 looked up, baby faced and bright with a glint in their eye,
“Let them fight…We have more power than you’d expect”.
Set up h2
Royals h3
Place one 10 at the top of any lane, this is your scout.
Sevens h3
Place one 7 each on two battlements.
Turn summary h2
- Reinforce - Position reinforcements in the fields
- Reinforce the battlements
- Reveal units on the fields
- Engage - The Sevens declare if defending against a row, individual or lane.
- Engage - Deal dice cards, alternating ‘calling the shots’ of how many cards you would like dealt between 1-3 cards per person until you have the correct total.
- Resolve conflict. Remove Royals from the game. Tens return to the draft. Damage any successfully sieged battlements. Swap commanders if able and desired.
- Advance - Royals progress and position any unaffected field units. Sevens choose battlement reinforcements.
Gameplay h2
Engaging battlements h3
Sevens declare if defending against an individual target, entire row, or entire column of units on the field.
Individual targets must be at the front of their lane of the engaged battlement.
Rows can be defended by all battlements unless it has already been engaged to target an individual unit.
Entire lanes can only be defended by the battlement inline with it.
Once chosen, these battlements are now ’engaged’. Determine how many cards are to be flipped per player from the ‘Dice Deck’.
Each player asks to be dealt 1-3 cards each, alternating until all their required cards are dealt.
Total the number of points that were revealed to you.
Declare this total, the highest number wins.
On a draw, no troops are advanced, no battlements are damaged. Skip to positioning and reinforcements.
If the Dice Deck runs out, shuffle the current discard deck and restock.
Royals h3
Turn 2 reinforce with 3 units. Jacks may be added.
Turn 3 reinforce with 3 units. Queens may now be added.
Turn 4 onward reinforce with 3 units. Kings may now be added, once per reinforcement line.
Sevens h3
- Turn 2 reinforce with 2 units. Either reinforce your final battlement and upgrade a battlement or reinforce your final battlement and deploy a commander.
Card rules h2
10s 1 card, 1 movement. always returns to the draft until their king (matching suit) falls. When the king falls, you can choose for it to become a commander.
Taunt - Sending a reinforcement line of 3 x 10s, you may challenge the Sevens with a Taunt. If the Sevens accept, they must engage with the entire row at once, though they gain +1 card.
First appearance - Turn 1.
Jacks 1 card, +2 movement. Jacks can only move in straight lines but can move two field spaces in one turn. Jacks can also ’leap’ cards in front or behind them (providing there is space). Leaping uses 2 movement.
First appearance - Turn 2.
Queens +2 cards, +2 movement. Queens can only move forwards, but can also move diagonally. First appearance - Turn 3
Kings +3 cards, + 1 to all adjacent 10s and Jacks, 1 movement.
When 2 or more kings are on the field, the bonus only applies to cards of their suit. Kings may move in any direction (including diagonally).
First appearance - Turn 4
When a King is slain, it may be returned as a commander.
7s 1 card, 1 defence.
First appearance - Turn 1.
See Commanders rules below for further information.
8s 1 card, 1 defence.
First appearance - Turn 2
9s 1 card, 1 defence.
First appearance - When all battlements are upgraded to 8s or all 8s have been destroyed.
Commanders h2
Activating Commanders h3
When the Sevens battlement’s first take damage, the Commander springs into action.
When the first King is removed from the fields, they may be held as a commander for the Royals.
Effects h3
Hearts +1 reinforcement +2 for each engaged battlement for this target.
Diamonds Discard up to 3 lowest revealed cards, draw up to 3 cards per turn. You may discard a card you have just revealed.
Clubs +1 to every revealed card.
Spades +1 card per engaged battlement.
Can only change commander when a battlement is damaged or a King is slain.
Spies h2
Royal Spies h3
6 - Sneak a spy through the enemy lines whenever there is a draw.
Seven’s Spies h2
Ace - Fire down a smokescreen from an engaged battlement to sneak a spy through. This lane advances freely and this battlement disengaged for the rest of the turn.
Game End h2
End when 3 Kings have been slain (Sevens win) or 2 battlements are destroyed(Royals win).
Surrender h3
You may surrender early (for example you have three battlements with 1 unit remaining vs a Q, K, K).