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The IRLQB Project will always be completely free and not for profit. All rights belong to Square Enix, and character designs to Tetsuya Nomura and Roberto Ferrari.
These assets are not to be sold!


How to Print!

What you need to play:

  • Print out the cards, or print the 15 you want to play and the tokens to go with them! (247 cards per set, including tokens.)

  • Around 15 dice (6 sided) to track changes to card power. 20 is probably the most you could possibly use in a game. Having two colors of dice, one per player, can help with clarity.

  • Around 30 Pawns, 15 per color. There's no in-game limit to how many pawns you can have, but it's unlikely you need more than this. I will add instructions on how to make 20 reversible (two sided) tokens after I make them today! So that you can just flip them over when you capture them.

  • A Game board with a 5x3 grid of zones. Instructions below on how to make one from the printable "Field and Pawns" PDF in the folder, or any mat with a 5x3 grid will do! 
    If you place a "Field Center" marker in the center zone, you can intuitively keep track of zone positions pretty easily!

  • A castle marker. This can be anything, even just the box you keep everything else in! The included mat printout has a little castle printed on it already.


How to Play!

The rules of Queen's Blood are surprisingly intuitive and lead to a pretty good real life play experience! But reproducing a set of rules that match the in-game resolutions of somewhat fringe situations is more complex than expected, so this section will get updated as certain fringe scenarios get confirmed. That being said, that won't matter too much most of the time.

If you have any ruling questions, or notice inconsistencies with these rules and the game, tweet them at @TeaAndAPiano!


  1. Put down your mat of 5x3 zones.
    You and your opponent sit on opposite ends of it.

  2. Place a pawn on each of the zones in your
    first row on your side of the table.

  3. Place a "Castle" marker on one side of the board.

  4. Each player shuffles their deck of 15 cards,
    then draws a hand of 5.

  5. Randomly choose a player to go first.
    You know who goes first for the mulligan!

  6. Each player chooses any number of cards
    in their hand, then places them on the bottom
    of their deck. Each player then draws until they
    have 5 cards again.

  7. Start the game!


Reading a Card


  1. Card ID Code

  2. Card Name

  3. Regular Card Border - you can play 2 of each of these in your deck.

  4. Legendary Card Border - you can play 1 of each of these in your deck.

  5. Card Cost. This is either a replace icon (      ), or 1, 2, or 3 pawns.

  6. Card power.

  7. Placement Grid. Use the left one when the castle is to the left of you on the field, and use the right one when the castle is on the right.

    1. The White Square is the card itself. Read other squares in relation to this one.

    2. The Red Squares (     ) are zones affected by the effect of that card.

    3. The Yellow Squares (      ) are zones you place pawns in when the card is played.

    4. The Red & Yellow Squares (      ) are used for both placing pawns AND the
      card's effects.


Taking a Turn:

  1. At the start of each turn, except the first turn of the game, draw 1 from your deck.

  2. You can pass your turn with no action. If you do, skip to step 4.

  3. Play a card from your hand that fits one of these two conditions. If you have no cards you can legally play, move on to step 4.

    1. Play a card with Pawns on it for its play cost into a zone with at least that many of your Pawns. Remove all pawns from that zone when you do this.

    2. Play a card from your hand with a Replace symbol and a "Replace an Ally..." effect, by destroying one of your cards on the field, then placing the played card in the zone it was in.

  4. End your turn. If the turn was ended without playing a card, and your opponent's last turn was ended without playing a card as well, end the game immediately!

Playing a card!

Each time you play a card, follow these steps to create the new board state it creates. After this, you can treat the board state as static - that is, it only changes because a new card is played.

  1. Apply any "When Played..." effect on the played card.
    After this, any card with 0 or less Power is destroyed.


  2. If either player has a zone in their starting row that has no cards OR pawns, they place a pawn in that zone. 

  3. Place pawns according to the played card's grid, on the castle side. 
    Follow these substeps when doing so:

    1. If the zone is empty, place 1 Pawn of your color there.

    2. If the zone has your pawns already, add 1 more Pawn of your color there.
      Each zone can have up to 3 pawns.

    3. If the zone has your opponent's pawns already, replace them with your own Pawns
      (without changing how many are there).

  4. Apply any applicable "...while this card is in play." effects of any cards in play, that
    REDUCE a card's power. 

    After this, any card with 0 or less Power is destroyed.

  5. Apply any applicable "...while this card is in play." effects of any cards in play, that
     a card's power. This includes those that increase a card's power,
    as well as other effects.


  6. Apply any applicable "When..." effects of cards in play, except the newly played card.
    After this, any card with 0 or less Power is destroyed.

  7. If any cards destroyed in a previous step had "...while This card is in play." effects, undo them.
    This is much easier if you use separate dice for each effect, so you can remove the dice associated with a card if its destroyed!


  8. Apply "When Destroyed..." effects, of anything destroyed in a previous step.
    After this, any card with 0 or less Power is destroyed. 


  9. If a card was destroyed in Step 8, return to step 4. Otherwise, your new board state is now complete and static!


Here's an example field after a player plays Capparwire for their turn, before resolving any of the steps above:


Let's follow through the 9 steps to get to the final board state!

  1. Capparwire's effect is: "When played, lower the power of allied and enemy cards on affected tiles by 1." So Sandhog Pie now has 0 Power and is destroyed.

  2. The zone that the Sandhog Pie was in is now empty, but is also a starting row - so place 1 pawn there.

  3. Place the Pawns for Capparwire. The zone in front of it has 1 pawn, and the middle starting zone now has 2 pawns!

  4. Nothing triggers here.

  5. Nothing triggers here.

  6. Nothing triggers here.

  7. Nothing triggers here.

  8. Resolve Sandhog Pie's effect!

  9. Nothing was destroyed since step 8, so finish resolving!

With that, the final board state is:


Winning the Game!

Once two turns have been consecutively passed, end the game! At this time, count up your point value in each column (of 5 zones). Once you each know your points in each column:

  1. Decide who wins in each column - the player with the highest total points there.

  2. If a card has an effect that applies as the game ends, apply it now!

  3. Add together the point values of each column that you won.

The player with the highest total points wins!

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