Official Cover Your Kingdom Rules
This post contains affiliate links. For more information, see our disclosures here.
Introduction
Congratulations! You have been declared the ruler of your very own Magical Kingdom. However, there’s one problem: your kingdom has no magic. To restore its magic, you must attract mythical creatures to your lands by forming Clans or recruiting Clans from your rivals. Each creature adds magic to your kingdom, and the ruler with the most magic at the end of the game earns the title of:
The Most Noble and Supreme Majesty of Magical Might!
Objective
Build the most magical kingdom by forming and protecting Clans of creatures. The magic value of your kingdom is determined by the total gem values of the creatures in your Clans. The ruler with the highest total magic value at the end of the game wins.
Game Components
Kingdom Boards (8):Â Each player receives a board divided into Highland and Lowland areas.
Clanning Creature Cards (116):Â Includes species like Yogi Yedis, LepreCon Men, VulcEnts, and others.
Wild Creature Cards (15):Â Includes CerbeRussel Terriers and Spydras, which can join any Clan.
Creatures for Hire (10):Â Special action cards like Minnowtaurs and Wiizzaards that perform unique functions.
Ruler’s Crown: A token to indicate the current turn leader and a prize for the winner.
60 Creature Tokens & 1 Blank Creature Card.
Setup
Each player selects a Kingdom board and a player aid card.
Shuffle the creature deck, removing the blank card, and deal 6 cards to each player.
Place the remaining deck in the center as the draw pile.
Leave space for a discard pile and a retired pile (used for Creatures for Hire).
Choose the starting player by giving the Ruler’s Crown to the player deemed the nicest-smelling.
Gameplay Overview
The game is played in clockwise turns. Each turn, a player may perform one or two actions from the following list:
Settle: Form a Clan in your Kingdom.
Recruit: Attempt to steal a Clan from a rival Kingdom.
Hire: Use a Creature for Hire to perform a special action.
Add: Add a matching creature to a Clan in your Kingdom.
Discard: Replace an unwanted card from your hand.
After completing your actions, refill your hand to 6 cards, then pass the Crown to the next player.
Key Actions
Settle
Create a Clan by pairing two matching creatures from your hand or combining one card from your hand with a matching card from the discard pile. Wild Creatures can join Clans but cannot form a Clan on their own. Place the new Clan in the appropriate Highland or Lowland area based on the card’s symbol.
Recruit
Target the top Clan of a rival's stack and play a matching creature or Wild card to attempt recruitment. The targeted player may counter by playing their own matching or Wild cards. The winner claims the Clan along with all cards used during the challenge.
Hire
Play a Creature for Hire to perform a special action. These creatures, such as Hypnogriffs or Mobgoblins, can steal cards, swap Clans, or protect areas of your Kingdom.
Add
Strengthen a Clan in your Kingdom by adding a matching creature from your hand. Wild Creatures cannot be added in this way.
Discard
Discard a card to the discard pile and draw a replacement from the draw pile. This action is useful if you cannot or choose not to perform other actions.
Wild Creatures
CerbeRussel Terriers and Spydras can match any Clanning Creature.
Spydras are particularly powerful, counting as two creatures in challenges.
Winning the Game
Play continues until the draw pile is depleted and players run out of cards. The ruler with the highest total magic value (sum of the gems on all cards in their Kingdom) wins. In case of a tie, the player with the most cards wins.
Advanced Rules
For experienced players, advanced rules add depth and strategy, such as using Kingdom Powers or earning constellation bonuses for collecting diverse Clanning Creature species.