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kastles new family card game

Official latest rules and updates from the King!

  1. You can, for an easier game optionally discard the Moat and Boat cards out of the game. For two player games only!
  2. If you can’t go: pick up the top card from the discard pile and discard one card from your hand. This takes one turn so you can’t lay that turn, your go is over. On your next go pick up to 5 cards as normal. You can do this any number of times in one game.
  3. Play two Jackos to destroy and discard one moat card.
  4. Catapults now accumulate damage with more catapults used. As normal, one catapult needs a value of 10 rocks to destroy one wall. Two catapults, need a value of 12 rocks to destroy two walls. Three catapults need a value of 15 rocks to destroy three walls. All catapult attacks destroy adjacent multiple walls only! (and not diagonals) A crucible reflects back equal damage when fired, so be careful!

Rule updates will be printed in the next run of games but you can use them in the current sets you own and only improve the game.

Click here for the latest rules Kastles card game latest rules v3 as a PDF

Kastles card game latest rules v3

And here are some additional fun rules you might want to try for that extra little kick! (optional)

1. Smoking Dragon

The only way to stop a Dragon attack is by holding a Wizard card when it’s played, otherwise, you’re toast! If you have two Catapults out in front and hold two Water cards in your hand, use them to counterattack the Dragon when he strikes. The Dragon and both Water cards are discarded and the attack is averted.

2. Curve Ball Crucible

As you know, if someone sends a Catapult attack your way and you own a Crucible card you can reflect it back. Why not make it a Curve Ball Crucible and send it back to another player? Now that’s funny!

3. Snatch ‘n’ Grab

If you play three Thief cards at once you can make all players hold up their cards (backs facing you) then take one random card from that player’s hand. You never know, you might even get their dragon! Once played, discard the Thief cards to the discard pile and continue to play as normal.

4. Do-or-die for the King & Queen

When you are down to your last wall card shout “Do or Die” at any point in your go. Grab your K&Q card and the last remaining wall card, shuffle under the table and place out face down as wall cards. This is your last stand, your K&Q are now out on the battlements giving it all they have to stay alive.If your K&Q card is hit or revealed in any way you’re out of the game instantly.

It might just give you a chance to stay in the game while someone else cops it! If anyone plays a Spy and picks your K&Q card from your wall this also counts as a hit and they are discarded to the discard pile. You’re out of the game.

5. Flaming Nora

If you have three flaming arrows you can destroy all catapults held by one player. Very flammable catapults!

Do you have a fun new rule?

If you have a fun additional rule you like to use why not tweet @gunpowder or email us at: [email protected] as we would love to hear it, we may even post it here.

Have fun! Tim Sharville – Game Designer

FAQs (if you get stuck!)

Q: SPIES – HOW DO THEY WORK?

A: Spies are sneaky, releasing cards from the walls into the game. Simply show a Spy to the other players and then swap it face down for any wall card, including your own. Leave it there and take that wall card into your hand to use immediately or on a subsequent turn.

Q: WHAT ARE THE BOULDERS ON THE CARDS?

A: The little boulders on the cards are ammo and are used with a Catapult to attack your opponents. Cards that have boulders on them can be played in one of two ways: either ignore the boulders and play the card normally (e.g. a Jacko), or use the boulders to carry out a Catapult attack. See the Catapult card and Example 2.

Q: WHEN AM I OUT OF THE GAME?

A: Your game ends when your last wall card falls and only your Kingster and Queenie are left. Note: if a Jacko has been placed to repair the wall on your next turn and you’re attacked before your turn, then the Jacko hasn’t completed the job and you’re still out of the game.

Q: WHAT HAPPENS TO DESTROYED WALLS?

A: The wall card is placed on the discard pile along with any other cards that were on the wall at the time (including the attacker’s cards just played on the wall).

Q: WHEN DO I ATTACK OR DEFEND?

A: You can attack on your turn. You can defend yourself out of turn by playing any cards in your hand that have a red dot  (play then continues with the attacker).

Q: HOW MUCH CAN A JACKO REBUILD?

A: A Jacko can never rebuild more than the original number of walls but can rebuild in any available space.

Q: KINGSTER & QUEENIE – WHAT DO THEY DO?

A: Nothing. They’re just there for the tourists. Check the website for some variant rules where the royals have to work a bit harder than in the standard game.

Q: WHEN SHOULD I USE A CATAPULT?

A: Keeping them secret protects them while you build ammo cards, but they take up hand space. Once played, they can be stolen or destroyed, even before firing a shot. You can’t take them back into your hand, so choose your moment wisely.

Q: WHEN DO I DRAW NEW CARDS?

A: You can only draw new cards at the beginning of your turn, before you begin your attacks. Drawing from the discard pile is not allowed (dead saboteurs and broken catapults are not very effective).

Q: HOW DO I LAY MY ATTACK CARDS?

A: Lay your cards so that you can still see part of the kastle wall beneath (see Example 1).

Q: CAN I PLAY MULTIPLE ATTACK CARDS ON A WALL CARD?

A: You can only lay one type of each attack card on a wall. Exception: you can combine a Gunpowder card and Flaming Arrow card to attack the same wall card.

Q: If I hit a wall with a catapult strike and it has one or more adjacent Gunpowder kegs on it does it blow up and start a chain reaction?

A: No! no chain reaction as Gunpowder needs fire to explode not rocks but it does destroy the wall, or walls if multiple strikes are targeted.