For a Crown rules: how to play and how to score
Reviewed on 20 October 2026 against the publisher’s rulebook. How we check
For a Crown plays 3 to 5 players: each family recruits Mercenaries over four rounds to end with the most Rubies in its secret chest. Here are the essential rules, setup and scoring, based on the official rulebook.
- Players
- 3 to 5
- Play time
- 30 to 45 minutes
- Winner
- Most Rubies; on a tie, the most influential family
For a Crown quick rules
- The goal
- Each player leads a family that wants to wear the crown. Over four rounds, you recruit Mercenaries who earn you Rubies or make others lose them. At the end, the family with the most Rubies in its chest wins.
- Your chest and influence
- You start with ten Rubies and your Heirloom, hidden in your chest along with a few Coins. The Gallery lines up the families’ Portraits: the further right your Portrait, the more influential your family. Influence sets the turn order and breaks ties.
- Recruiting a Mercenary
- From the most influential family to the least, each player recruits a Mercenary from the Royal Square: a faceup card, or the facedown top card of a deck, in a column that has a cost. You pay in Coins, or in Rubies instead. Slide the card into a sleeve with your crest and place it facedown on the shared deck. In the first round, you recruit twice.
- The reveal
- Shuffle the shared deck and reveal the cards one at a time. Your Mercenary applies its effect when it comes up: gain a Ruby or a Coin, make another family lose a Ruby, give them a Masked Bandit, move a Portrait or roll the magic die. Level 1 Mercenaries let you choose between two effects.
- Events
- The shared deck also holds Events. Burglary makes the families with the most Masked Bandits lose two Rubies; Scandal makes you lose two, one or zero Rubies depending on your Portrait’s zone. Bribery, Mercenary Mages and Helping Hand round out the deck.
- Out of Rubies
- If your chest is empty when you must return a Ruby, you sell your Heirloom and take ten Rubies. If you already sold it, your family is out of play: the others finish the round, then the game ends.
- End of round and end of game
- Between rounds, all played cards form the new shared deck with one new Event, and a 0 tile shifts the recruitment costs. After the fourth round come three final effects, then everyone opens their chest.
- Beginner traps
- Forgetting the double recruit in the first round. Thinking you can pay a Ruby with a Coin: only the reverse is allowed. Leaving your Masked Bandits lying around. And forgetting to track what the others gain, since chests are secret.
How to score For a Crown
- Rubies in your chest
- The Rubies in your chest at the end of the fourth round, or of the round when a family went out of play.
- Heirloom
- Kept, it counts as 10 Rubies; sold, it no longer counts.
- Coins left
- The family or families with the most Coins gain 1 Ruby.
- Masked Bandits
- The family or families with the most Masked Bandits in front of them lose 1 Ruby.
- Influence
- The most influential family gains 1 Ruby. The most Rubies wins; on a tie, the most influential family wins. The Ludingo sheet adds these three effects for you.
Worked example
Emma ends with 14 Rubies, her Heirloom and the most Coins: 14 + 10 + 1 = 25. Jake has 18 Rubies but sold his Heirloom; he is the most influential family and has the most Masked Bandits: 18 + 1 − 1 = 18. Emma wins with 25 Rubies.
Common mistakes
- Forgetting to count a kept Heirloom: it is worth 10 Rubies.
- Giving the Coins Ruby to only one family when several are tied: they all gain it.
- Forgetting the Ruby lost by the families with the most Masked Bandits.
- Breaking ties at random: on equal Rubies, the most influential family wins.
How to set up For a Crown
Setup takes about five minutes, in three parts: the families, the board, then influence.
Each family
- Choose a family and take its chest and its 5 card sleeves.
- Put your family’s Heirloom and 10 Rubies in your chest.What is in your chest stays secret for the whole game.
The board
- Put the token organizer chest in the center, with the reserve of Masked Bandits, Coins and Rubies.
- Set out the board and slide the 1, 3 and 5 Recruitment cost tiles into the track.Keep the three 0 tiles nearby: you add one at the end of each round.
- Sort the Mercenary cards into 5 decks by level.
- Level 1: sort the cards by effect into 3 faceup stacks above the level 1 space.
- Levels 2 to 5: shuffle each deck and place it facedown above its level space.Reveal 2 cards from each deck and place them under it: this is the Royal Square.
- Take the 2 Starting Events, marked with a star, to form the shared deck, facedown.
- Shuffle the other Events into a facedown stack.
Influence
- Place the Portraits of the families in play randomly in the Gallery.The first on the starting space, the others on the free spaces directly to its left.
- Each family takes its Coins: 3 for the most influential, 5 for the least influential, 4 for the others.
- Place the magic die next to the reserve.The most influential family, with the Portrait furthest right, recruits first.
Frequently asked questions
How many Rubies do you start with in For a Crown?
10 Rubies each, plus your family’s Heirloom, which is worth 10 Rubies as long as you haven’t sold it.
Can you pay with Rubies in For a Crown?
Yes: a Ruby can always replace a Coin when paying. The reverse is not allowed.
How are ties broken in For a Crown?
The most influential family, the one whose Portrait is furthest right in the Gallery, wins.
Ludingo’s For a Crown sheet was last reviewed on 20 October 2026, based on: rulebook (PDF), BoardGameGeek.