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  • Renown is a card game currently under development by PJ’s Attic. Renown will ultimately be played with a custom deck of illustrated cards, but for the moment we’re offering a free download of the game’s prototype, which uses a standard deck of cards. If you’d like to be an acknowledged part of our testing team, the PDF download of the game rules contains contact information and a short questionnaire.

    Download Renown Rules Alpha (PDF, 141.4k)

    Renown
    A PJ’s Attic Card Game
    Alpha (Red) Version, 2nd edition

    Welcome! This version of Renown, then called Incarnate, was first played at my wedding reception. I’d had the idea a few days before and was dying to try it out. Since then, I’ve modified the game quite a bit in order to integrate it into the world of the Drachurae. The final version of Renown will ultimately be released with a custom illustrated deck, but until that deck is finished, please feel free to test this version and let us know what you think!

    At the end of these instructions, there are a few questions we’d love for you to answer in an e-mail to us at PJ’s Attic. Everyone who submits the questionnaire prior to the next test release will get an Alpha Test credit in the final game’s manual! Keep an eye out for future testing for even better treats.

    What You’ll Need to Play Renown

    *Feel free to use Go or Pente pieces, coins, buttons of contrasting colors, or Poker chips. You only need 9 of each marker for every player in the game, so only gather up 27 of each type for a 3 person game, 36 of each type for a 4 person game, and so on.

    The World of Renown

    Drachurae, the very name fills us with awe. The race is ancient beyond belief and powerful beyond imagining, their internal struggles for power and wealth predate the very existence of our world, Taeompei. Some say that our game of cards, Renown, reflects these struggles. Others say that even now the Drachurae disguise themselves to walk among us, watching the outcome of the games we play, determining the balance of power based on the fall of the cards. Still others say that the fate of the world itself may lie in their calculations…

    Gameplay Overview

    A game of Renown is called a Struggle. A Struggle is divided into Eras (rounds), Eras are divided into Regimes (hands), and Regimes are comprised of Schemes (turns).

    During their individual Schemes, players collect cards, accumulating Renown. Hearts and Diamonds provide Heroic Renown. Spades and Clubs provide Villainous Renown. At the start of their Scheme, players may also elect to sacrifice cards from their hands, affecting the position of cards on the table, or even removing points from an opponent’s hand.
    At the beginning of each Regime, players bid a single marker of either Heroic or Villainous Favor, assessing the lay of cards on the table, and the cards in their hands, to determine which sort of Favor to try and win.

    At the end of an Era, the players total the value of the cards in their hands and the player with the highest Heroic Renown collects the Heroic Favor markers that were bid at the beginning of each Regime and the player with the highest Villain Renown collects the Villainous Favor markers that were bid.

    At the end of the Struggle, the player with the highest number of a single Favor wins (i.e. if Jeffrey has 30 Villainous Favor markers, and Clayton has 29 Heroic Favor markers, Jeffrey wins). In the event of a tie… everyone loses.

    Gameplay Details

    The Struggle Ensues

    The Beginning of an Era

    The Rise of the Regime

    Scheming

    Sacrificing Hearts and Clubs

    The Fall of the Regime

    The Struggle Concludes

    Gameplay Example

    Jeffrey asks Amber and Clayton to come over for a game of Renown. Since Amber kindly volunteered to bring a bottle of wine, they decide she’ll be the first Era’s Arch Liege.

    Everyone takes 9 Villainous Favor markers and 9 Heroic Favor markers as Amber deals one card to each of them and lays out 6 cards in the Hierarchy (2 cards per player in the Hierarchy). Amber assesses the lay of the cards and places the remainder of the cards in a stack at she has decided will be the low end of the Hierarchy.

    All three players then bid their Favor, placing a single marker in the Court. Jeffrey and Amber both bid a Heroic Favor marker and Clayton bids a Villainous Favor marker.

    Amber, realizing that Jeffrey is more likely to use a Club against her than Clayton would, decides that Clayton will be the Successor. The table now looks like Figure 1.

    Clayton, who is holding an 8 of clubs, chooses not Sacrifice his only card and happily adds the 3 of clubs to his hand.

    Jeffrey, who is holding a 4 of diamonds, also chooses not to Sacrifice a card and takes the 6 of spades, figuring he can use it to his advantage during his next scheme.

    Amber decides to Sacrifice the 6 of hearts shes holding to move the Jack of Diamonds up 3 spaces to the top of the Hierarchy and takes it for herself. Her Sacrifice is depicted in Figure 2.

    The Sacrificed 6 of Hearts is removed from play.

    Clayton looks at the remaining 3 cards on the table and remembers that Jeffrey bid a Heroic marker, but drew a 6 of spades his first Scheme, and knows that if Jeffrey also takes the 5 of spades, he’ll have as much Villainous Renown as Clayton. So Clayton takes a risk, and hoping that his Scheme will work, Sacrifices his 3 of clubs against Amber.

    Amber has no choice but to meet this Sacrifice with the only Diamond she has in her hand, the Jack. Both Sacrifice cards are removed from play. This leaves Amber with no cards in her hand.

    Clayton takes the 8 of hearts from the Hierarchy, knowing that he can use it to elevate a high point card in a future Regime.
    Jeffrey, seeing an opportunity to take all the Renown favor in the Court for himself, Sacrifices the 6 of spades to move the 5 of clubs down 1 position and into the Den of Villainy, the cost of which (3 Renown) was more than covered by his 6 of spades. He then takes the 10 of hearts and, that being the last card in the Hierarchy, declares himself the Successor.

    Amber fills the Hierarchy with cards from the Den of Villainy and after the players have all bid another Favor, Jeffrey will have the first Scheme.