Game Info
10-30 Minutes
Level 3
12+ Blinks
2-4 Players
Strategy
Game Designer:
Robert Canciello
Connor Wolf
Jacob Surovsky
Nicole Polidore
Game Artists:
Nicole Polidore
10-30 Minutes
Level 3
12+ Blinks
2-4 Players
Strategy
Robert Canciello
Connor Wolf
Jacob Surovsky
Nicole Polidore
Nicole Polidore
Crownfall is a 2-4 player game where players take turns flicking their army of Blinks at their opponent’s Blinks to try to knock them out of the battlefield.
CHOOSE YOUR BATTLEFIELD
First, choose a smooth surface such as a floor or tabletop to be your battlefield, and set the boundaries of your arena (the edges of the table, or lines on the ground). This is your time to assemble your battlefield! Use whatever you have in your house (books, cups, pencils, chairs, ramps, etc.) to construct your environment and create a unique playspace of obstacles. The more obstacles you add, the more strategic the game will become by allowing each Blink’s unique abilities to shine. Finally, create a real or imaginary line to divide the battlefield in half and choose a side. This determines where you can place your army during the game.
For a fast and frenetic game, form a 2x2ft battlefield.
For a balanced game of speed and tactics, form a 3x3ft battlefield.
For a more methodical strategic game, form a 4x4ft battlefield (or larger).
ASSEMBLE YOUR ARMY
Next, take an even number of Blinks and divide them in half between the players. If playing with more than 2 people, players will need to group up into 2 teams.
Each team clusters their Blinks together and then single-clicks any Blink to swap between the two team colors.
Single-click a Blink to swap team color in a cluster
To muster an army, triple-click any Blink in the cluster to turn it into a Crown. All other Blinks will become the army. Blinks will assign themselves one of 9 roles depending on how many Blinks they are away from the Crown Blink. As you play, try to find a unique setup formation that creates your perfect strategic army.
Triple-click a Blink to make a Crown and muster an army
Finally, each team distributes their army throughout their side of the battlefield, making sure that no two Blinks are touching. The game then begins with the starting player’s turn.
The goal of Crownfall is to reduce your opponent’s Crown to 0 health. Each turn, a player can perform up to 2 Actions:
Once a particular Blink has been flicked or has activated one of its abilities (unless noted as Passive), it cannot be used again until the following turn. I.e. - you can’t flick the same Blink twice or activate their ability twice in one turn unless explicitly noted in their role description.
Players continue flicking their Blinks and using abilities until one Crown has been defeated.
If a Blink falls off the table or out of the bounds of the battlefield as the result of a flick, whether intentional or by accident, that Blink is dead - unless it is a Crown or affected by a special ability. Set your dead Blinks to the side, out of the battlefield’s boundary but within reach of the players.
When your Crown falls out of the battlefield, double-click it to remove 1 unit of health - a shimmering piece of their golden crown. Your Crown can then be placed anywhere on your side of the battlefield. If you need to reset your Crown health back to 3 for whatever reason, triple click it to go back into setup and then triple click it again.
If a Blink magnetically connects to another Blink, unless the connection is related to an ability, separate the recently connected Blink 1 inch apart and rotate it so that one of its points faces the flat face of the other Blink.
When two Blinks attach, they must be immediately separated
The Separation Rule may be performed on a Blink prior to a flick action if they are physically touching a battlefield obstacle that would make it too difficult, awkward, or impossible to flick.
When abilities say you may “move”, “place”, “teleport”, or “reposition” a Blink, that new position:
Unless a part of the Separation Rule, a Blink cannot be rotated at any time.
As long as any part of a Blink is touching the exterior border of a battlefield or edge of a tabletop, it is considered in bounds and therefore alive.
If flicking with your fingernail is uncomfortable, consider these other options:
The first player to lower their opponent’s Crown to 0 health wins!
To reset your army and start a new game - cluster your Blinks together and triple-click one of them to reset the cluster back to team selection. Triple-click one of them again to make it the Crown and form a new army.
Your leader. They have 3 health - represented as 3 pieces of a golden crown. When knocked out of bounds or off the table, it must be double clicked to remove 1 health, and then placed back anywhere on your side of the battlefield.
(Royal Resilience) - Passive - Triggered when the Crown is the last remaining piece on your team. You can use both actions as flick actions. If you accidentally flick your Crown off the battlefield during your turn, you can reposition the Crown anywhere on your side of the battlefield and perform a flick action again as a free action. Royal Resilience is disabled when the only remaining pieces on the battlefield are Crowns. I.e. - Crowns can only be flicked once per turn.
(Protect) - Passive - If the Knight magnetically connects to an ally Blink as the result of a flick action at any time (during your turn or an opponent’s), the ally Blink may be stacked on top of the Knight. A Knight cannot stack with a unit already protected by a Knight.
(Sneak) - Active - You may spend 1 action, to reposition the Assassin anywhere on the
battlefield, following the Repositioning Rule.
(Rewind) - Passive - After you flick this Blink, you may return it to its original position prior to the flick as long as it didn’t hit anything (even if it fell out of the battlefield).
(Teleport) - Passive - If an ally Blink (including the Wizard itself) is touching or hanging over the exterior edge of the battlefield during your turn (even at the end of your turn), that ally may be moved to anywhere on your side of the battlefield for free (no action cost) following the Repositioning Rule.
(Grapple) - Passive - If the Jester magnetically connects to an enemy Blink as the result of a flick action at any time, the Jester will remain there to be flicked by you on any following turn, taking the enemy with it. After you flick a Jester that’s attached to an enemy, you must perform the Separation Rule. The connected enemy Blink cannot be flicked or activate an ability.
(Blessing) - Passive - If the Cleric magnetically connects to any Blink as the result of a flick action at any time, the Cleric will pass on a “Blessing”. Follow the Separation Rule immediately after connecting.
(Summon Skeleton) - Active - You may spend 2 actions (your entire turn) to position a dead Blink 1 inch from the Necromancer (following the Repositioning Rule) and perform a flick action with it. Remove the dead Blink from the battlefield immediately after this flick. Dead blinks have no abilities. You must have 2 actions and an available dead Blink in order to perform this ability.
(Resurrect) - Passive - If your Necromancer and an enemy Blink gets knocked off the battlefield during the same flick action, you can bring back any dead ally Blink and position them anywhere on your side of the battlefield for free, following the Repositioning Rule. This ally is now fully restored and treated as normal.
(Soul Swap) - Passive - If an ally Blink is touching or hanging over the exterior edge of the battlefield during your turn (even at the end of your turn), the Necromancer may swap positions with that ally.
(Might) - Passive - If you flick this Blink during your turn, on your opponent’s next turn you may hold the giant down with your hand, rendering it immovable.
This passive ability can only be triggered every other turn on the same Blink.
(Gallop) - Active - You may spend 2 actions (your entire turn) to flick this Blink 3 times in a row.
Team Mode - Basic: Form teams of 2. Alternate who goes every turn, OR give each teammate 1 action point to spend.
Team Mode - Advanced: Each player on a team gets 2 action points. Alternate who goes every turn, OR have both team members perform their turns back-to-back.
Royal Coup: Use this rule for a more dangerous game. If both Crowns fall out of the battlefield on the same flick action, it’s a stalemate. Your armies fall into chaos, and you are both usurped!
A Game of Clones: During Setup, create 2 or more Crowns per team. All Crowns on your team must be defeated. Optionally, combine with Team Mode and assign each player a Crown. When their Crown is defeated, they are out of the game. Work together to win as a team, or try to be the only Crown left alive, by any means necessary.
King and Killer Kween: During Setup, create 2 Crowns per team. Reduce the health of both additional Crowns to 1 - this is now your Killer Kween. This Blink is a hyper Assassin. You may spend 2 actions to: Sneak > Flick > Sneak. The Killer Kween does not have Royal Resilience.
More Actions, More...Fun?: Up each player’s action points to 3, 4, 5+. Ignore any ability that states “your entire turn” - only follow the point cost. Balance? What’s that?!
Crownfall has multiple rule variations and alternative modes of play. Download them here