Shadow Court
A Game of Magical Intrigue and Deduction from the Imperial Academy
Introduction
Shadow Court emerged from the diplomatic training exercises used by the Academy's political adepts. It simulates the subtle interplay of magical affinities, political maneuvering, and personal ambition found in the high courts of Aethoria. Students found the exercise so engaging that it evolved into a complex game played throughout the winter months, when the long nights provide the perfect atmosphere for intrigue and deception.
Game Components
- 20 Role cards
- 30 Influence tokens
- 25 Court Action cards
- 25 Private Audience cards
- 15 Evidence cards
- The Court Board (showing 5 key power centers)
Character Roles
Each player assumes a role within the Shadow Court, consisting of:
Court Position
- Royal Advisor
- Court Mage
- High Inquisitor
- Master of Ceremonies
- Keeper of Secrets
- Royal Guard Captain
Magical Affinity
- Earth (Stability, Practicality)
- Water (Adaptability, Intuition)
- Fire (Ambition, Passion)
- Air (Intellect, Communication)
- Spirit (Connection, Manipulation)
Faction Allegiance
- Luminaries: Loyal to the crown and traditional order
- Shadows: Working to undermine and replace the current regime
- Balance: Seeking equilibrium between opposing forces
- Wildcard: Pursuing personal objectives
Setup
- Select appropriate Role cards based on player count (4-8 players recommended)
- Deal one Role card face-down to each player
- Distribute 3 Influence tokens to each player
- Place the Court Board in the center
- Shuffle the Court Action and Private Audience decks
- Reveal the first Court Action card
Basic Rules
Game Structure
Shadow Court is played over a series of rounds, each representing one day and night at court. Each round consists of:
- Day Phase (Court Actions)
- Evening Phase (Voting and Resolution)
- Night Phase (Private Audiences)
Day Phase
During the Day Phase:
- The current Court Action is revealed
- Players discuss the action openly
- Players may make claims about their identity, allegiance, or intentions
- Influence tokens may be offered or exchanged
Evening Phase
During the Evening Phase:
- Players vote on the current Court Action
- Each player may cast up to 2 votes (openly or secretly)
- Players may spend Influence tokens for additional votes
- The action is resolved based on majority vote
- Effects of the action are applied immediately
Night Phase
During the Night Phase:
- Two players are randomly selected for a Private Audience
- These players receive a Private Audience card
- They may exchange information, negotiate, or deceive
- Evidence cards may be acquired during Private Audiences
Magical Signatures
Each magical affinity leaves distinct "signatures" when used:
- Earth: Slow, deliberate actions with tangible results
- Water: Flexible approaches and emotional manipulation
- Fire: Bold, direct approaches with visible passion
- Air: Intellectual arguments and social networking
- Spirit: Subtle influence and hidden connections
Players should roleplay their magical affinity during discussions, subtly revealing their nature while observing others.
Evidence & Deduction
- Evidence cards provide clues about other players' identities
- Players may openly accuse others of their suspected roles
- Correct accusations gain Influence tokens
- Incorrect accusations lose Influence tokens
Victory Conditions
Victory conditions vary by faction:
Luminaries
- Successfully complete 3 Court Actions that strengthen the crown
- Correctly identify all Shadow members
Shadows
- Successfully complete 3 Court Actions that weaken the crown
- Remain unidentified by Luminaries
Balance
- Ensure neither Luminaries nor Shadows complete their objectives
- Maintain equilibrium on the Court Board power tracks
Wildcard
- Complete your personal objective (unique to each Wildcard role)
- Survive until the final round
End of Game
The game ends when either:
- Any faction completes their victory conditions, OR
- After 7 complete rounds of play
Advanced Rules
Magical Artifacts
Introduce Artifact cards that grant special abilities but emit strong magical signatures that may reveal a player's affinity.
Court Crises
Random Court Crisis cards can be introduced each round, creating unexpected challenges that all players must address together while still pursuing their secret objectives.
Magical Duels
Allow players to challenge others to formal magical duels, with outcomes determined by hidden card play and strategic thinking.
Example of Play
Setup:
- 6 players receive their Role cards
- Player A: Royal Advisor with Water affinity (Luminary)
- Player B: Court Mage with Fire affinity (Shadow)
- Player C: High Inquisitor with Earth affinity (Luminary)
- Player D: Keeper of Secrets with Spirit affinity (Balance)
- Player E: Master of Ceremonies with Air affinity (Shadow)
- Player F: Royal Guard Captain with Fire affinity (Wildcard)
Round 1 - Day Phase: The Court Action revealed is "Royal Taxation" - a proposal to increase taxes on magical components.
Player A (Royal Advisor/Water/Luminary): "Fellow councillors, I believe this measure would strengthen our kingdom's treasuries and fund necessary magical research. The people will understand the necessity." [Speaks in measured, adaptable terms, showing subtle Water affinity]
Player B (Court Mage/Fire/Shadow): "I strongly support this measure! The crown must have resources, and sacrifices must be made!" [Shows excessive enthusiasm, hinting at Fire affinity while pretending to support a Luminary position]
Player C (High Inquisitor/Earth/Luminary): "I have concerns about the stability of our economy if we proceed too quickly. Perhaps a gradual implementation?" [Demonstrates Earth affinity through concern for stability]
Player D (Keeper of Secrets/Spirit/Balance): "I've heard whispers from many corners of the court on this matter. There are... connections we should consider." [Subtle Spirit manipulation, emphasizing hidden connections]
Player E (Master of Ceremonies/Air/Shadow): "I've analyzed the theoretical implications, and I believe the logical outcome benefits all. I've discussed this with several influential nobles." [Shows Air affinity through intellectual approach and social networking]
Player F (Guard Captain/Fire/Wildcard): "Action is needed! The borders need strengthening, and taxes will fund our defenses!" [Direct, passionate approach reveals Fire affinity]
Round 1 - Evening Phase: Voting results: 4 votes for, 3 votes against. The Court Action passes, moving the Treasury marker up on the Court Board (potentially benefiting Luminaries).
Round 1 - Night Phase: Players C and E are randomly selected for a Private Audience.
Player C (Luminary): "I've noticed your logical approach to matters. You seem like someone dedicated to the crown's interests."
Player E (Shadow, pretending): "Indeed, I believe in rational governance. I suspect Player B may be working against our interests, despite their enthusiastic support today."
Player C receives an Evidence card that reveals "Someone with Air affinity is not what they seem."
Round 2 - Day Phase: The next Court Action is "Magical Restrictions" - a proposal to limit certain magical practices.
The game continues with players trying to identify others' roles while advancing their faction's agenda, with discussions becoming increasingly informed by accumulated evidence and observed behavior patterns.
Strategy Tips
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Observe Speech Patterns Different magical affinities express themselves in distinctive ways. Listen carefully for clues.
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Track Voting Patterns Note who supports which types of Court Actions consistently.
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Balance Deception and Consistency While misleading others about your identity, maintain enough consistency to avoid obvious contradictions.
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Leverage Private Audiences Use these moments for targeted information gathering or to establish selective alliances.
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Manage Influence Tokens Know when to spend tokens for crucial votes versus saving them for later rounds.
"The true test of magical prowess isn't in flamboyant spellcasting, but in understanding the subtle signatures that all magic leaves behind." — Lady Verlaine, Founder of the Academy's Political Adepts Program