Contents
  1. 1.0 Introduction
  2. 2.0 Components
  3. 3.0 Setup
  4. 4.0 Sequence of Play
  5. 5.0 Playing Cards
  6. 6.0 The Market and Events
  7. 7.0 Elector Countries
  8. 8.0 Battlegrounds
  9. 9.0 Round End
  10. 10.0 John of Luxembourg
  11. 11.0 Shields and Passives
  12. 12.0 Game End and Victory
  13. References

A Vote for the King of the Romans — Rules of Play

Rules of play in the standard GMT format, based on Rules v0.27.4 and Prototype Values v0.5.1 (the card tweaks and the Crécy timing of 27 October 2026, the counter wording of VLA-61, one shared card-play track). Where this book and a card disagree, the card wins.

1.0 Introduction

1.1 The game. A Vote for the King of the Romans is a two-player game of deckbuilding and area control set in the Holy Roman Empire between 1322 and 1346. One player leads the House of Luxembourg under Charles IV; the other leads the House of Wittelsbach under the reigning emperor, Louis IV "the Bavarian". Over up to nine rounds, both houses buy the support of princes, prelates, captains and cities, court the seven Prince-Electors and fight for the battlegrounds that feed them. The game ends with the election of 1346.

1.2 Object of the game. Win more of the seven electors than your opponent at the final vote (12.3). Each elector is won with elector votes, earned mostly by holding the majority of influence in that elector's country at the end of a round.

1.3 How it plays. Each round, both sides draw a hand and take turns playing one card at a time. Every card brings currency, then is used either for its Numbers (political influence or military strength) or for its Deed (a special effect). Currency buys new cards from a shared market. At the end of the round, majorities in the elector countries earn votes and held battlegrounds give bonuses for the next round. The Battle of Crécy, hidden near the bottom of the market deck, may end the game early.

1.4 Key terms.

Term Meaning
Acquire Gain a card from the market, by buying it or taking it for free (6.2)
Battleground One of five military areas; the side with military there controls it (8.0)
Counter A card discarded from hand to counter (cancel) an opponent's Deed (5.6); Peter of Zittau's Writing History counters an event the same way (6.46)
Deed A card's special effect, used instead of its Numbers (5.3)
Elector country One of seven areas where influence is placed; its majority earns votes (7.0)
Held A passive is held by the side whose Court or Curia half has its shield (11.3)
Numbers Using a card's political or military value (5.2)
Play area Where played cards stay face up until round end (5.4)
Shield A marker showing a passive card or a lasting event state (11.0)

1.5 Rules format. Rules are numbered by section (1.0), rule (1.1) and case (1.11). Design notes explain why a rule exists; Examples show it in play; Play notes give advice. When a card contradicts these rules, the card wins.

Design note: the game is a "what if". Either house may court any figure in the market, so Louis may win over the pope's favourites and Charles may hire Louis's captains. The playbook tells the real story behind every card.

2.0 Components

2.1 Inventory.

Component Contents
Game board Map of the Empire with 7 elector countries, 5 battlegrounds, 7 elector boxes, two treasuries, round track, card-play track, the Court of Charles, the Court of Louis and the Papal Curia
Starter decks 11 cards per side: 7 named cards and 4 Retinues (Royal Retinue for Luxembourg, Ducal Retinue for Wittelsbach)
John of Luxembourg 2 cards, one per side: the Wittelsbach card and the Luxembourg card. Only one is in play; the other is set aside
Market cards 44 cards
Event cards 14: 6 aligned historical events, 2 neutral historical events, 5 battle events and the Battle of Crécy
Influence and military counters In Luxembourg red and Wittelsbach blue
Vote markers (raised hands) In Luxembourg red and Wittelsbach blue; they show the elector votes
Currency cubes Four colours: Church gold, German black, Western green, Eastern purple
Shield markers 6: Mastino II, Edward III, Clement VI, John IV of Dražice, Elizabeth Richeza, Charles I Robert
Other markers Round marker, John's loyalty marker, first player marker, one two-sided card-play marker (a face per side), reminder tokens, the Rex Romanorum crown
Player aids 2, one per side: the round on the front, the round end on the back

All cards share one common back, so a card in a hand, on a draw pile or in the market deck can't be identified.

2.2 The board. The map shows the Empire in the 1340s. Panels linked to their places on the map hold the elector boxes, the tracks, the two Courts and the Papal Curia.

2.3 The cards. Every playable card shares one layout.

2.4 Currency. There are four currencies: Church, German, Western and Eastern. Take currency cubes from the common supply when you gain currency and return them when you pay. A wallet never goes below 0. The supply is not a limit: if a colour runs out, use a substitute.

Design note: Wittelsbach leans German and Luxembourg leans Church and Western. The four currencies are the four worlds both houses had to win over: the Church, the German princes and cities, the West of France and England, and the East of Bohemia, Poland and Hungary.

3.0 Setup

3.1 Choose sides. One player takes the House of Luxembourg (red), the other the House of Wittelsbach (blue). Each sits on the side of the board nearer its own Court.

3.2 Board.

3.3 Starter decks.

3.4 Market.

3.5 Opening hands. Each side draws 5 cards (4.2). Wittelsbach plays first in round 1 (4.1).

Each house sits on the side of its own Court; the market and the supply sit beside the board.

Design note: Wittelsbach starts with John in its deck and the first play, because Louis held the throne and John's loyalty at the start of the conflict.

4.0 Sequence of Play

The game lasts up to nine rounds. Each round has four steps:

  1. Initiative (4.1)
  2. Draw (4.2)
  3. Card plays, alternating (4.3)
  4. Round end (9.0)

4.1 Initiative. At the start of each round, the side controlling fewer electors (7.3) chooses who plays first this round. Empty elector boxes count for nobody.

4.2 Draw. Each side draws up to its hand size for the current phase, plus 1 card for each draw battleground it controls (8.3). A card kept from the last round (9.6) counts toward the hand.

Phase Rounds Hand Plays
Early 1–2 5 4
Middle 3–6 6 5
Late 7–9 7 6

4.3 Card plays. Starting with the first player, the sides alternate single card plays. Each side has the number of plays for the phase, plus 1 for each play battleground it controls (8.3).

Play note: the side with more plays gets the last word in the round. Holding a play battleground (Tyrol or Lower Bavaria) is how a politics-heavy deck is kept honest.

5.0 Playing Cards

5.1 Making a play. Put the card face up in your play area (5.4) and gain its currency yield. Then choose how to use it: Numbers (5.2) or its Deed (5.3). A card without a Deed is always used for Numbers.

5.2 Numbers. Use one of the card's two values:

5.3 Deeds. Resolve the Deed text instead of the Numbers.

5.4 The play area. Cards you play stay face up in front of you until round end, then go to your discard pile (9.6).

5.5 Card types. A card's type is the currency it yields, as printed: a Church, German, Western or Eastern card. A card that yields two currencies has both types.

5.6 Counters. Four cards carry a Counter besides their Deed. Cancelling a Deed (or, with Writing History, an event, 6.46) this way is called countering it, and every card and rule says "counter" for it. A card or event that can't be countered says so on itself.

Card Counters a Deed that…
Marsilius of Padua belongs to a Church card
Pope John XXII places influence in Mainz, Trier or Cologne
Elizabeth Richeza places influence or military in Bohemia or Silesia / Lusatia
Robert of Naples places military in Lombardy

5.7 Paid boosts. Some Deeds carry one optional boost, printed ⊕ cost: effect.

Card Boost
Louis IV, Imperial Ban ⊕ 2 any: split the removal between two elector countries
Edward III of England ⊕ 2 Western: also place 2 influence in Cologne
Władysław I the Elbow-high ⊕ 2 Eastern: also place 2 military in Silesia / Lusatia
Casimir III the Great ⊕ 2 Eastern: also place 2 military in that battleground (after the removal)
Antipope Nicholas V ⊕ 2 Church: also remove 2 opponent influence there (where the Deed places its 3 influence)

5.8 Bonuses to Numbers and kickers. "+X to its political Numbers" adds X to a later card's political value when it is played for political Numbers this round. It never applies to military Numbers or to a Deed.

5.9 Drawing and reshuffling. Whenever you must draw and your draw pile is empty, shuffle your discard pile into a new draw pile and keep drawing. If both are empty, you draw nothing more.

6.0 The Market and Events

6.1 Buying. After each of your own card plays, you may buy one card from the market row by paying its cost from your treasury.

6.2 Acquiring. You acquire a card when you buy it or gain it for free (Coronation in Rome). Every acquired card follows the "when acquired" rules: its shield is placed (11.1) and it counts for Court Prestige (12.2).

6.3 Refilling the row. When a card leaves the market row, refill the row at once from the market deck. The row holds 5 cards (6.42).

6.4 Events. An event revealed during a refill resolves at once (unless Peter of Zittau counters it, 6.46), then the row keeps refilling. Each event is used once per game. Events never take a market spot, so they don't shorten the game: only market cards above Crécy do.

Battle event Year Battleground Vote on
Battle of Parabiago 1339 Lombardy Mainz or Trier (controller's choice)
Battle of Sluys 1340 The Low Countries Cologne
Polish–Bohemian War 1345 Silesia / Lusatia Bohemia
War over Carinthia and Tyrol 1336 Tyrol Brandenburg
Lower Bavarian Inheritance 1340 Lower Bavaria Palatinate

6.5 Looking at the market deck. Peter of Zittau's Royal Chronicle lets you look at the top 3 cards of the market deck.

Design note: buying is the heart of the game. A thin, unbought deck can play strongly for a while, but Court Prestige (12.2) rewards the side that builds a court.

7.0 Elector Countries

7.1 Influence. Influence placed in an elector country is additive: both sides' influence stays there side by side. At round end the side with more influence wins that country's vote (9.2). Then all influence is cleared, except footholds (7.6).

7.2 The seven countries.

Country Kind Stability Fed by battleground
Mainz ecclesiastical 4 Lombardy (controller's choice)
Trier ecclesiastical 5 Lombardy (controller's choice)
Cologne ecclesiastical 4 The Low Countries
Bohemia secular 5 Silesia / Lusatia
Palatinate secular 5 Lower Bavaria
Saxony secular 4 —
Brandenburg secular 5 Tyrol

7.3 Elector votes. Each elector box holds only one side's votes (vote markers) at a time, like military in a battleground (a net pool).

7.4 Ties. If both sides have equal influence above 0 in a country at round end, no vote is awarded (unless the Elizabeth Richeza shield breaks a tie in Bohemia, 11.5).

7.5 Stability. Each country has a stability value. While the leading side's lead there (its influence minus the opponent's) is equal to or higher than the stability value, the opponent pays 2 political for each influence it places or removes there with Numbers.

Example: Mainz (stability 4). Luxembourg has 5 influence, Wittelsbach 1: the lead is 4. Wittelsbach's first influence there costs 2 political (lead 3); every further point costs 1.

7.6 Footholds. A side whose lead in a country is at or above its stability value when the round ends keeps 1 influence there through the round-end clearing. At most one side can have a foothold in a country.

Design note: stability rewards real investment without locking a country. A big lead makes the other side pay double, but one good answer brings the cost back to normal.

8.0 Battlegrounds

8.1 Displacement. Military placed in a battleground first cancels opponent military there, point for point; only the remainder stays as yours. A battleground therefore holds only one side's military at a time.

Example: Wittelsbach has 6 military in Lombardy. Luxembourg places 5: five Wittelsbach points are cancelled and Wittelsbach keeps 1. Luxembourg has none there.

8.2 Control. The side with military in a battleground controls it. Battlegrounds cannot tie: equal forces cancel and leave it empty and uncontrolled.

8.3 Control bonuses. Control is checked at round end (9.3); the bonus applies for the next round.

Battleground Bonus Supply line to
Lombardy +1 card drawn Mainz or Trier (controller's choice)
The Low Countries +1 card drawn Cologne
Silesia / Lusatia +1 card drawn Bohemia
Tyrol +1 card play Brandenburg
Lower Bavaria +1 card play Palatinate

8.4 Supply lines. At round end, the side controlling a battleground adds 2 influence to its linked elector country (9.1).

8.5 Decay. At round end, after control is checked, each side loses 1 military in every battleground (minimum 0). Military always counts for at least one control check before it decays.

8.6 Blocked battleground. Albert II of Austria's Habsburg Neutrality blocks one battleground for the rest of the round: nobody may place military there or move military into it, by Numbers, Deeds or events. Removing military and moving it out are still allowed. Mark it with a reminder token.

Design note: battlegrounds don't win the election on their own. They feed it, through bigger hands, extra plays and supply influence, so neither side can ignore them.

9.0 Round End

When both sides have used all their plays, carry out these steps in order.

9.1 Supply lines. Each side adds 2 influence to the elector country linked to each battleground it controls (8.4). Lombardy's controller chooses Mainz or Trier now.

9.2 Countries. In each elector country, the side with more influence gains 1 vote on that elector (7.3).

9.3 Battlegrounds. The side with military in each battleground controls it and gains its bonus for the next round (8.3). Then each side loses 1 military in every battleground (8.5).

9.4 John's loyalty. Each side may pay 3 currency of any type to move John's loyalty marker 1 step, at most once per round. If both sides buy a step, the side that played first this round goes first (10.4).

9.5 Market rotation. Remove the oldest card of the regular 5 in the market row from the game (Gerlach keeps his extra spot, 6.42) and refill the row (6.3). Events revealed now resolve as usual, and Peter of Zittau's Writing History can counter them (6.46). If the Battle of Crécy is revealed now, the game ends at once (12.13).

9.6 Hand and play area. The side holding the Charles I Robert shield gains 1 Eastern. Each side may keep 1 unplayed card in hand. All other cards in hand and all cards in the play area go to the discard pile. Remove all reminder tokens. Do not shuffle: draw piles are reshuffled only when they run out (5.9).

9.7 Advance the round marker. The phase changes after rounds 2 and 6 (4.2).

9.8 After the final round. After round 9, or after the round in which Crécy was revealed during play (12.13), carry out only steps 9.1 and 9.2. Then count Court Prestige (12.2) and hold the final vote (12.3). No battlegrounds are scored, no loyalty step is bought, no market rotation is made, and no event can be revealed after the final round.

Play note: the loyalty step comes after decay, so you know which battlegrounds you hold next round before you decide whether to spend on John.

10.0 John of Luxembourg

John the Blind, King of Bohemia, is two cards, one per side, and moves between the two decks. Only one John card is in play at a time; the other is set aside. The side whose deck holds him holds John, whatever his marker shows.

10.1 The two cards. Each John card has its own values and Deed, and no other card copies either Deed.

Card Political Military Deed
Ally of the Emperor (Wittelsbach) 3 4 Royal Adventurer: place 6 military in any single battleground
Father of Charles (Luxembourg) 2 4 Kingmaker: place 5 influence in any one elector country

10.2 Reckless spending. John yields no currency and has no type. Using him, for Numbers or his Deed, costs 3 currency of any type. If you can't pay, you can't play him and he stays in your hand.

10.3 The loyalty track. Ludwig 2 – Ludwig 1 – Neutral – Charles 1 – Charles 2. His marker moves:

10.4 Buying loyalty. In round-end step 9.4, each side may pay 3 currency of any type to move the marker 1 step, at most once per round. If both sides buy, the side that played first this round goes first. Deeds and events that move the marker are not purchases and don't count against this limit.

10.5 The flip. When the marker reaches the far end (Charles 2 while Wittelsbach holds John, or Ludwig 2 while Luxembourg holds him), John moves to the other side's discard pile: set his current card aside and put the other side's John card into that discard pile.

10.6 Other rules.

Design note: John is strong because he costs money. His loyalty soaks up spare currency, and every use pushes him toward the other side, so the flip is a decision, not a given.

11.0 Shields and Passives

Every passive card and every lasting event state has its own shield marker: a small shield in its own colour, with a simple charge from the person's coat of arms so it reads without colour too. The shield shape always means "passive or event state".

11.1 Placing shields. A card with a passive carries the line When acquired: place [shield] in your [location]. Place the shield whenever you acquire the card, bought or free (6.2). An event places its shield when it resolves.

11.2 Locations. The Court of Charles (Luxembourg), the Court of Louis (Wittelsbach) and the Papal Curia, split into a Luxembourg half and a Wittelsbach half. "Your Court" and "your half of the Curia" are your side's. "In the Papal Curia" means either half.

11.3 Held. A passive is held by the side whose Court or Curia half has its shield. A shield never changes side on its own.

11.4 Checking. Cards, events and round-end steps affected by a shield say "If [shield] is in [location]: …". The check is always made on the board when that effect resolves, never as a trigger in the middle of a play.

11.5 The six shields.

Shield Colour, charge Placed by Goes to Effect while there
Mastino II orange, Scaliger ladder Mastino II della Scala your Court In the Wittelsbach Court: the Battle of San Felice does nothing
Edward III rose, English lion Edward III of England your Court In the Wittelsbach Court when Crécy is revealed: Wittelsbach gains 1 vote on an elector of its choice
Clement VI white, papal keys Clement VI Elected (event) the Luxembourg half of the Curia Pierre de Rosières' Deed is usable; Heinrich of Virneburg yields no Church currency, whoever owns him
John IV of Dražice lime green, vine branch John IV of Dražice your half of the Curia Your Church cards' Deeds can't be countered
Elizabeth Richeza yellow, eagle of Greater Poland Elizabeth Richeza your Court A tie in Bohemia at round end (at least 1 each) gives you the vote, after the final round too
Charles I Robert teal, Hungarian bars Charles I Robert of Hungary your Court You gain 1 Eastern in round-end step 9.6

11.6 Leaving the game. When the card that placed a shield leaves the game, its shield returns to the supply and its passive ends. A card in your deck, hand, discard pile or play area keeps its shield in place; discarding Elizabeth Richeza for her Counter keeps her shield.

11.7 Event shields stay for the rest of the game. The Clement VI shield sits in the Luxembourg half (Clement was Charles's tutor), but its effects are the same for both sides.

11.8 Not shields. John needs no shield (10.62). The Rex Romanorum reminder is a small crown on Charles IV's card.

12.0 Game End and Victory

The game ends after round 9, or earlier if the Battle of Crécy is revealed. Either way, the final round ends with the short round end (9.8), then Court Prestige (12.2), then the final vote (12.3).

12.1 The Battle of Crécy. Crécy lies among the bottom 6 cards of the market deck. When it is revealed, during a round or in the round-end market rotation:

12.2 Court Prestige. Count once, at game end, after the final round's countries are scored.

Example: Luxembourg counts 11 cards (2 Prestige votes), Wittelsbach 5 (1 Prestige vote). Luxembourg places 1 vote on Saxony, where Wittelsbach had 1 vote: the box is now empty and Saxony abstains.

12.3 The final vote. For each elector, the side whose votes are in its box wins that elector. An empty box abstains. The side with more electors than its opponent is elected King of the Romans.

12.4 Overall tie. If both sides win the same number of electors, John's loyalty marker decides: on the Charles side, Luxembourg wins; on the Ludwig side, Wittelsbach wins. On Neutral, Louis keeps the crown as the reigning emperor, and Wittelsbach wins.

Design note: Court Prestige is meant to do nothing in most games: two sides that both build a court cancel out. It exists to punish a side that refuses to buy.

References

Compiled without a library check; confirm editions and publication details before print.

Primary sources

Histories

Design influences

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