Official Rules

The complete rulebook for Court of Shadows. Everything you need to know to play the game correctly.

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1. Game Overview

Court of Shadows is a social deduction and bluffing card game for 2-6 players. Each player starts with hidden role cards and must use strategy, deception, and deduction to eliminate opponents and be the last one standing.

  • Players: 2-6
  • Duration: 5-15 minutes per game
  • Goal: Be the last player with at least one influence remaining
  • Core Mechanic: Hidden roles, bluffing, and challenges

2. Setup

The game handles setup automatically when you start a match. Here's what happens:

  1. 1.The deck is shuffled. It contains 3 copies of each of the 5 roles (15 cards total).
  2. 2.Each player is dealt 2 role cards face-down. These are your "influence."
  3. 3.Each player receives 2 coins from the treasury.
  4. 4.A random player is selected to go first. Play proceeds clockwise.

Your role cards remain secret until revealed through a challenge, elimination, or special action. You may look at your own cards at any time.

3. Turn Structure

On your turn, you must take exactly one action. You cannot pass. After your action resolves (including any challenges or blocks), play passes to the next player.

Important: If you have 10 or more coins at the start of your turn, you must perform a Usurpation. You cannot take any other action.

4. Actions

Actions are divided into two categories: General Actions(available to all players) and Role Actions (require claiming a specific role).

General Actions

These actions do not require a role claim and cannot be challenged:

Allowance

Take 1 coin from the treasury.

Cannot be blocked. Cannot be challenged.

Royal Grant

Take 2 coins from the treasury.

Can be blocked by the Regent. Cannot be challenged.

Usurpation

Pay 7 coins to the treasury. Choose any player — they must immediately lose one influence (their choice which card to reveal).

Cannot be blocked. Cannot be challenged. Mandatory at 10+ coins.

Role Actions

These actions require claiming a role. You can claim any role — even one you don't have. See the roles guide for detailed strategies.

Tax (Regent)

Take 3 coins from the treasury.

Cannot be blocked. Can be challenged.

Assassinate (Blade)

Pay 3 coins to the treasury. Choose a player — they lose one influence (unless blocked).

Can be blocked by the Widow. Can be challenged. Note: You pay the 3 coins before the action resolves.

Exchange (Diplomat)

Draw 2 cards from the deck, then return 2 cards to the deck. The deck is then shuffled.

Cannot be blocked. Can be challenged.

Steal (Corsair)

Take 2 coins from another player. If they have only 1 coin, take that 1 coin.

Can be blocked by the Diplomat or Corsair. Can be challenged.

5. Challenges

Whenever a player claims a role (for an action or a block), any other player may challenge that claim. A challenge forces the claimant to prove they have the role they claimed.

Resolving a Challenge

If the claim was TRUE

  1. 1. The claimant reveals the claimed role card as proof.
  2. 2. The challenger loses one influence.
  3. 3. The claimant shuffles their revealed card into the deck and draws a new card.
  4. 4. The original action proceeds as normal.

If the claim was FALSE (a bluff)

  1. 1. The claimant must reveal a card (any of their cards) to prove they don't have the role.
  2. 2. The claimant loses one influence (the revealed card).
  3. 3. The original action fails and does not resolve.

Challenge Timing

  • Challenges must be declared before the action resolves.
  • Only one challenge per claim — once resolved, the action proceeds or fails.
  • You can challenge anyone, not just the active player (for blocks).

6. Blocks

Some actions can be blocked by specific roles. To block, you claim to have the blocking role. Like any role claim, blocks can be challenged.

ActionBlocked By
Royal GrantRegent
AssassinateWidow
StealDiplomat or Corsair

Block + Challenge Interaction

When a block is declared, the original acting player (or any other player) may challenge the block. If the block is challenged and found to be a bluff, the block fails and the original action succeeds.

7. Losing Influence

When you lose influence, you must choose one of your face-down cards and turn it face-up. That card is now "dead" — you cannot use it, and everyone can see it.

You lose influence when:

  • You are caught bluffing in a challenge
  • You challenge someone who was telling the truth
  • You are successfully assassinated (Blade action, not blocked)
  • You are usurped

When you lose your second (and last) influence, you are exiled from the game.

8. Winning the Game

The game ends when only one player has influence remaining. That player wins and claims the throne.

Games are typically quick (5-15 minutes), encouraging multiple rounds in a session.

9. Quick Reference Card

General Actions

  • Allowance: +1 coin
  • Royal Grant: +2 coins (Regent blocks)
  • Usurpation: -7 coins, target loses 1 influence

Role Actions

  • Regent → Tax: +3 coins
  • Blade → Assassinate: -3 coins, target loses 1 influence
  • Diplomat → Exchange: Draw 2, return 2 to deck
  • Corsair → Steal: Take 2 coins from player
  • Widow: No action (blocks assassination)

Ready to Play?

You know the rules. Now claim your place in the court.