How to Play

The King Is Dead: Second Edition

2-4 players 30-45 min 7.6 Board Game Geek Rating

Three factions battle for a vacant throne while foreign invaders threaten the divided kingdom. Players use limited resources to manipulate this power struggle, backing different groups strategically. Victory goes to whoever best positions themselves with the faction that ultimately dominates the realm.

Published 2020

The King Is Dead: Second Edition

Get Ready

Setup the game with these step-by-step instructions before diving into your turn.

1
Place the game board
Put the game board in the center of the table
2
Remove pieces for 2 players
When playing with two players, return two followers of each faction (English, Scottish, Welsh) to the game box
3
Place starting followers in home regions
Put two Scottish followers in Moray, two Welsh followers in Gwynedd, and two English followers in Essex
4
Distribute followers to regions
Place remaining followers in the bag, deal two to each player, then randomly place followers until each region has four followers (the top three regions get two each)
5
Place reserve followers
Put remaining followers in the reserve area
6
Distribute negotiation pieces
Give each player one negotiation piece, place all control pieces in the reserve area, and place instability pieces in France
7
Deal action cards
Give each player eight action cards: Scottish Forces, Welsh Forces, English Forces, Negotiation, Maneuver, Defeat, and two Assembly cards
8
Arrange region cards
Shuffle the region cards and place them face-up next to the numbered spaces on the board
9
Place victory card
Put the victory card next to the game board
10
Determine first player
The player who most recently visited a castle becomes the starting player
11
Remove faction force cards
Do not distribute Scottish Forces, Welsh Forces, and English Forces cards
12
Deal special action cards
Shuffle the special action cards and deal three to each player, keeping them secret
13
Return unused cards
Put all remaining special cards back in the box
14
Maintain hand size
Each player should have eight cards total

On Your Turn

What you can do during your turn.

1
Choose an action
On your turn, you must either play an action card OR pass
2
Play clockwise
The game proceeds clockwise around the table
3
Execute card action
If playing a card, discard it face-up and perform its action, then recruit one follower
4
Pass option
If you pass, you do nothing this turn; you may act or pass again on your next turn
5
Trigger power struggle
When all players have passed consecutively, proceed to the power struggle phase
6
Take a follower
After performing an action, take any follower from any region on the board and place it in front of you
7
Cannot take from reserve
You may not take followers from the reserve area
8
Purpose of recruiting
Followers collected show your loyalty to factions at game end
9
Determine contested region
Check the region card with the lowest number (first struggle uses region 1, second uses region 2, etc.)
10
Count faction strength
Count which faction has the most followers in that region
11
Place control marker
Put the winning faction's control piece in that region
12
Handle ties
If there's a tie or no followers present, the region becomes unstable—place an instability piece there
13
Return followers
Move all followers from that region to the reserve area
14
Check for French invasion
If three instability pieces are on the board, the game ends immediately with France winning
15
Reveal region card
Flip the region card face-up and begin a new round
16
Controlled regions locked
You cannot move followers to/from or place followers in regions that are already controlled or unstable
17
Track discards
Keep your discarded cards face-up in front of you; you may view your own discards but not opponents'
18
Limited actions
You can only play one card per turn; you have eight total actions in the game
19
Complete when possible
You must attempt to fully complete an action; if impossible, complete as much as you can
20
Still recruit
Even if an action cannot be fully executed, you still recruit a follower afterward
21
Scottish Forces
Take two Scottish followers from reserve and place them in a region adjacent to a Scottish-controlled region (or adjacent to Moray if Moray is not controlled by another faction or unstable); both must go to the same region
22
Welsh Forces
Take two Welsh followers from reserve and place them in a region adjacent to a Welsh-controlled region (or adjacent to Gwynedd if Gwynedd is not controlled by another faction or unstable); both must go to the same region
23
English Forces
Take two English followers from reserve and place them in a region adjacent to an English-controlled region (or adjacent to Essex if Essex is not controlled by another faction or unstable); both must go to the same region
24
Assembly
Take one Scottish, one Welsh, and one English follower from reserve and place them in any region(s); they may go to the same or different regions; if a faction type is unavailable in reserve, that type is not placed
25
Negotiation
Swap the positions of two face-up region cards and place a negotiation piece on one of them; cards that are face-down or already have negotiation pieces cannot be swapped; if fewer than two valid cards exist, this card has no effect
26
Maneuver
Swap one follower in a region with one follower in a different region; you may swap followers of the same faction (though this provides no benefit); you must swap if possible, or this card has no effect; another player cannot immediately use Maneuver to undo this action
27
Defeat
Swap one follower in a region with two followers in an adjacent region; you may swap followers of the same faction; you must swap at least one-for-one if possible, or this card has no effect; another player cannot immediately use Defeat to undo this action
28
Spy
Execute the action shown on the top face-up card of another player's discard pile
29
Surprise Attack
Take two Scottish followers from reserve and place them in a region, then remove one follower from that region to reserve; you may remove one of the just-placed followers; if reserve has insufficient followers, place what's available
30
Military March
Move two followers from one region to an adjacent region; you must move both if possible, or at least one, or this card has no effect
31
Assassination
This card cannot be played during the game; reveal it when determining the winner—it counts as one follower of any faction you choose; if the game ends with coronation and you are tied, having this card means you win immediately; this card takes precedence over other tiebreakers
32
Aid
Place two followers of whichever faction has the most followers in the reserve area into any region; if two factions are tied in reserve, choose one
33
Influence
Swap one English follower in a region with two non-English followers in another region; you may swap same-faction followers; you must complete fully if possible, or this card has no effect
34
Clash
Swap one Welsh follower in a region with one non-Welsh follower in another region; if you cannot complete this fully, the card has no effect
35
Decree
Swap two Scottish followers in a region with two non-Scottish followers in an adjacent region; you may swap same-faction followers; if you cannot swap 2-for-2, try 1-for-2 or 2-for-1, then 1-for-1; if none is possible, this card has no effect
36
Opposition
Place two non-Scottish followers from reserve into a region adjacent to a Scottish-controlled region (or adjacent to Moray if Moray is not controlled by another faction or unstable); both may be of the same faction
37
Suppression
Remove one Welsh follower from a region adjacent to a Welsh-controlled region to reserve, then place two followers from reserve into that region; if Gwynedd is not controlled by another faction or unstable, you may use regions adjacent to Gwynedd; the two placed followers may be any factions including Welsh; if no Welsh follower is in valid regions, still place two followers; if that's not possible, this card has no effect
38
Repression
Remove one English follower and one other follower from a region adjacent to an English-controlled region to reserve, then place one follower from reserve into that region; if Essex is not controlled by another faction or unstable, you may use regions adjacent to Essex; the placed follower may be English; if no English follower is in valid regions, remove one follower and place one; if that's not possible, just place one from reserve; if none of these work, this card has no effect
39
Gathering
Remove one Scottish follower from a region adjacent to a Scottish-controlled region to reserve, then place two followers from reserve into that region; if Moray is not controlled by another faction or unstable, you may use regions adjacent to Moray; the two placed followers may be any factions including Scottish; if no Scottish follower is in valid regions, still place two followers; if that's not possible, this card has no effect
40
Conquest
Take two followers from reserve and place them in a region adjacent to a Scottish-controlled region (or adjacent to Moray if not controlled/unstable); these may be any faction
41
Swift Strike
Take two Welsh followers from reserve and place them in a region adjacent to a Welsh-controlled region (or adjacent to Gwynedd if not controlled/unstable), then swap one Welsh follower in this region with followers in an adjacent region
42
Invasion
Take two English followers from reserve and place them in a region adjacent to an English-controlled region (or adjacent to Essex if not controlled/unstable), then swap followers between this region and an adjacent region
43
Reinforcement
Place two Scottish followers from reserve in a region adjacent to a Scottish-controlled region, then swap these with followers in an adjacent region
44
Attack
Place two Welsh followers from reserve in a region adjacent to a Welsh-controlled region (or Gwynedd if applicable), then move followers to adjacent regions
45
Command
Swap Scottish followers between adjacent regions controlled by Scottish forces
46
Betrayal (Promotional Reward Card)
Swap one follower from in front of you with one follower in any region

Winning

How to claim victory.

1
French invasion victory
If three instability pieces are placed on the board at any time, the game ends immediately and France wins—no player wins
2
Coronation victory
If eight power struggles are completed without French invasion, the game ends with coronation and a new king is crowned
3
Count complete sets
The winner is the player with the most complete sets of followers; one complete set contains one follower of each faction (Scottish, Welsh, English)
4
Tiebreaker for invasion
If tied, the player who most recently played an action card wins
5
Reveal victory card
Place the victory card with the coronation side up in front of all players
6
Rank the factions
Arrange control pieces in the three circular spaces based on how many regions each faction controls; the faction controlling the most regions ranks first
7
Faction ranking tiebreaker
If two factions tie in regions controlled, the faction that won the most recent power struggle ranks higher; check the most recently revealed region card if needed
8
Determine the winner
Among players, whoever has the most followers of the winning (first-ranked) faction becomes king and wins
9
Secondary faction tiebreaker
If tied on the winning faction, compare followers of the second-ranked faction
10
Final tiebreaker
If still tied, the player who used all their action cards first wins
11
Form teams
Divide into two teams and sit facing your partner
12
No communication
During the game, you cannot discuss strategy with your partner or show each other your cards
13
Use basic rules
Play with the standard rules; other mechanics remain the same
14
Team scoring for invasion
When the game ends by French invasion, combine your followers with your partner's; the team with the most complete sets wins; if tied, the team whose member most recently played an action card wins
15
Team scoring for coronation
Followers are NOT combined with your partner's; determine faction rankings normally; the player with the most followers of the winning faction becomes king and wins; their partner also wins and becomes the minister
16
Team tiebreakers
Apply the same tiebreaker rules as the two-player game; if still tied, the side that finished playing all action cards first wins

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