Game Guide Publisher rulebook checked October 11, 2026

The King Is Dead: Second Edition

Eight cards. Eight contested regions. Three rival factions. Decide when to act, when to pass, and whether a coronation or French invasion will determine Britain’s next ruler.

♟2–4 Players◷30–45 Minutes▣8 Action Cards⚙8 Regions◆2 Victory Routes

The King Is Dead: Second Edition is a historical political strategy game by Peer Sylvester, published by Osprey Games. Players manipulate the Scottish, Welsh and English factions across eight regions, but can win only if they also gain sufficient influence within the faction that comes out on top.

Unlike most area-majority games, every action reduces your remaining hand for the rest of the match. A single poorly timed supporter recruitment can undermine the very faction you want to back.

Why this game stands out

Your own actions are finite, while the political board changes every time another player acts. Winning requires manipulating the balance of regional strength and personal court followers, often by making fewer—but better—moves.

Game at a Glance

1

Act or Pass

Spend one action card—or save it for later.

2

Summon

After acting, draw one follower from a region into your court.

3

Resolve

When everybody passes, determine the next region’s allegiance.

★

Win

Use coronation influence or balanced invasion sets.

How The King Is Dead: Second Edition works

The King Is Dead: Second Edition is a political strategy game by Peer Sylvester, published by Osprey Games. Players manipulate the balance among Scottish, Welsh and English factions in medieval Britain. Eight region disputes determine which faction wins control of the kingdom—but the winning player must also have gathered enough supporters of that faction in their personal court.

Everybody begins with eight action cards and may play each at most once. Passing does not discard a card. When everyone passes consecutively, the next numbered region is resolved. The game therefore rewards restraint as much as tactical action.

Setup: regions, followers and starting hands

  1. Place the board in the center. In a two-player game, return two followers of each faction to the box.
  2. Place two Scottish followers in Moray, two Welsh in Gwynedd and two English in Essex.
  3. Put the other follower cubes in the bag. Give each player two random followers in their court.
  4. Draw followers into regions so every one of the eight regions contains four in total, including the starting followers in the three home regions.
  5. Put remaining cubes in the supply. Place three black instability discs in France; give each player a negotiation disc.
  6. Shuffle the eight region cards into the numbered resolution spaces and distribute identical eight-card action hands.

The base game includes 54 follower cubes: 18 per faction. The standard hand contains Scottish Support, Welsh Support, English Support, Negotiate, Manoeuvre, Outmanoeuvre and two Assemble cards. Do not use Cunning cards for your first game.

Your turn: play an action or pass

On your turn choose either one action card or pass. Playing a card resolves its effect, discards it for the remainder of the game, then requires you to take one follower from any unresolved region into your court. You cannot recruit directly from the general supply.

Passing preserves all remaining action cards. If play returns to you later, you can still act. But once every player has passed in sequence, a power struggle happens immediately. This interaction creates a dilemma: acting now preserves a faction’s board dominance, but also removes one of its followers to your court.

How each of the eight power struggles resolves

Look at the face-up region card in the lowest numbered slot. The corresponding region is contested next. Count Scottish, Welsh and English cubes there.

If one faction has strictly more followers than either rival, it takes the region: place its matching control disc, and return all followers from that region to the supply. If the highest count is tied, or no followers remain, the region instead receives an instability disc.

Turn its region card face down to mark resolution. Regions with control or instability discs are closed—future actions cannot move or place followers into them. Region resolution order is randomized at setup but visible for the entire game, so players can plan ahead.

Every standard action card explained

CardEffectStrategy
Scottish SupportAdd two Scottish cubes from supply into a region bordering a Scottish-controlled region, or Moray early on.Defend a Scottish majority.
Welsh SupportAdd two Welsh cubes under equivalent Welsh-border or Gwynedd conditions.Reinforce future Welsh claims.
English SupportAdd two English cubes under equivalent English-border or Essex conditions.Develop English influence.
Assemble (two copies)Add one follower from each faction to any eligible region or regions.Prepare flexible majority shifts.
NegotiateSwap two eligible face-up region cards and protect one from future swaps with your negotiation disc.Change which dispute happens next.
ManoeuvreSwap one follower in a region with one in another region.Reverse a close contest.
OutmanoeuvreSwap one follower from a region with two followers in a bordering region.Engineer larger territorial swings.

All action effects must be performed as fully as possible. Even if an action has no meaningful effect because its conditions are unavailable, playing the card still lets you summon one follower from a region to court.

The follower paradox: court influence vs regional strength

Every action summons a follower from a region into your personal court. Those cubes help you become the favored candidate of that faction after a coronation. But removing a follower from the board can weaken that faction in the next power struggle.

Example: suppose Wales leads 3–2 in the next contested region. You take a Welsh follower into your court after playing an action; now the region stands 2–2 and would become unstable if resolved immediately. Increasing your personal Welsh support has undermined the faction’s chance to control the region.

This is the central decision of the game. You are not tied permanently to one faction, and your strongest court allegiance may shift as the regional standings change.

Coronation victory: who wins after eight regions?

If all eight power struggles resolve without triggering invasion, determine faction strength by number of regions controlled. If two factions control the same number, whichever of them won a power struggle more recently ranks higher.

The player with the most court followers belonging to the strongest faction wins. If tied, compare court followers from the second-strongest faction. If still tied, the winner is whoever played all their action cards first.

Example: Scotland controls three regions, England three and Wales two. If England took the more recently resolved region between the tied factions, England is the strongest. The winner is whichever player has most English followers in court, not necessarily the player who helped Scotland win earlier disputes.

French invasion: a completely different victory condition

When the third instability disc is placed, the game ends immediately in a French invasion. The winner is whoever has the most complete sets of court followers: one Scottish, one Welsh and one English cube per set. A tie goes to the player who most recently played an action card.

Example: your court holds four Scottish, three Welsh and two English followers. You can form exactly two complete sets. Having many followers of only one faction is less helpful in an invasion than a balanced collection.

Instability is therefore more than a punishment. A player with broad court support may prefer invasion to coronation, while a player with deep influence in one faction generally wants that faction to win enough regions for a coronation.

Advanced mode and Cunning Action cards

Second Edition includes 12 unique Cunning Action cards. For the advanced game, each player removes their three basic faction Support cards and receives three randomly selected, secret Cunning cards as replacements. Each player still has eight total action cards.

Cunning actions introduce more unpredictable and asymmetric moves. For example, Spy can copy the top visible card of another player’s discard pile; other cards manipulate supply, alter supporter distributions or change tactical options. Because opponents do not know every Cunning card in your hand, bluffing and inference become more important.

Start with the standard identical hands. The advanced deck improves variety once everyone understands the coronation and invasion objectives.

Four-player games: how teams work

With four players, play as two teams. Sit opposite your teammate. You cannot discuss tactical plans or show them cards. Each player still manages a personal court and eight-card hand.

For an invasion, combine both teammates’ court followers and compare complete three-faction sets. For a coronation, courts are evaluated separately; the player with the highest court influence in the strongest faction wins along with their teammate. Standard ties are resolved using the team-specific conditions.

This setup adds cooperation without open-table coordination and creates strategic tension between assisting your teammate’s influence and maintaining your own.

Eight strategy principles for The King Is Dead

  • Conserve cards. You have only eight; a pass preserves options and may force an opponent to commit first.
  • Count the next contested region before acting. A court follower taken from it can flip the local outcome.
  • Plan around resolution order. Negotiate can be decisive because resolved regions become permanently closed.
  • Watch both winning systems. A strong single-faction court favors coronation; mixed followers favor invasion.
  • Don’t overcommit to early leaders. A faction can win several first disputes yet still lose the final regional majority.
  • Know when to trigger instability. A tied region can deliberately push the game toward the invasion condition.
  • Evaluate court influence versus geography together. Every recruitment changes both your victory position and regional arithmetic.
  • Make passes informative. A rival who passes repeatedly may be waiting for the next struggle rather than lacking useful cards.

These strategic ideas are editorial interpretations of the published rules rather than results of claimed firsthand playtesting.

Is Second Edition worth buying?

The King Is Dead: Second Edition is well suited to players who enjoy interactive political puzzles, small rulesets with high decision density, and games where passing can matter as much as acting. It is not a conventional area-control war game: no combat dice or armies are deployed on personal turns.

Osprey lists 2–4 players, ages 14+ and around 30–45 minutes. Second Edition updates the graphic design, includes new artwork by Benoit Billion and introduces the optional Cunning Actions mode. It also has a dedicated four-player team variant.

The King Is Dead FAQ

How many cards does each player get?

Eight action cards for the entire game.

Can you pass without losing a card?

Yes. Passing preserves your unused cards.

What triggers a region struggle?

All players passing consecutively.

What happens when factions tie for a region?

It becomes unstable, receiving an instability disc.

When does France invade?

Immediately after the third instability disc is placed.

How do you win a coronation?

Have the most court followers in the faction controlling the most regions, subject to the official tiebreakers.

How do you win an invasion?

Have the most complete court sets of one Scottish, one Welsh and one English follower.

Can you summon a follower from the supply?

No. Take it from an unresolved region.

Does a played action return to your hand?

No. Standard cards are one-use.

Is four-player play free-for-all?

No. It’s played with two teams of two.

How does the advanced version differ?

Each player replaces their three faction Support actions with three secret Cunning Actions.

Is there an official solo mode in the box?

No. The published box rules are for two to four players.

Official sources and editorial scope

Reviewed October 11, 2026 using publisher materials. This is an original instructional summary; strategic examples are editorial analysis rather than claims of personal playtesting. Consult the official rulebook for exact card text. Editorial policy and corrections.

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