| Game
Overview
In QN, players take on the role of a jeweller
eager to become the number one Jeweller
in the Royal Court. Many of the cards depict
rubies, diamonds, emeralds and amber (not
truly a gem as the game points out) and
each of the cards may display 1, 2 or 3
of these. The deck also contains numerous
character cards that have a special ability
to affect the play. The game begins by each
player taking 4 cards into their hand and
5 cards are then turned face up on the table
ready to purchase. Each card has a set of
numbers down one side and when a card is
first turned face up it has a little gold
ring placed on the highest of these numbers.
This sets the cost of each card for the
next active player. On a player's turn they
cut spend up to 10 Ducats to buy cards,
which are added to their hand. Depending
on the values present a player may acquire
1 or multiple cards on their turn. Any left
over Ducats cannot be kept. The player ends
their turn by replacing any purchased cards
with new ones from the deck and placing
the gold ring on the top most number. Any
cards that started the turn on the table
and were not purchased will have their rings
moved 1 number down therefore making it
cheaper for the next player. This lends
the game much of its strategy, as players
must not only consider what they can take
but what they will leave behind. Character
cards can be played before buying or during
the buying phase activating its effect.
One such character is the thief, which allows
the player to steal a card from another
player. The Courtier allows the player to
spend 13 Ducats on their turn instead of
the usual 10. Play continues in this fashion
until a Merchant card is revealed. This
signals a jewel sale and it is now that
the players must impress the Queen and earn
points. Secretly each player decides which
gems they will sell and how many. Once all
players have decided they reveal the cards
simultaneously. Before the game began 4
gem tiles are placed to one side and randomly
4 value tiles are selected and placed beside
each of the gems (the value represents the
fashion of the gems). The player who sells
the most gems of each type will earn the
corresponding points with the other players
getting nothing for gems of that type. There
is a second scoring condition based on rarity.
All gems of each type sold by each player
are added together to determine which gems
had the fewest sold. The player who sold
the most of this type will earn the maximum
rarity points. Three of the 4 gem types
will earn points in this way. This is a
clever mechanic as players are torn between
playing gems to capture the fashion value,
which could jeopardise their chances of
earning rarity points. All sold cards are
removed from the game and the game concludes
with the arrival of the 3rd sale where the
highest points will determine the winner.
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