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Reference: WG-COS
Council of Serpents is a card game of intrigue: secretly help a noble house rise to power or bring it down.
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Council of Serpents is a card game about political manipulation. Players do not take on the roles of the heads of great noble houses, but rather those of influential members of a secret council that pulls the strings from the shadows.
At the start of the game, each player is assigned a secret ambition: to ensure the triumph of—or, conversely, the downfall of—one of the houses in play. The game’s originality lies in this constant tug-of-war between players, who manipulate the houses’ attributes—Army, Gold, and Popularity—without ever knowing for certain which side their opponents around the table are actually supporting.
Setup involves placing the boards for the three Houses—each with attribute tracking tracks on the front and context elements specific to that House on the back—and then dealing each player their Secret Ambition card.
On their turn, a player plays an Influence card to modify an attribute, trigger a conflict, or set up a plot by placing a card face down near a House. Playing an Influence card then activates the top card on the time track, which forces the Houses to react in a semi-automatic manner, thereby setting the pace of the game independently of the players’ decisions alone.
The game ends immediately as soon as a house’s attribute reaches the top of its track—signifying triumph—or drops to zero—signifying collapse.
The player whose secret ambition matched this outcome exactly wins the game, while the others discover—sometimes too late—that they have unwittingly contributed to an opponent’s victory. This abrupt end to the game and the revelation of hidden ambitions constitute the climax of every session of *Council of Serpents*.
Council of Serpents is a card game about political manipulation. Players do not take on the roles of the heads of great noble houses, but rather those of influential members of a secret council that pulls the strings from the shadows.
At the start of the game, each player is assigned a secret ambition: to ensure the triumph of—or, conversely, the downfall of—one of the houses in play. The game’s originality lies in this constant tug-of-war between players, who manipulate the houses’ attributes—Army, Gold, and Popularity—without ever knowing for certain which side their opponents around the table are actually supporting.
Setup involves placing the boards for the three Houses—each with attribute tracking tracks on the front and context elements specific to that House on the back—and then dealing each player their Secret Ambition card.
On their turn, a player plays an Influence card to modify an attribute, trigger a conflict, or set up a plot by placing a card face down near a House. Playing an Influence card then activates the top card on the time track, which forces the Houses to react in a semi-automatic manner, thereby setting the pace of the game independently of the players’ decisions alone.
The game ends immediately as soon as a house’s attribute reaches the top of its track—signifying triumph—or drops to zero—signifying collapse.
The player whose secret ambition matched this outcome exactly wins the game, while the others discover—sometimes too late—that they have unwittingly contributed to an opponent’s victory. This abrupt end to the game and the revelation of hidden ambitions constitute the climax of every session of *Council of Serpents*.