Wednesday, December 3, 2025

if KoG has no fans that means i am no more on the earth

I saw this video about Perfect Draw! and it made me think of King of Games (my beloved). Below is mostly stealing from the former and simping for the latter. (obv I'm not FifthDragon so consider none of this as canon)


Each turn, you may do each of the following, in any order:

  • Draw from the Kingdom of Duelists. (see below)
  • Summon a monster from hand. (Higher level monsters require sacrifices.)
  • Attack with a monster or relic weapon you wield.
  • Make a Maneuver. Anything that isn't a draw, summon, or attack, including movement, complex tactics, laying traps and casting spells.
    • Certain classes get special maneuvers: the Duelist can attack a second time; the Cheat can draw a second card; and the Storyteller can summon a warrior spirit directly from the KoD.


The Kingdom of Duelists (omeyocan, lit. duality place) is the very same realm which the gods drew from to play the first game. Drawing from the KoD produces a random card from thin air. There are four ways to shape one's draw:

  • The gods, being divine, always draw the exact cards they need. Those who approach divinity are those who draw favorably, and vice versa.
  • One's fate can guide one's hand to draw. When you draw, you may choose to draw from a smaller list defined by your birth sign. The list differs if you are right- or left-handed. (column/row on the big table)
  • All cards have two faces, the separation of which allows one to draw from the KoD. Most duelists can only draw either chthonic faces or celestial faces (short kings are the former, lanky lords are the latter). Mirror-breakers draw both faces at once, such that the card can be played as either face.
  • All great duelists have a place in the KoD. This is your palace, and it holds the four cards which make up your soul. These are designed in conversation with the gm, are unique to you, and share a common theme. You can draw a random card from your palace, but it costs 2000LP (you've just removed a quarter of your soul).


(I can't replicate the prose of the other KoG classes so i wont even tryyyyy)

THE CHEAT
+1 SKILL
and +1 Free Maneuver per Template
A: Pot of Greed, Hungry Grave, Cheat
B: Ante, Hands Full of Fangs
C: Narrow Escape
D: Devour

A: Pot of Greed
You may draw an additional card as a maneuver.

A: Hungry Grave
Whenever you sacrifice or discard a monster, note its name. Each monster you summon has +100ATK and +100DEF for each time you've noted its name this way.

A: Cheat
As long as you are unseen to opponents, spectators, and gods alike, you can get away with up to [templates] free maneuvers per round. You can take these on other players' turns, and you can't be challenged or punished for it.

You can't cheat if your opponent is a Storyteller.

B: Ante
As one of your free actions, you may pay 2000LP to replace an opponent's draw with a random card from your palace. If they win the duel, they get to keep the card. If you win the duel, the card returns, and you may ask [templates] questions about that opponent and/or their fate.

B: Hands Full of Fangs
You may treat your bare hands as relic weapons with ATK equal to the number of cards in your hand times 500.

C: Narrow Escape
Once per Season, if you would lose a duel and/or die, you may choose to barely survive instead. Whatever story you come up with to explain how you survived is 100% valid, even if it's complete horseshit.

You can't cheat death if your opponent is a Storyteller.

D: Devour
You can eat a card in your hand to permanently remove it from the game. It disappears from all spell lists, never to return.

 

booster pack :^0

Card Name (Card Type) Effect

  1. Auto-Atlatl (Relic Weapon) Rains spears on foes. Can attack all opponents at once without taking damage back.
  2. Frozen Warrior (Monster - Warrior) A colossal eagle warrior with stone skin. Shackled by ice, it can neither attack nor defend.
  3. Tlatlatepetl (World Transposition) The battle now takes place at the foot of an ever-erupting volcano. Hazards: Choking ash and lava flows. Treasures: The Old Man's Pipe. (Shapes smoke into dreams.)
  4. Change Tactics (Battle Magic) All monsters change from attack mode to defense mode, from defense mode to craft mode, and so on in order. (attack → defense → craft → secret → attack)
  5. Great Migration (Ritual) Banish a dinosaur for 1 round. When it returns, draw and play a world transposition card.
  6. Pale Invader (Monster - Alien) Its powerful ray gun hijacks simple machines to nefarious ends.
  7. Flood (Ritual) Summon all water-aligned monsters from each player's hand.
  8. Many Color Venom (Blessing) Poison a relic weapon.
  9. Guardian of the Pearl Manor (Monster - Cat) Demands sacrifice. When Guardian of the Pearl House is defeated, draw a card of your choice from your palace without paying LP.
  10. Black Earth's Jaws (Trap) Destroy all flightless monsters.
  11. Calendar King (Monster - Wizard) A weak monster who sends monsters of the future to the past, and vice versa.
  12. House of Darts (Trap) Summon two warrior spirits to intercept an attack.


Dueling is a sacred act, echoing the motions of the first game and the forms of the oldest gods. Thus, a duelist has religious and spiritual obligations in addition to sponsorial ones.

  1. To never duel without wager. The Kingdom of Duelists opens only for the promise of sacrifice.
    • ...and opens wider for greater sacrifice. The higher your wager, the more cards you start with in hand and the stronger cards you have access to. You can also raise your wager mid-duel to draw more cards.
      • The lowest wager is a season of worship-labor (or monetary equivalent: hiring out one's temple duties is common practice amongst the lordships).
      • The highest wager is one or more pieces of yourself: a card from your palace, body part, or member of your family.
    • Part of each wager is sacrificed to the gods. The rest belongs to the victor.
  2. To duel on holy days. These are public affairs necessary to the maintenance of the natural order.
    • It is considered best practice for duels to be very personal, which is why every temple encourages aggression, abrasive personalities, and homoerotic rivalries among their duelists.
  3. To be visible. Duelists are forbidden from dressing subtly, and must be recognizable on sight from their costumes and headdresses.
  4. To maintain (and improve) one's palace.


You can add cards to, improve, and otherwise bling out your soul-palace in a variety of ways. (It's a prerequisite to join certain dueling societies.) Here's four:

  • Win cards wagered by other players and graft them onto your soul.
  • Transform cards by fusing, flipping, evolving, time-displacing, transitioning, reflecting, mutating, melting, or otherwise changing a card into another version of itself. When that card returns to your palace at duel's end, you may reject or embrace its new form.
  • Refine cards with obscene quantities of gold. The Preceptorate knows the alchemical secrets to gilding the soul (resulting in strictly-albeit-marginally better cards).
  • Eat cards from your own palace. They're gone for good, your soul forever diminished.

These methods are considered evil, gay, posh, and inhuman respectively. You can hack most of them together yourself with the right blend of drugs and meditation.

it is said that without a soul to cling to, one may swim freely thru the Kingdom of Duelists.
it is known that those without a soul are burned by the sun, and speak only in savagery.

\o/ \o/ \o/ praise the calendar king \o/ \o/ \o/

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