Cover Your Kingdom Game

SKU
040040
Grade 4-AD
Teaching Method
Traditional
Teacher-centered curriculum commonly used in classrooms that may include a text, teacher manual, tests, etc.
Charlotte Mason
A methodology based on the work of a 19th century educator who maintained that children learn best from literature (Living Books), not textbooks.
Classical
A methodology based on the Latin Trivium (three stages of learning), including the grammar stage (memorization and facts), logic stage (critical thinking), and rhetoric stage (developing/defending ideas).
Unit Study
A thematic or topical approach centered around one topic that integrates multiple subject areas.
Montessori (Discovery)
A methodology based on the work of a 20th century educator that emphasizes student and sensory-driven discovery learning and real-life applications.
Other
Other methodologies
Religious Content
Secular
Contains content contrary to common Christian beliefs (i.e. evolution).
Neutral
Avoids religious or theoretical topics or presents multiple viewpoints without preference.
Christian/Religious
Faith-based or including instructional religious content.
Learning Modality
Auditory
Learns through listening, talking out loud or reading out loud.
Visual
Learns through seeing, prefers written instructions and visual materials.
Kinesthetic/Tactile (Hands-On)
Learns through moving, doing and touching.
Multi-Sensory
Curriculum that employ a variety of activities/components.
Presentation
Sequential
Curriculum progresses through well-defined learning objectives. Emphasizes mastery before moving to the next topic.
Spiral
Topics and concepts are repeated from level to level, adding more depth at each pass and connecting with review.
Conceptual/Topical
Focus is on the “why,” often with a unifying concept as well as specific skills; coverage may be broader.
Teacher Involvement
Low Teacher Involvement
Student-led materials; parent acts as a facilitator.
Medium Teacher Involvement
A mix of teacher-led time and independent student work.
High Teacher Involvement
Teacher-led lessons; may utilize discussions, hands-on activities and working together.
Additional Materials Required
No other materials needed
Everything you need is included.
Other Materials Required
There are additional required resources that are a separate purchase.
Other Materials Optional
There are additional resources mentioned or recommended but are not absolutely necessary.
Consumable
Consumable
Designed to be written in; not reusable.
Non-Consumable
Not designed to be written in; reusable.
Our Price
$26.99

Product Overview

  • Quick-to-learn card game for 2-8 players
  • Fun for family and friends with clever, satiric card characters
  • Plays in 20-30 minutes
  • Special rules for 2 players, including several variations

Description

In Cover Your Kingdom by Grandpa Beck’s Games, players compete to collect the most magic by accumulating clans (sets) of creatures in their kingdoms. This game is quick to learn and set up and plays with 2-8 people, which makes it ideal for gatherings with family and friends. Another aspect that I really enjoyed was the entertainment provided by the wry humor of the cards’ creatures and names. For example, one set of characters is called LepreCon Man, which is represented by a leprechaun with an investment scheme on an easel with the quote “A pyramid scheme? No! I’m a leprechaun, not a mummy!” Just my sense of humor! On to the game play:

There are three types of cards in this game: 1) clanning creatures, 2) wild creatures, and 3) creatures for hire. Each player has their own kingdom board with two different land types (highland or lowland) that the creature clans will inhabit. Each creature card has an icon in the upper left corner showing which land type they must reside in and how many gems (magic) points they are worth. Wild creatures can pair with any other creature to form a clan. Clans always start with two matching cards, which can be added to. Wild cards have higher point values than clanning creature cards. Creatures for hire provide players with special actions when played, have no magic points, and are only good for one action. An example might be the Hypnogriff, which can blindly take 3 creatures from another player’s hand and return three creatures to the discard pile. His comment to the other player is “You are feeling very, very generous!” After the decks of all three of these card types are shuffled and put on the table, players are dealt six cards.

On a turn, players choose one or two actions but must take at least one. These actions are:

Settle: Create a clan in one of the following three ways:

  1. Pair two of the same clanning creatures from your hand,
  2. Pair a matching card from your hand with the one on top of the discard pile, or
  3. Pair a wild creature from your hand with either another creature from your hand or the discard pile.

When pairing a card from your hand with one from the discard pile, take that card from the discard pile. Once you have your pair, put them in the land area on your kingdom board required by the clanning creature. As you form clans, stack each clan crosswise on top of any that are already there.

Recruit: Try to steal a clan that is on the top of another player’s stack. To do this, you need to have a matching clanning or wild creature card that you place beside their stack. The other player can counter with another matching or wild creature. Players can go back and forth with counters until one player wins. If the challenger wins, they take the entire clan and place it on their own board. If the other player wins, they keep their clan. 

Hire: Use a Creature for Hire card, take its indicated action, and discard.

Add to one of your clans: Add a matching clanning creature from your hand to the top of one of the clans on your board.

Discard: Discard a clanning creature (not a wild or creature for hire).

After finishing your actions, draw back up to six cards in your hand to end the turn. The game ends when all players run out of cards. Next, players tally how many magic gems they have from clans on their boards and the player with the most Magic wins. The rulebook includes several variations, including two-player rules, advanced rules, and quick-start rules. For 2-8 players and gameplay takes 20-30 minutes.

Publisher's Description of Cover Your Kingdom Game

A strategic successor to Cover Your Assets® has arrived! This wild and hilarious new version has all the frenzied stealing and stacking that has made Cover Your Assets one of Amazon's top rated card games, plus it adds tons of new strategy and mayhem! 

Your mission in this adventure is to gain Magic for your Kingdom. To achieve this you'll need to form Clans of Punderful creatures, like Uniquehorns, Peglegasus, Pigxies, or LepreCon Men, by forming them in pairs.

Special Creatures with powerful abilities add to the fun, letting you do things like swap Clans with a rival, move a Clan from the top to the bottom of a stack, or remove it from the game entirely!

With 50% more cards, and the ability to play with 2-8 players, Cover Your Kingdom is the perfect game for almost any party. Be warned though, it's HIGHLY competitive.
You might even say it's Magically Malicious!

Details
More Information
Product Format:Other
Grades:4-AD
Brand:Grandpa Beck's Games
EAN/UPC:644216386048
Length in Inches:5.875
Width in Inches:8.25
Height in Inches:1.5
Weight in Pounds:1.35
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