The Queen’s Mercy#
“When the banners fall, every house fights alone.”**
By Brian Levin, Version 11.5, License: CC-BY-NC-SA
A fast, asymmetric, two-player, trick taking, card-duel game playable with any deck.
Deck Setup#
The Queen’s Mercy can be played with several deck styles. Each suit must contain 13 ranked cards plus one special card (the Joker or equivalent). Whichever deck you choose, make sure each player’s suit contains 13 ranked cards (2-A or equivalent) and one special card functioning as the Joker.
Standard 52-Card Deck#
Use the Joker as your fourteenth card. Each player selects a suit (♠ ♥ ♦ ♣) and includes one Joker.
Heckadeck#
Use the Beast (or 0) card as your fourteenth card. Remove the other Beast/0 and the 11 card from each suit so that each has 13 ranks (2-10, J, Q, K, A, and Beast/0).
Classic French Deck (with Chevalier)#
Use the Chevalier (Knight) as the Joker equivalent. Each player’s suit becomes 2-A plus Chevalier (14 cards total).
Setup And Play#
Each player takes one full suit (2-A) plus the chosen Joker/Beast/Chevalier for a total of 14 cards. Shuffle your suit and draw three cards. Play continues until all 14 cards are played once.
The Queen’s Cut - Deciding Who Rules First#
To determine who selects suits and who leads the opening trick, perform The Queen’s Cut:
-
Take one full suit from the deck (any suit, including its Joker/Beast/Chevalier) and shuffle it thoroughly.
-
One player cuts the suit deck into two face-down halves.
-
The other player chooses one half and flips the top card face-up. The remaining player flips the top card from the other stack.
-
Compare ranks: higher card wins the cut (Aces high; Jokers beat face cards but lose to numbered cards). If the revealed cards tie, reshuffle that suit and repeat the cut.
-
The higher card’s owner must make a royal choice:
- Shape the Field: Decide which two suits will be used in this game.
- Claim a Suit: Choose the single suit you will play for this match from the two your foe has selected.
The other player receives the remaining decision.
The Queen has spoken. Let mercy be tested. Shuffle your suit and let play begin!
Core Play#
- Both players choose a card face down, then reveal.
- Except for Jokers, cards win in normal rank with Aces high.
- Jokers are wild: they lose to numbered cards but beat all face cards.
- Determine the trick winner by rank (or note a tie).
- Apply any non-point cancel or protection effects for this trick (for example, effects that turn off face powers or freeze the foe’s score).
- Resolve point-changing based on power resolution order noted below.
- Apply base scoring: the trick winner gains +1 unless a card explicitly replaces or prevents that gain. If the cards tie in rank, no base point is awarded unless a card explicitly says otherwise.
- Discard the played cards.
- Draw back up to three if possible.
- The round concludes when every card has been played or when a player’s score reaches 10, the fates have decided the battle.
- The first player to win two rounds (best of three) wins the war, their house ascends in glory.
Scoring & Victory#
At the end of each trick, total all point changes from powers and base scoring as described in Core Play. Each player’s score may never drop below zero, and points may only be stolen if the foe has points to lose (“never negative” and “steal only if possible”). After all fourteen cards in each suit have been played, the player with the higher total wins the round and earns one victory token. Reset all scores to zero before beginning the next round. The first player to win two rounds wins the match.
Point Tallying#
Use a shared pile of poker chips, pennies, or pretzels to track points. Players take from the pile when earning points and return when losing them. Reset the pile each game. At the end of each round, the winner sets aside one token to mark a round victory. The first to two wins the match.
Key Terms And Special Rules#
- Deck
- The stack of un-played, shuffled, face-down cards.
- Hand
- The cards currently held by a player.
- Discard
- The face-up pile of cards that have been played.
- Half Deck
- The deck pile contains seven or more cards.
- Half Discard
- The discard pile contains seven or more cards.
- Trick
- A single contest between two cards, one from each player’s hand, revealed at the same time and resolved by rank and card powers. A trick includes all effects, scoring, and discards that result from that reveal. Fourteen tricks make one round.
- Round
- A full sequence of fourteen tricks in which both players play every card in their suit once. After the fourteenth trick, both players total their scores. The higher total wins the round and earns a victory token.
- Game
- A complete match consisting of multiple rounds. The first player to win two rounds wins the game, representing their house’s rise to dominance.
- Trick Lead
- The player whose powers resolve first when both cards are of equal rank. The trick lead is the loser of the previous trick. In the first round, determine the trick lead by whomever chose the suits of play in the Queens Cut.
- Last Trick / End of Round
- After the fourteenth trick, compare totals to determine the round winner. A full match is best two out of three rounds.
- Steal
- Gain the listed amount only if the foe can lose that amount. Example: “Steal 1” makes you +1 and the foe −1, but if the foe has 0 points, no points move.
- Nullify
- The specified card’s power does not trigger or take effect.
Locked A locked score cannot increase or decrease for the remainder of the current trick. At the start of the next round, all locks are automatically removed.
- Advantage
- You currently lead in total points.
- Disadvantage
- You currently trail in total points.
- In Play
- The two revealed cards currently being resolved for the active trick.
- Never Negative
- A player’s score cannot drop below zero. If a card effect would reduce a player below zero, they lose nothing instead.
- Ties
- A tie occurs when both cards in play are the same rank. A tie counts as neither a win nor a loss. If a card’s power requires a win or loss, it does not resolve on a tie.
- Power Resolution Order
- When both cards have powers that trigger in the same phase, resolve them in ascending rank order, from the lowest-ranked card to the highest (Jack, Queen, King, Ace, Joker). If both cards share the same rank, resolve the Trick Lead’s card first. Any effect that says “next trick” resolves after all scoring for the current trick is complete. Nullify effects always resolve first.
Card Explanation and References#
♠ Spades - Power & Pressure#
A♠ - Power Grab: If you lose, steal 1 point from your foe if possible.
K♠ - Heavy Is the Crown: If you win, gain +1. If you are not ahead after scoring, lose -1.
Q♠ - Queen’s Mercy: At the end of scoring, if you have advantage, gain +1 points and if your foe’s is at a disadvantage, they gain +2 point.
J♠ - Intimidate: If your foe played a face card this trick, they lose -1 point.
Joker♠ - Ultimatum: If you win, your foe chooses either you gain +1 or they lose -1.
♥ Hearts - Growth & Resilience#
A♥ - Second Wind: If you lose, gain +1. If your foe is at half discard, gain +2 instead.
K♥ - Resolve: If you lose, steal 1 point from your foe if possible.
Q♥ - Shield of Compassion: If you lose, your foes score is locked.
J♥ - Triumph: If you win or tie, gain +1.
Joker♥ - Greater Restoration: You gain +2. If you win the trick gain +1 more.
♦ Diamonds - Wealth & Risk#
A♦ - Double or Nothing: If you win, gain +1. If you lose -1 point. If you tie gain +3.
K♦ - Hostile Takeover: If you win, steal 1 point from your foe if possible.
Q♦ - Momentum Trade: If you are advantage before the tricks is scored, gain +1. If you win gain +1.
J♦ - Short Sell: If you lose this trick, foe lose -1 point.
Joker♦ - Market Chaos: For the next trick, both players play a random card from their foe’s hand. Both players hold up their hand, and the other player chooses a card and plays it on their behalf.
♣ Clubs - Balance & Control#
A♣ - Equilibrium: If you lose or tie, gain +1. If your foe is half deck, gain +2 instead.
K♣ - Redistribution: If you win or tie, gain +2. If your foe is trailing, they gain +1.
Q♣ - Stasis: If you win or tie, your foe’s score is locked. If you lose gain +1.
J♣ - Counterpoise: If foe played a face card this trick, its power is nullified. If the trick ties, gain +1.
Joker♣ - Return to Balance: Both players discard the played cards and both scores are locked.
Cards Power Table Quick Reference#
♠ Spades - Power & Pressure#
| Card | Power | Name |
|---|---|---|
| A♠ | Lose → Steal 1 | Power Grab |
| K♠ | Win → +1; If disadvantage after scoring → -1 | Heavy Is the Crown |
| Q♠ | Win → +1; If advantage → Foe +2 | Queen’s Mercy |
| J♠ | Foe face card → Foe -1 | Intimidate |
| Joker♠ | Foe chooses: You +1 or Foe -1 | Ultimatum |
♥ Hearts - Growth & Resilience#
| Card | Power | Name |
|---|---|---|
| A♥ | Lose → +1 ( Foe half discard → +2 ) | Second Wind |
| K♥ | Lose → Steal 1 | Resolve |
| Q♥ | Lose → Lock foe score | Shield of Compassion |
| J♥ | Win or Tie → +1 | Triumph |
| Joker♥ | +2; If win → +1 | Greater Restoration |
♦ Diamonds - Wealth & Risk#
| Card | Power | Name |
|---|---|---|
| A♦ | Win → +1; Lose → -1; Tie → +3 | Double or Nothing |
| K♦ | Win → Steal 1 | Hostile Takeover |
| Q♦ | Advantage pre-trick → +1; Win → +1 | Momentum Trade |
| J♦ | Lose → Foe -1 | Short Sell |
| Joker♦ | Next trick → Both play random foe card | Market Chaos |
♣ Clubs - Balance & Control#
| Card | Power | Name |
|---|---|---|
| A♣ | Lose or Tie → +1 ( Foe half deck → +2 ) | Equilibrium |
| K♣ | Win or Tie → +2; If foe disadvantage → Foe +1 | Redistribution |
| Q♣ | Win or Tie → Lock foe; Lose → +1 | Stasis |
| J♣ | Foe face card → Nullify; Tie → +1 | Counterpoise |
| Joker♣ | Lock both scores | Return to Balance |
The Four Houses - Strategy And Temperament#
Every suit in The Queen’s Mercy fights with a distinct style. Understanding each house’s rhythm is key to mastering the duel.
♠ Spades - Power & Pressure#
Spades thrive on aggression and momentum. Their face cards reward winning but punish hesitation, and their powers can backfire when played without advantage. Time your attacks. Spades reward decisive play once you have the lead. Use intimidation (J♠) and strong openers (K♠, A♠) to press an advantage before Hearts or Clubs can recover.
Playstyle: Assertive, risky, punishes weakness. Strengths: Swing turns, pressure tools. Weaknesses: Vulnerable when behind.
♥ Hearts - Growth & Resilience#
Hearts win by losing gracefully. Many of their powers trigger on loss or tie, turning defeat into steady progress. Survive early pressure and you will outlast your foe. Protect key powers like Shield of Compassion (Q♥) and Second Wind (A♥) until your opponent’s aggression peaks, then rebuild as they falter.
Playstyle: Defensive, patient, thrives in attrition. Strengths: Comebacks, self-protection. Weaknesses: Low burst potential when ahead.
♦ Diamonds - Wealth & Risk#
Diamonds gamble for gain. Their cards are high variance—powerful when the odds favor them, punishing when they don’t. Play to the scoreboard: Double or Nothing (A♦) and Momentum Trade (Q♦) make small leads explosive. Use Hostile Takeover (K♦) to convert wins into steals, but beware Short Sell (J♦), timing missteps can turn profit into collapse.
Playstyle: Calculated risk, opportunistic trading. Strengths: Huge point spikes, tempo control. Weaknesses: Volatile results, poor recovery when misplayed.
♣ Clubs - Balance & Control#
Clubs control the flow of the game. Their cards lock, nullify, and redistribute, preventing runaway scores while rewarding ties and stalemates. Counterpoise (J♣) and Stasis (Q♣) make Clubs the master of denial. You will not always win tricks, but you will dictate when they matter. Focus on rhythm over rank.
Playstyle: Reactive, methodical, manipulates momentum. Strengths: Lockdown tools, anti-snowball play. Weaknesses: Low burst scoring, demands precise timing.
Example Trick: Step-by-Step Resolution#
Setup:
- Brian plays ♠ Spades (Power & Pressure).
- Sarah plays ♥ Hearts (Growth & Resilience).
- Score before the trick: Sarah 5, Brian 4. (Sarah has advantage; Brian has disadvantage.)
- Each player has three cards in hand.
- They have four cards in discard.
- Brian is the lead coming into the round.
Reveal:
- Brian plays Q♠ (Queen’s Mercy).
- Sarah plays A♥ (Second Wind).
Step 1 - Determine Winner by Rank
- Ace outranks Queen. Sarah wins the trick.
Step 2 - Apply Non-Point, Cancel, or Protection Effects
- None this trick (no Nullify or Lock effects are active).
Step 3 - Resolve Powers (ascending rank order)
- Q♠ (Brian): “If you have advantage, gain +1; if your foe is at disadvantage, they gain +2.”
- Brian does not have advantage → no +1 for Brian.
- Sarah is not at disadvantage → no +2 for Sarah.
- No change in score from this power, a bad play.
- A♥ (Sarah): “If you lose, gain +1 (or +2 if foe half discard).”
- Sarah won the trick → this power does not trigger.
Step 4 - Apply Base Scoring
- Trick winner gains +1.
- Sarah +1 → new totals: Sarah 6, Brian 4.
Step 5 - Discard and Draw
- Both played cards move to their owners’ discard piles.
- Each player draws back up to three cards if possible.
Strategy Note:
This play was selected because it was an example of a strategy misfire. Brian’s choice to play the Queen of Spades while behind was risky. The Q♠ power only helps when you already have advantage, so it provided no benefit here. This example shows how timing and card selection matter as much as rank, sometimes the right card played at the wrong time yields no mercy at all.
House Rules#
These are rules you can add if you want to spice up game play. They have a very nominal effect on win percentages and add some additional strategy to the game once you are comfortable with it.
House Privilege - Once Per Round Abilities#
Once per round, before reveal, a player may declare their House Privilege while playing a numbered card (2–10). Each suit may invoke its privilege only once per round.
| Suit | Privilege | Effect |
|---|---|---|
| ♠ Spades | Press the Attack | If you win this trick while at disadvantage, gain +1 extra point. |
| ♥ Hearts | Steadfast Heart | If you lose this trick, gain +1 point. |
| ♦ Diamonds | Speculative Wager | After the flop but before the reveal, predict whether your foe’s card will be odd, even, or face. If correct, gain +2 after scoring. |
| ♣ Clubs | Judicious Measure | Before the reveal, declare “Judicious Measure.” This trick’s winner does not gain the normal base +1 point (all other effects still apply). |
v11.5 Balance Report#
10K Monte Carlo Simulation with heuristic best play.
| P1 Suit | P2 Suit | P1 Win % | P2 Win % | Tie % | P1 Avg Score | P2 Avg Score |
|---|---|---|---|---|---|---|
| Spades | Hearts | 34.9 | 35.1 | 30.0 | 0.499 | 0.501 |
| Spades | Diamonds | 37.8 | 34.0 | 28.2 | 0.516 | 0.484 |
| Spades | Clubs | 31.0 | 36.7 | 32.3 | 0.474 | 0.526 |
| Hearts | Diamonds | 36.1 | 33.8 | 30.1 | 0.507 | 0.493 |
| Hearts | Clubs | 33.0 | 35.4 | 31.6 | 0.491 | 0.509 |
| Clubs | Hearts | 31.9 | 36.6 | 31.5 | 0.477 |
Special Thanks!#
To Sarah for putting up with my endless iterations and play testing. ❤️ To Kelly and Hugh for play testing and amazing feedback! 🙏