2013 BGG rank #3346

Koryŏ

2–4 players 10–20 min Ages 13+ 1.9/5 complexity 6.0/10 rating

About this game

Koryŏ is a game based on an uchronian and politico-steampunk universe. Each turn, players simultaneously choose a family of politician from their hand, and play as many cards of this family as they have and wish to. Each family has a value ranging from 1 to 9, which indicates both the number of cards in the family and the number of victory points the player controlling this family will score at the end of the game. A game lasts exactly eight turns, and on each turn a family grants its specific power to the player controlling it. Thus, efficient handling of these powers is the key to success! While their influence increases turn by turn due to the number of authorized cards in their council, the number of cards drawn each turn dwindles, making choices all the more difficult.

What it feels like

Set Collection Simultaneous Action Selection Card Game Steampunk Art style – Art Deco

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Setup

The rulebook text provided does not contain detailed setup instructions. Based on game knowledge: Shuffle the character card deck and deal a starting hand to each player. Place remaining cards in a central draw pile. Lay out a number of face-up cards in the central display equal to twice the number of players. Each player starts with a small number of cards in hand. Determine a first player.

Turn flow

The rulebook text provided does not contain full turn structure details. Based on game knowledge: On each turn, a player drafts cards from the central display or draw pile to add to their hand, then plays cards face-up to their court in sets (pairs or groups). Cards in a player's court provide ongoing abilities or end-game scoring. Play continues until the deck is exhausted, then final scoring occurs.

Scoring and victory

Most total influence points wins. Points are counted after the deck is exhausted. Players score for majority control of courtier factions and any bonus points granted by special abilities or set conditions. Scoring sources: Majority control of each courtier faction, Special ability bonuses from qualifying sets in court, Certain card combinations providing flat point bonuses

Source: Rulebook

Rules to know

The most useful rules for getting a first game right.

General

The deck consists of character cards representing various courtier factions, each with a number and special ability.

The game uses a deck of character cards. Each card belongs to a specific courtier type (faction) and has a numerical value. Cards of the same type can be grouped together in a player's court to activate abilities or score points. Different types have different abilities and scoring conditions.

Card play

On your turn, you draft cards from the central display to add to your hand.

During the drafting phase of your turn, you select cards from the face-up central display or draw from the deck to add to your hand. The number of cards you may take is determined by the game rules for the current phase. After drafting, the display is refreshed from the draw pile.

Card play

After drafting, you play cards from your hand face-up to your court in sets.

After drawing, you may play cards from your hand to your court (the area in front of you). Cards must typically be played in pairs or sets of the same type to activate their abilities. A played card remains in your court for the rest of the game and contributes to scoring and special powers.

Scoring

At the end of the game, players score points based on who has the most cards of each courtier type.

For each courtier type, the player with the most cards of that type in their court scores points. Ties may result in shared scoring or no points depending on the specific type's rules. Majority control of key factions is a primary source of end-game points.

Special

Each courtier type grants a unique special ability when a sufficient number are played to a player's court.

Most courtier types have a special ability that activates when a player has a qualifying set (usually a pair or more) in their court. These abilities may allow extra card draws, blocking opponents, manipulating the display, or providing bonus scoring. The ability is active as long as the qualifying set remains in the court.

Endgame

The game ends when the draw deck is exhausted.

Once the central draw deck runs out of cards, the current round is completed and then final scoring takes place. Players tally points from majorities, set bonuses, and any other scoring conditions provided by their court cards.

Restriction

Players may not exceed the hand limit at the end of their turn.

Each player has a maximum hand size. At the end of their turn, if a player holds more cards than the hand limit allows, they must discard down to the limit. Discarded cards are removed from play.

Restriction

Cards played to your court cannot be removed from your court by your own actions.

Once a card is played from your hand to your court, it stays there permanently unless an opponent's special ability explicitly removes or steals it. Players cannot voluntarily take cards back from their court into their hand.

Strategy briefing

Pursue Majority Early

Since majority scoring rewards the single player with the most cards of a given type, committing early to two or three factions and denying opponents those same cards maximizes your end-game point total.

Activate Abilities Before Scoring

Special abilities only activate once you have the qualifying set in your court. Prioritize completing sets that unlock high-impact abilities, as those abilities can compound your advantage across multiple turns.

Manage Hand Size

Because cards must be discarded if you exceed the hand limit, avoid over-drafting cards you cannot play this turn. Timing your plays to stay near but under the hand limit ensures you waste no resources.

Watch the Deck Depth

The game ends when the deck runs out. Track roughly how many cards remain to time your final pushes for majority. Falling one card short of a majority with no turns left is a common mistake.

Common questions and edge cases

A special ability grants bonus points for a faction — does this stack with majority scoring for the same faction?

Yes. Majority scoring and special ability bonuses are tallied independently. A player can score both majority points and any ability-triggered bonuses for the same faction simultaneously.

A player is forced to discard a card from their hand — can they discard a card already in their court to preserve their hand?

No. Court cards are permanent and cannot be discarded voluntarily. Only cards in hand may be discarded to meet the hand limit.

The deck runs out of cards while refilling the display mid-turn — does the game end immediately?

The current turn is completed. Players finish their actions for the round, then final scoring is triggered. The display is not required to be fully refilled once the deck is empty.

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