1999 BGG rank #7797

Krieg und Frieden

3–4 players 60–90 min Ages 12+ 2.5/5 complexity 5.6/10 rating

About this game

Taking on the roles of land-owners in a feudal society, players are charged with running their lands and accruing favor from the bishop by building his cathedral. Each turn, players use their resources to bid for that year's agenda, and some resources have more or less value in the bid depending on what type of agenda is available. Then players use their remaining resources to build their lands, sack others' lands, bribe others' knights away from defense, or help to build the bishop's cathedral. Finally, players harvest new resources for the next turn. After all the pieces of the cathedral have been built, the game is over with the victory going to the player with the most victory points. This game was originally released as Charlemagne by Think Games at Essen 1998, and later slightly shortened as Krieg und Frieden. Re-implements: Charlemagne

What it feels like

Auction / Bidding Political Medieval

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Setup

1. Designate a starting King's Adviser. 2. Prepare the cathedral track with sections awarding VP in the sequence 2-2-2-3-3-4. 3. Distribute starting resource cards and privilege markers per the full rulebook. 4. Place all hut pieces in each player's supply. 5. Shuffle the agenda cards and place them face-down as a draw pile.

Turn flow

Each round represents one year divided into four seasons played in order: Winter → Spring → Summer → Fall. Winter: the King's Adviser plays an agenda card. Spring: players bid resource cards to resolve the agenda and claim the King's Adviser role. Summer: the King's Adviser acts first, then all other players in order, each taking any number of available actions (building, promoting, bribing, attacking). Fall: players collect income, potentially invoke the King's Bounty, then discard down to the hand limit.

Scoring and victory

Most victory points at game end wins. Scoring sources: Winning a privilege-rewarding agenda in Spring (2 VP if privilege from supply, or 1 VP if stolen from opponent), Opponent receiving a stolen privilege gains 1 VP, Building cathedral sections (2/2/2/3/3/4 VP per section), 1 VP per own worker's hut when building a cathedral section, Remaining resource cards at game end converted to VP based on final agenda position (1 VP / ½ VP / 0 VP)

Source: Rulebook

Rules to know

The most useful rules for getting a first game right.

Turn structure

King's Adviser plays an agenda; opponents may replace it for 1 privilege.

During Winter, the King's Adviser selects and plays one agenda card face-up. Any other player may pay 1 privilege token to play a new agenda card in place of the current one, taking the replaced agenda card. Multiple players may do this in turn, each paying 1 privilege. The agenda in play at the end of Winter is the one that will be resolved in Spring.

Turn structure

Players bid resource cards to win the agenda; the winner becomes the new King's Adviser.

During Spring, players bid resource cards to resolve the active agenda. The King's Adviser bids first, then other players may raise the bid in turn. A player who passes receives back their latest raise to their own bid (i.e., the increment they most recently added is returned, not their full cumulative bid). Bidding continues until all players but one have passed. The last remaining bidder wins the auction, pays their bid, and becomes the new King's Adviser for the following year.

Turn structure

A player who passes in the Spring bid gets back only their latest raise.

When a player chooses to pass during the Spring bidding phase, they retrieve only the most recent increment they added to their bid. Any cards committed in earlier rounds of bidding are not returned. This means passing early minimises losses.

Scoring

Variant: agenda rewards privilege — winner gets 1 privilege + 2 VP if available; else 1 VP and steals from opponent.

(Variant scoring rule in use.) If the winning agenda rewards privilege: the winner takes 1 privilege token of their choice. If that privilege type is still available in the general supply, the winner also gains 2 VP. If no such privilege is available in the supply, the winner instead gains 1 VP and takes the privilege from an opponent; that opponent gains 1 VP as compensation.

Building

Agenda rewards cathedral section — winner builds next section and scores VP plus 1 VP per own worker's hut (huts returned).

(Variant scoring rule in use.) If the winning agenda rewards a cathedral section: the winner builds the next cathedral section on the cathedral track. VP awarded per section follow the sequence 2-2-2-3-3-4. Additionally, the winner scores 1 bonus VP for each of their own worker's huts currently on the board. All of the winner's worker's huts are then removed from the board and returned to their personal supply.

Turn structure

In Summer, the King's Adviser takes all their actions first, then other players follow.

During Summer, the King's Adviser takes any number of available actions in any order. Only after the King's Adviser has finished all their actions do the other players take their turns, proceeding in the established player order. Each player may take any number of valid actions on their turn.

Building

Build 1 farm hut for 1 barley resource.

During Summer, a player may spend 1 barley resource card to place 1 farm hut from their supply onto the board. There is no stated limit to the number of farm huts a player may build (beyond supply limits). Farm huts count toward income and cathedral scoring.

Building

Promote 1 farm hut to a worker's hut for 1 hammer resource; worker's huts cannot exceed farm huts.

During Summer, a player may spend 1 hammer resource card to upgrade one of their farm huts on the board into a worker's hut. A player's total number of worker's huts can never exceed their total number of farm huts at any time. If this constraint would be violated, the promotion is not permitted.

Strategy briefing

Agenda Replacement Timing

Spending 1 privilege to replace an unfavorable agenda in Winter can be a strong investment — it lets you pocket the replaced agenda card for later value while steering Spring's reward toward what benefits your position (privilege or cathedral section). However, it costs privilege income for the rest of the game, so only replace if the swing is significant.

Bidding to Win vs. Bidding to Exhaust

Because passing only refunds your latest raise, forcing opponents to raise high before passing is a viable strategy even if you don't intend to win the auction. Every card an opponent commits (minus their last raise) is permanently spent. Use this to drain rivals before a key cathedral round.

Bribe Before Attack Combo

Using Bribe a Knight (1 cup) before attacking the same opponent in the same Summer turn strips them of a shield, making the attack uncounterable. This guaranteed hut destruction plus 2 resource card draw reward can swing resource economy significantly — especially if the opponent had only one shield.

Worker's Hut Timing and Cathedral Scoring

Worker's huts score 1 VP each when a cathedral section is built, then are returned to supply. Building many worker's huts just before you expect to win a cathedral section auction maximises this bonus. However, worker's huts require matching farm huts (1:1 ratio), so invest in farm huts first, and be aware attacks can force hut loss.

Fall Income Optimization

Farm huts generate +1 card per 2 huts, and privileges generate 1 card of a matching type each Fall. Privilege income is especially powerful because it produces a specific resource type, enabling consistent combos (e.g., a hammer privilege guarantees promotion capability each year). Aim for at least 3 income cards to avoid being eligible for the King's Bounty.

End-Game Resource Hoarding

The final year's agenda determines which resource type scores 1 VP per card at game end. Since you can hold up to 10 cards (Tithes rule), consider hoarding the top-agenda resource type in the last year. Bidding to influence which agenda is played in the final Winter can be as important as winning the Spring auction.

King's Bounty Vulnerability

Avoid ending Fall with fewer than 5 resource cards AND income under 3 if you have fewer VP than someone — you become a King's Bounty target yourself. Conversely, if you're behind on VP, the King's Bounty lets you drain a leader's resources while they gain only a privilege (potentially from a third player, not you).

Common questions and edge cases

Can a player use the Bribe a Knight action and then immediately attack the same opponent on the same turn to strip their shield first?

Yes. Since a player may take any number of Summer actions in any order, they can first play 1 cup to force the opponent to discard a shield, and then play 1 shield to attack that same opponent — who now has one fewer shield available to counter. Both actions are legal in the same turn.

A player attacks and destroys a hut, drawing 2 resource cards. Can they immediately use those cards to fund another attack or build a hut on the same turn?

No. The 2 resource cards drawn from a successful attack cannot be used during the turn on which they were drawn. They become available for use in later turns within the same Summer phase.

A player destroys two huts belonging to the same opponent in one Summer. Do they draw 2 resource cards for each hut?

No. The attacker draws 2 resource cards only for the first hut destroyed from each specific opponent. Destroying a second (or more) hut from the same opponent in the same Summer yields no additional card draws.

An opponent has 2 farm huts and 2 worker's huts. A successful attack forces them to burn a hut. Can they choose a worker's hut?

Yes, in this case they must choose a worker's hut. If they burned a farm hut, they would have 1 farm hut and 2 worker's huts, violating the rule that farm huts ≥ worker's huts. Therefore, to maintain the constraint, they must burn a worker's hut (resulting in 2 farm huts and 1 worker's hut).

A player builds a cathedral section and has 3 worker's huts on the board. Do those huts score VP before being removed?

Yes. The winner scores 1 bonus VP for each of their worker's huts currently on the board at the moment the cathedral section is built, and then all those worker's huts are returned to their supply. The VP are scored before the huts are removed.

An opponent targeted by the King's Bounty wants a privilege but none are left in the supply. Who do they take it from?

The targeted opponent takes a privilege from any other player, but specifically not from the player who invoked the King's Bounty against them.

A player has added resources to their bid in two separate raises (e.g., 2 cards then 1 more card). They pass. How many cards do they get back?

The player gets back only their most recent raise — the last increment added to their bid (1 card in this example). The earlier commitment (2 cards) is not returned. Passing early in the bidding minimises lost cards.

At game end, how do players know which resource type scores 1 VP, ½ VP, or 0 VP?

Resource scoring at game end is determined by the agenda card of the final year. The resource type listed at the top of that agenda scores 1 VP per card, the two middle types score ½ VP per card, and the bottom type scores 0 VP per card.

A player has 3 farm huts. How many extra income cards do they draw from the farm hut bonus?

1 extra card. The farm hut bonus is 1 card per every 2 farm huts (rounded down). With 3 farm huts: 3 ÷ 2 = 1 (rounded down).

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