After sitting on the shelf for years we finally played this game again the other day. Unfortunately it is now out of print, but some copies are still available on the usual websites

The Musketeers are trying to acquire three valuable gems. However, the Cardinal and his dreaded Guards are out to sabotage the Musketeers’ mission. Many skirmishes between the Musketeers and the Guards ensue. The most successful Musketeers will be awarded gems.
Those who fail will be sent to prison and will remain empty handed.
Setup: Begin by removing some specific cards depending on the number of players participating in the game. Once you have adjusted the deck, shuffle thoroughly and place all Guard cards in the center of the playing area, ensuring they are easily accessible to all players. In addition to the Guard cards, make sure to include the Gem and Prison cards in the center as well, as these elements play pivotal roles throughout the game. After organizing these fundamental components, shuffle the Musketeer cards with care to ensure a random distribution and then proceed to deal 12 cards to each player, providing them with their initial hand and setting the stage for an engaging and strategic gameplay experience.

Play: players select 3 cards to place face down; these are their potential rewards (Pay cards) for this fight. Each player carefully considers their choices, weighing the strengths and weaknesses of their cards while trying to anticipate their opponents’ moves. Once all players are ready, the top Guard card is revealed, establishing a benchmark that must be met or exceeded. Players then simultaneously select a card from their hidden hand, and upon the count of three, everyone reveals their chosen card. If the cumulative sum of the selected cards is lower than the strength of the Guard, the player who played the lowest card must place a Prison card on one of his Pay cards, which may hinder their chances of victory in subsequent rounds. Conversely, if a player manages to play the highest card, they are rewarded with the option to place a coveted Gem card on one of their Pay cards, enhancing their potential rewards, or they may choose to return one of their previously played Prison cards back to the center, offering them a strategic advantage. Should the center area not contain a card that aligns with their needs or strategy, players can opt to take a card from another player, introducing an element of risk and negotiation. It’s important to note that if a player finds themselves with all 3 Prison cards, the value of their played card does not contribute to the collective total of the other players’ cards, potentially isolating them from benefit while adding to the game’s tension and complexity.
The round ends after 9 fights, creating an exciting and competitive atmosphere. During these rounds, players earn silver for their Pay cards, which can be a strategic advantage, especially since the amount is doubled if a Gem is on top of the card, adding a thrilling twist to the gameplay. However, players need to be cautious, as the silver earned can be completely reduced to 0 if a Prison card is on top, introducing an element of risk that can change the dynamics of the game. At the conclusion of the rounds, the player with the most coins wins, showcasing their skill and strategy throughout the matches. Alternatively, players have the option to continue engaging in rounds until one player accumulates 100 or more points, which further intensifies the competition. In this scenario, the player with the most points becomes the ultimate champion, proving their dominance not just in coin collection but also in overall gameplay strategy and endurance.
An easy to learn game with lots of strategy and intrigue. I really like it’. If you can grab a.co so