Guillotine Rules

The revolutionary card game where you win by getting a head.

AGES 12+

For 2 to 5 players


A 50-card NOBLE deck(the cards with two Guillotine logos on the back) and a 60-card ACTION deck (the cards with 1 Guillotine logo on the back)

Background Story:

Heads are going to roll-lots of them-and you want to earn top bragging rights back in the guillotine operators' locker room. If you behead Marie Antoinette or King Louis XVI everyone will be impressed, but who's going to care if you lop off a palace guard's head? So make sure you collect the most prestigious noggins and you'll be head and shoulders above the rest!


Collect the most points by beheading important nobles.


Play is divided into three "days." On each day, 12 nobles are lined up to await their turns at the guillotine. Players take turns playing action cards from their hands (possibly rearranging the order of the line) and then collecting nobles from the front of the line. At the end of the third day, whoever has the most points wins.


Shuffle the two decks separately and deal 5 action cards to each player. Leave space for a discard next to each of the two decks


At the beginning of the first day, have someone take the top 12 noble cards from the noble deck and place them faceup in a line from left to right. The right end of the line is the guillotine where nobles will be beheaded(collected). Randomly choose someone to go first. That player's turn proceeds as follows:

Play an action card(optional).
Action cards allow you to move nobles forward and backward in line, draw extra cards, add or remove nobles from line, get extra points and so on.

Collect the first noble in line.
Nobles are worth varying points depending on their notoriety. When you collect a noble card place it faceup in front of you to make a score pile. All collected noble cards are left faceup on the table at all times.

Draw an action card(whether or not you played one).

Example of play:
Here are the first four nobles in line(remember the right is to the front of the line.
Figure 1:
Archbishop, Fast Noble, Marytr, Duke

It's Mardee's turn and she decides to play the action card L'idiot. This card allows her to "Move a noble forward up to 2 places in line. She moves the Fast Noble forward two places. The line is now...
Figure 2:
Archbishop, Martyr, Duke, Fast Noble

Maradee then collects the Fast Noble which reads "Collect an additional noble from the front of the line after you collect this noble" This means she also collects the Duke, giving her a total of 5 points to add to her point total.

After collecting the nobles, Maradee draws another card form the action deck. It is now the next player's turn.

Continuation of Play: The next player to the left takes a turn using the same sequence, playing an action card if he or she wishes, collecting the first noble in line, and drawing an action card.

Play continues in the same manner until there are no nobles left in line at the start of someone's turn. That day is then over and a new day begins. Deal out 12 new noble cards from the noble deck.

All players keep their remaining action cards in their hands and any noble cards they collected in their respective score piles. The player to the left of the person who started the previous day is the first player for the new day.

Other players are allowed to check out the nobles you've collected to find out how many points you've scored. When the third day is over, each player counts up the points on his or her noble cards (the number in the lower right-hand corner and any action cards that might add to or substract from the point total. Whever has the most points wins!

Vive la revolution!

Game design:
Paul Peterson
Game development:
Paul Peterson
Robert Gutschera
Glenn Elliott

Art direction and graphic design:
Christopher Rush

Quinton Hoover
Mike Raabe

Cary Calhoun
Steve Nasham
Chris Nitz

Rob Dalton
With contributions by
Britt Scott

Brand management:
Joseph Hauck
Gail DeGuiulio
Kyle Murray

Copyright 1998 Wizards of the Coast Inc, P. O. Box 707 Renton, WA 98056-0707, USA.

Guillotine, Wizards of the Coast and their respective logos are trademarks of Wizards of the Coast, Inc. in the USA and other countries. All characters are their distinctive likenesses are propert of Wizards of the Coast, Inc.

U.S., Canada, Asia Pacific and Latin America
Wizards of the Coast. Inc
P. O. Box 707 Renton, WA 98056-0707, USA.

Accessible rules transcribed by Richard Gibbs for 64 Oz. Games accessibility kit in accordance with copyright law, 17 U.S.C. Ка121: