—description from the publisher
The game lasts for seven rounds. In each round, a specified number of mission cards are revealed. Each mission has an associated influence type: Crowns, Ravens, or Swords. Each noble plays influence cards face down to one or more missions, and places their House Sigil at the mission where they played the most cards.
Then each mission is resolved by shuffling the influence cards there and tallying up successes and failures. If a mission succeeds, Order is generated, otherwise Chaos is generated.
Nobles may earn rewards (Coin, Honor, Power) based on whether the mission with their House Sigil succeeded or failed.
The King also plays Decree cards during the game to grant Favor to nobles who seem loyal, or cast Suspicion on suspected Conspirators. Decree cards award Order if the King was correct and Chaos if the King was wrong.
At the end of the game, if Order exceeds Chaos, the King wins and any Loyalists who achieved their personal Ambitions win. If Chaos has the edge, then any Conspirators who achieved their personal Ambitions win