Medieval Heckle | THE MONARCH QUICK START
Heckle Box
ON GUARD

HECKLE IS NOT JUST ANOTHER GAME, IT'S ACTUALLY FUN

108 cards. Infinite heckling. Rules printed on the box, victory in the cards. Join the campaign or lose it all in this fast-paced battle.

JOIN THE CAMPAIGN

THE MONARCH QUICK START

ON GUARD!

Start with 7 cards. Play begins clockwise unless a Melee breaks out.

SPEED MATTERS!

Act swiftly! Others may jump in (MELEE) with an identical card Out-of-Turn.

TAXATION

Lose a round? Pay the Lord and Treasury. If you go broke, you're a Serf.

THE CAMPAIGN

The player with the most treasure when the second Serf falls is crowned MONARCH.

DA RULES

LEARN OUR GAME
Heckle Jester
START A CAMPAIGN
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I. THE CAMPAIGN

Welcome to the Campaign, where the ultimate goal is to bankrupt all other players! Engage in strategic BATTLES to ascend as the next King or Queen.

The Objective: Bankrupt your rivals. A player becomes a "Serf" if they go bankrupt and cannot pay taxes. The campaign ends when the SECOND player becomes a Serf.

DON'T READ? Watch the video at Playheckle.com

II. SETUP & START

Deal 7 cards face down to each player. DO NOT LOOK at them yet. The dealer says "ON GUARD!" and the player to the dealer's RIGHT begins by flipping the top card of the draw pile.

Play moves clockwise. You must play a card of the same SUIT (Hearts, Diamonds, Spades, Clubs) or ICON. If you cannot play, draw one. If you still cannot play, you must declare "PASS."

III. MELEE & SPEED

MELEE: A Melee breaks out when someone "Jumps In" out-of-turn with the exact same card currently on top of the pile. Speed matters! Play continues in the established direction from the point of the Melee.

HECKLE: When you have one card left, yell "HECKLE!" If someone catches you before you say it, draw TWO cards as a penalty.

IV. THE ROLES

Role cards allow you to sabotage or defend:

  • REDIRECT: Move the next play.
  • TRAVERSE: Skip the next player.
  • COWNTER: Reverse the direction of play.
  • ATTACKS (Lunge/Flunge): Force the next player to draw. These accumulate!
  • DEFENSE (Parry): Block or change the play.
  • CAMINEER: Switch the active suit.

V. TAXATION

Each player starts with 10 Florins. The first to go out becomes the Lord or Lady (they pay nothing).

Calculating Taxes: Every other player pays 1 Florin to the Lord/Lady, plus a total equal to the Roman Numerals (I to VIII) on their remaining cards to the TREASURY.

VI. ADVANCED GAMBITS

  • NOBLE'S GAMBIT: A Noble can pay 2 Florins to liberate a Serf, but the Serf takes 3 extra cards.
  • TRIPLE THREAT: 3 identical numerical cards end the battle with no winner.
  • CARD SWAP: Swap seats with a player who has an equal card count (once per game).
  • FLUNGE FRENZY: 4 Flunges played together ends the battle; the target becomes a Serf immediately.

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