Jane Austen's Matchmaker is a sociable card game for 3 to 6 players, featuring characters from the works of Jane Austen.

Play your own story

Use your matchmaking skills to plot advantageous marriages. Protect your ladies from penniless rogues while using your charming scoundrels to wicked effect. All's fair in love and social climbing!

In this conjugal crossover you can recreate the couplings as Austen intended, or rewrite her world entirely! Would you like to see Mr Darcy walk down the aisle with Elizabeth Bennet or do you think he’s be happier with Emma Woodhouse?

Rules of Engagement

Collect character cards (Ladies and Gentlemen) by making and accepting marriage proposals. At the end of the game, if you have collected characters with the most Virtue, you win!

On your turn you can either...

  • Introduce one of your Ladies into Society.
  • Propose to another player's Lady with a Gentleman from your hand.
  • Push a Lady from your Society into someone else's.
  • Have a Ball (requires a special card).
  • Draw a card.

Polite Society?

When you bring one of your Ladies into play (face up on the table), she is said to be 'in Society'. You can only propose to Ladies in other players' Societies. Having the most Ladies in Society gives you a great social advantage — you get two actions on your turn!

However, any unmarried Ladies left in your Society at the end of the game will deduct points from your final score. If another player has less Ladies in Society than you, you can use your turn's action to push one of your Ladies onto them.

Making a Proposal

You can propose to another player's Lady with a Gentleman from your hand. Choose your suitor and his intended with care.

Your Gentleman cannot propose if the Lady's Charm is higher than his. However, you can discard cards to make up the difference.

You can also enhance your Gentleman's Charm by discarding cards. If his Charm is higher than the Lady's, his proposal will be harder to decline.

Accepting a Proposal

Swap your character card with the other player. The proposing player now has the Lady and the other player has the Gentleman.

The player holding the card with the higher Wealth draws cards equal to the difference between the two scores. If the scores are the same, no cards are drawn.

Both players put their newly-wed card onto their Marriage piles for scoring its Virtue at the end of the game.

Declining a Proposal

Declining a proposal is as easy as saying 'No, thank you'. However, if the Gentleman's Charm is higher than the Lady's, her player must discard cards equal to the difference between the two scores; otherwise the Lady's sensibility overcomes her sense and she accepts anyway!

After declining, if the Gentleman's Rank is higher than the Lady's, her player draws cards equal to the difference. The attention of a superior Gentleman is good for your social standing even if you spurn him!

Have a Ball!

If you play this card, you are the host and all other players are invited to attend.

Each player (including you) can attend the ball by immediately putting a Lady into their Society from their Hand.

For each player who attends (including you), draw a card. You do not have to attend your own ball.

Discard the 'Have a Ball' card at the end of your turn after playing it.

The End

If the draw pile is empty and a player needs to draw a card, the game ends immediately.

Everyone discards their hand but keeps their Society and Marriage piles in play.

Add up the Virtue of all cards in your Marriage pile and subtract the Virtue of all the Ladies left in your Society (if any). The player with the highest score wins.