Store data
- UK price
- £1.79
- US price
- $1.99
- Positive reviews
- 100%
- Total reviews
- 1
- Release date
- 29 September 2026
SteamWatch’s first observed day and week; tracking can begin after release. Top Sellers is Steam’s revenue ranking, not a sales estimate.
1 player-data day recorded in this window.
6 player-data days recorded in this window.
24-hour and 7-day views use hourly peaks from ten-minute samples. Longer views use retained daily peaks. Up to 24 recent event markers are shown per layer.
| Month | Peak | Gain | % gain | Average | Avg % gain |
|---|---|---|---|---|---|
| Last 30 days | 1 | — | — | 0 | — |
| October 2026 | 1 | +1 | — | 0 | — |
| September 2026 | 0 | — | — | 0 | — |
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| United KingdomGBP · GB | GBP | £1.79 | £1.79 | 0% | £1.79 | No change recorded |
| United StatesUSD · US | USD | $1.99 | $1.99 | 0% | $1.99 | No change recorded |
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Recent views use Steam's daily review activity. Longer views use weekly totals, retained by SteamWatch.
Four in a row is the easy part. Earning each square is the game.
Every cell on the board shows a number. To claim it you have to build that number out of the cards in your hand — and there is always more than one way. First to line up four wins: across, down, or along either diagonal.
Your hand is five cards, worth 1 to 6. A cell reading 96 does not want a 96 — it wants a 9 and a 6 glued together. A cell reading 30 will take 5 × 6, or 6 × 5, or 2 & 4 + 6. You get up to three cards and six operations:
Concatenate — 9 & 6 = 96. The shortcut to the big two-digit targets.
Exponent — 4 ^ 2 = 16.
Multiply and Divide — division must come out exact. There are no fractions in this kingdom.
Add and Subtract — and dipping negative part-way through an expression is perfectly legal.
The board reads strictly left to right — no order of operations, ever. 2 + 3 × 4 is 20 here, not 14. That one rule turns plain arithmetic into a puzzle about sequence: the cards you hold matter less than the order you spend them in.
ROYALS 7 — the open game. One to three cards, any operations you like, two-digit targets across a 6×6 grid. Every number on the board is yours to shape.
DECREE — the board dictates the math. Every column flies a banner: + − × ÷ ^. That is the only operation permitted in that column. Targets are single digits, and every move is exactly two cards — never one, never three. You do not choose the operation. You choose two cards and go hunting for the column that will accept them.
And once per match, you may issue an EDICT .
An Edict demolishes an entire column. Everything standing in it is destroyed, every column to its right slides one place left, and a freshly rolled column — new law, new targets — marches in at the far end. Pulling a column out makes its neighbours adjacent, which means the slide can complete a line of four that nobody ever actually played. Those lines count.
Demolish at your own peril: if the shift completes a line for both players at once, the victory goes to the player who did not call the Edict.
Forty-eight cards, eight copies each of 1 through 6. Spend them and they leave your hand at once, but replacements only arrive at the start of your next turn — so a three-card play leaves you thin for a round. That is the real cost of a clever move.
Nothing is ever destroyed, though. When the last card leaves the deck, the discard pile is shuffled and becomes the deck again. You can always draw. You just cannot always draw well.
Same Device — two players, one screen, taking turns.
Vs Computer — face the court's strategist at three strengths.
Online — host a match or join a friend's across the network.
The Proving Grounds — eight short trials, one move each, teaching the ways of both kingdoms. Replay any of them freely.
Standard — the hand-tuned layout, identical every game. Each number appears exactly twice, at opposite ends of the grid, so no corner favors either player.
Mirrored — a fresh board every match under the same fairness rules: every number twice, the grid symmetric about its centre.
Random — every cell drawn on its own. Common numbers land often, awkward ones rarely. No symmetry, no promises.
Every printed number is reachable with the deck. There are no dead cells.
Select your cards and every cell you can currently claim lights up. Stuck? All results lists every number your hand can reach and flags the ones sitting on an open cell right now — click a row and the operations drop straight onto the play line.
The game will happily do the arithmetic. It will not tell you which square to take.
Two complete rulesets — Royals 7 and Decree — each with its own board, its own maths, and its own tutorial trials
Local two-player, three AI strengths, and online play against a friend
Three board generators, from a hand-balanced fixed layout to a weighted random draw
Eight one-move challenges in the Proving Grounds
Six operations including concatenation and exponents, with strict left-to-right evaluation
A 48-card cycle that recirculates forever — no dead hands, no unwinnable draws
Fullscreen, reduced-motion, and brisk-animation options
| # | ||
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| 01 | Ach Back From The Brink | 40.0% |
| 02 | Ach First Claim | 40.0% |
| 03 | Ach First Crown | 40.0% |
| 04 | Ach Power Play | 40.0% |
| 05 | Ach Read The Fine Print | 40.0% |
| 06 | Ach Side By Side | 40.0% |
| 07 | Ach The Long Number | 40.0% |
| 08 | Ach Three Card Trick | 40.0% |
| 09 | Ach Waste Not | 40.0% |
| 10 | Ach By Decree | 20.0% |
| 11 | Ach Flawless Four | 20.0% |
| 12 | Ach Grandmaster | 20.0% |
| 13 | Ach Journeyman | 20.0% |
| 14 | Ach Knight Of The Proving Grounds | 20.0% |
| 15 | Ach Master Of Laws | 20.0% |
| 16 | Ach Overengineered | 20.0% |
| 17 | Ach Sloping Crown | 20.0% |
| 18 | Ach Squire | 20.0% |
| 19 | Ach Three Of A Kind | 20.0% |
| 20 | Ach Zero Hour | 20.0% |
| 21 | Ach Across The Realm | 0.0% |
| 22 | Ach Apprentice | 0.0% |
| 23 | Ach Below Zero | 0.0% |
| 24 | Ach Cartographer | 0.0% |
| 25 | Ach Court Regular | 0.0% |
| 26 | Ach Crossroads | 0.0% |
| 27 | Ach Dynasty | 0.0% |
| 28 | Ach Envoy | 0.0% |
| 29 | Ach Every Angle | 0.0% |
| 30 | Ach Five In A Row | 0.0% |
| 31 | Ach Forty Nine Crowns | 0.0% |
| 32 | Ach Fresh Hand | 0.0% |
| 33 | Ach Gridlock | 0.0% |
| 34 | Ach Ground Zero | 0.0% |
| 35 | Ach Hoist | 0.0% |
| 36 | Ach Humbled | 0.0% |
| 37 | Ach Ironclad | 0.0% |
| 38 | Ach Just One More | 0.0% |
| 39 | Ach Lawful | 0.0% |
| 40 | Ach Lucky Seven | 0.0% |
| 41 | Ach Machine Breaker | 0.0% |
| 42 | Ach Night Court | 0.0% |
| 43 | Ach Old Guard | 0.0% |
| 44 | Ach Polymath | 0.0% |
| 45 | Ach Round And Round | 0.0% |
| 46 | Ach Seven Crowns | 0.0% |
| 47 | Ach Shield Wall | 0.0% |
| 48 | Ach Shift Of Power | 0.0% |
| 49 | Ach The Kings Side | 0.0% |
| 50 | Ach Twin Crowns | 0.0% |
| 51 | Ach Two Crowns | 0.0% |
Hear ye: Royals7's first update has arrived. The court finally has sound, the game opens with some ceremony, and Options has grown into four tabs, with settings for your pace, how much the board helps, and how easy everything is to read. Sound at Court Royals7 now has sound effects: picking up and setting down cards, deals and reshuffles, placing a piece, discards, the Edict, wins, losses and stalemates, tutorial results, achievements and menu clicks. A move the rules won't allow now plays its own soft sound. Music and effects each have their own volume slider and mute, under Options → Display & Sound. New: the game can go quiet while you're in another window (In the background → Mute). A Royal Entrance The game now opens with a short ceremony: the Adblab logo, then the painting spreads out from the crown and the ROYALS7 title strikes in gold as the theme begins. Any key or click skip...
Read full update on Steam ↗1 positive · 0 negative.
1 concurrent players — the highest daily peak recorded at that point.
Hear ye: Royals7's first update has arrived. The court finally has sound, the game opens with some ceremony, and Options has grown into four tabs, with settings for your pace, how much the board helps, and how easy ev…
0 concurrent players — the highest daily peak recorded at that point.
Release date supplied by the Steam store.