Kingdom Turns

Kingdom Rules

Before we can get into how the turns operate we must first establish a few rules that follow.

Experience Points

You claim XP by taking territories, enduring kingdom events, achieving milestones, and converting left over Resource Dice into XP at the end of kingdom turns. At the end of a kingdom turn, if your XP exceeds 1000, reduce your kingdom XP by 1000 and level up your kingdom. Your kingdom can never exceed your player level, if you were to level up but it would exceed your player level, you instead keep your XP total and only reduce it once the level up would not exceed you player level.

Unrest

As you gain unrest a few things begin to happen. Anytime your Unrest would be increased to 10 or higher you gain 1d10 Ruin. Your Unrest cannot exceed 20, once it hits 20 your kingdom falls into anarchy and the only activities you may take during kingdom turns are Quell Unrest.

Ruin

Ruin comes in 4 categories: Corruption which affects Culture, Crime which affects Economy, Decay which affects Stability, and Strife which affects Loyalty. Ruin cannot exceed 10 in any of these categories. As Ruin increases it gives penalties to rolls associated with the ability it affects.

Fame/Infamy

Anytime you get a critical success you gain a Fame/Infamy point. These points may be used to reroll skill checks and take the better results. You lose any Fame/Infamy points at the end of a Kingdom turn.

Kingdom Turn

The following is the order in which Kingdoms take their turns.

Upkeep Phase

Part 1: Resources

You gain a number of Resource Dice equal to your Kingdom level +4. Additionally this is when any Worksites you have would produce any Commodities.

Part 2: Food

This is when any Farmlands or Ports you have would produce Food Commodities. Next you may take the Harvest Crops, Go Fishing, or Gather Livestock activity. Lastly you must pay your Kingdom's consumption cost or gain 1d4 Unrest.

Commerce Phase

Part 1: Collect Taxes

You can Collect Taxes once per Kingdom turn to attempt to bolster your Economy-based checks for the remainder of the Kingdom turn. If you don’t attempt to Collect Taxes, you can instead attempt a DC 11 flat check; on a success, reduce Unrest by 1.

Part 2: Approve Expenses

You can draw upon the kingdom’s funds to enhance the standard of living for its citizens by attempting the Improve Lifestyle activity or you can attempt a withdrawal from the kingdom’s funds using the Tap Treasury activity.

Part 3: Tap Commodities

If your kingdom has any stockpiles of Commodities, you can attempt the Trade Commodities activity to bolster your RP for the turn.

Part 4: Manage Trade Agreements

If you’ve established trade agreements, you can use the Manage Trade Agreements activity.

Activity Phase

During this phase each leader make take one activity they wish to partake in. Leaders cannot select any of the activities above or any Warfare activities at this time.

Civic Phase

During this phase you may attempt to build one structure.

War Phase

During this phase you may take part in one Warfare activity.

Event Phase

If an event does occur, this is when it will happen.

End Phase

You lose any commodities for which you do not have storage for and you lose any Fame/Infamy points. Any left over Resource Points or Dice is converted into Kingdom XP.

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