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Kingdoms: Events
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==World-changing Events== With these ''events'', something happens that rearranges the state of the battlefield. They are dramatic, and can drastically change the balance of power in the game. This can be a good thing, revitalising a stagnant game. It can also be a bad thing, making players feel that their long term planning has been invalidated by the Adjudicator's whim, and leaving them feeling like the game is random and unfair. Use them with caution, and don't go over the top. Adding a dice roll of some sort can help reduce the feeling of arbitrariness, even if it increases the feeling of randomness. Examples might include: * Roll a D6 for each improvement, on a 1 it is destroyed. ''Example Description:'' Earthquakes rock the kingdom, and buildings crumble! * Roll a D6 for each army, on a 1 it is broken. ''Example Description:'' Peasants revolt and many lives are lost quelling the rebellions. * Each gain 3d6 Glamour. ''Example Description:'' A tide of magical energy moves through the sky in rainbow colours, and your sages desperately try to harvest of it for your use before it moves away.
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