Editing Kingdoms: King - The Lord and Liege

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Try to keep the King simple when you assign stats to him - they'll be plenty of decisions and complications for King players, and plenty of opportunities to show tactical finesse. What you don't need is a game that is a foregone conclusion from the outset because of an overpowered or underpowered King.
 
Try to keep the King simple when you assign stats to him - they'll be plenty of decisions and complications for King players, and plenty of opportunities to show tactical finesse. What you don't need is a game that is a foregone conclusion from the outset because of an overpowered or underpowered King.
  
The traits, boons and drawbacks below which may cause game balance issues are marked with an asterisk. Its a good idea to balance these out so that if an asterisked descriptor is present with one Kingdom at the start of the game there is an equally useful/debilitating one in the opposed Kingdom as well.
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The traits, boons and drawbacks below which may cause game balance issues are marked with an asterisk. As an Adjudicator, you always have the option to strip out any descriptors that you feel are going to upset the game.
  
 
As always, bear in mind that this list is not and never be exhaustive! If you need a new descriptor, then just add it on! Bear in mind that descriptors with drastic effects should normally be placed in '''Traits''' rather than '''Boons''', as ''Boons'' are very easy to come by in-game.
 
As always, bear in mind that this list is not and never be exhaustive! If you need a new descriptor, then just add it on! Bear in mind that descriptors with drastic effects should normally be placed in '''Traits''' rather than '''Boons''', as ''Boons'' are very easy to come by in-game.
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===Defensively Fortified Kingdom===
 
===Defensively Fortified Kingdom===
 
Add +3 to ''War Defence'' versus ''Pillage'' campaigns only.
 
Add +3 to ''War Defence'' versus ''Pillage'' campaigns only.
===Effective Management*===
 
In ''Springtime'' the King has +2 to his ''Dreaming'' rating.
 
 
===Empowered Dreaming*===
 
===Empowered Dreaming*===
 
The King has +1 to his Dreaming rating.  
 
The King has +1 to his Dreaming rating.  
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It costs the King one Glamour to renew two armies.
 
It costs the King one Glamour to renew two armies.
 
===Inspires Community===
 
===Inspires Community===
Add +5 to the Kingdom's total  ''Internal Security'' versus ''Kidnap'' intrigues only.
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Add +3 to the Kingdom's total  ''Internal Security'' versus ''Kidnap'' intrigues only.
 
===Inspires Devotion===
 
===Inspires Devotion===
Add +5 to the Kingdom's total ''Internal Security'' versus ''Manipulation'' intrigues only.
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Add +3 to the Kingdom's total ''Internal Security'' versus ''Manipulation'' intrigues only.
 
===Inspires Loyalty===
 
===Inspires Loyalty===
Add +5 to the Kingdom's total ''Internal Security'' versus ''Propaganda'' intrigues only.
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Add +3 to the Kingdom's total ''Internal Security'' versus ''Propaganda'' intrigues only.
 
===Inspires Paranoia===
 
===Inspires Paranoia===
Add +5 to the Kingdom's total  ''Internal Security'' versus ''Espionage'' intrigues only.
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Add +3 to the Kingdom's total  ''Internal Security'' versus ''Espionage'' intrigues only.
 
===Secure Palace===
 
===Secure Palace===
 
Add +3 to ''War Defence'' versus ''Checkmate'' campaigns only.
 
Add +3 to ''War Defence'' versus ''Checkmate'' campaigns only.
===Terrifying===
 
When this piece is acting as a ''War Commander'' in a ''Summer Campaign'', each opposing ''Army'' temporarily has ''-1 to Battle Strength''.
 
 
 
===Vast Wealth*===
 
===Vast Wealth*===
 
The King starts the game with +5 Glamour.
 
The King starts the game with +5 Glamour.
===Victory March===
 
Reduce the Glamour Cost of this kingdom declaring a ''Checkmate'' objective to 3 Glamour.
 
  
 
=Drawbacks for the King=
 
=Drawbacks for the King=
===All or Nothing===
 
This ''Kingdom'' cannot win by an ''"Inevitable Victory"''. At the end of Turn 12, the opposing Kingdom automatically wins the game.
 
 
===Bloodthirsty Kingdom===
 
===Bloodthirsty Kingdom===
 
In any Summer where this Kingdom does not launch any ''Summer Campaigns'', the King loses all his remaining Glamour.
 
In any Summer where this Kingdom does not launch any ''Summer Campaigns'', the King loses all his remaining Glamour.
===Bound to the Kingdom===
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===Diminished Dreaming===
The King can never be an ''Attack Commander'' nor an ''Agent''.
 
===Diminished Dreaming*===
 
 
The King has -1 to his starting Dreaming rating. This is a good drawback to apply to King's with very versatile and mutable powers - in effect, the King's imagination is engaged in controlling his powers rather than in his Dreaming.
 
The King has -1 to his starting Dreaming rating. This is a good drawback to apply to King's with very versatile and mutable powers - in effect, the King's imagination is engaged in controlling his powers rather than in his Dreaming.
===Diminished Harvest*===
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===Diminished Harvest===
 
The King has -1 to his starting Harvest rating. This is a good drawback to apply to King's with increased power levels - in effect, the King has to use up some of his yearly Glamour just to maintain his power.
 
The King has -1 to his starting Harvest rating. This is a good drawback to apply to King's with increased power levels - in effect, the King has to use up some of his yearly Glamour just to maintain his power.
===Internal Dissent===
 
Each Summer the King must select one Army to act as a police force - this Army cannot participate in that Summer's attacks or defences. If the King does not or cannot do this, then he loses one ''Improvement'' of the opposing King's choice.
 
===Internal Intrigues===
 
Each Winter the King must select one back row piece other than a ''Knight'' to act as a secret policeman - this piece cannot participate in that Winter's attacks or defences. If the King does not or cannot do this, then he loses D6 ''Glamour''.
 
 
===No Glamour===
 
===No Glamour===
 
The King starts the game with 0 Glamour. This drawback is a good one to apply if there is some reason why the King starts without power - perhaps he is rules a kingdom that is on the verge of collapse, or perhaps the backstory had him "buy" his kingdom or his queen.
 
The King starts the game with 0 Glamour. This drawback is a good one to apply if there is some reason why the King starts without power - perhaps he is rules a kingdom that is on the verge of collapse, or perhaps the backstory had him "buy" his kingdom or his queen.
 
===Pacifistic===
 
===Pacifistic===
No ''Summer Campaigns'' or ''Winter Intrigues'' may be launched by this kingdom until the enemy has made at least one attack during the games of succession.
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No ''Summer Campaigns'' or ''Winter Intrigues'' may be launched by this kingdom until the enemy has made at least one attack.
 
 
===Physically Weak===
 
During ''Summer'', temporarily reduce ''Dreaming'' by -4.
 
===Politically Inept===
 
During ''Winter'', temporarily reduce ''Dreaming'' by -4.
 
 
===Poor builder===
 
===Poor builder===
 
The King pays +1 Glamour for each Improvement he builds.
 
The King pays +1 Glamour for each Improvement he builds.
 
===Poor recruiter===
 
===Poor recruiter===
 
The King pays +1 Glamour for each Army he renews.
 
The King pays +1 Glamour for each Army he renews.
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===Rebellious Kingdom===
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Each Summer the King must select one Army to act as a police force - this Army cannot participate in that Summer's attacks or defences. If the King does not or cannot do this, then he loses D6 built ''Improvements''.
  
 
=Traits for the King=
 
=Traits for the King=
 
===Aggressive===
 
===Aggressive===
 
The King gains +2 to Dreaming for the purposes of attacks, and -4 to Dreaming for the purposes of defence.
 
The King gains +2 to Dreaming for the purposes of attacks, and -4 to Dreaming for the purposes of defence.
===Alternative Victory Condition===
 
This Kingdom can no longer attempt Summer Campaigns with the ''Checkmate'' condition, and cannot win by ''Checkmate''. In compensation, an alternative route to victory is defined by the ''Adjudicator''. This should be at least as hard to achieve as a ''Checkmate'' victory, and both Kings are aware of this trait being in place, and what the new win condition for this Kingdom is.
 
===Behemoth of War===
 
The King is truly massive - for example, a dragon the size of a castle, or an elemental spider whose stride spans the horizon. This trait adds +3 to the Dreaming of the King in Summer, but applies a -5 penalty to the King in Winter.
 
 
===Cautious===
 
===Cautious===
 
The King gains +2 to Dreaming for the purposes of defence, and -4 to Dreaming for the purposes of attack.
 
The King gains +2 to Dreaming for the purposes of defence, and -4 to Dreaming for the purposes of attack.
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===Inaccessible Kingdom===
 
===Inaccessible Kingdom===
 
The Kingdom is hard to reach - for example it is on a string of sea islands, or is underground, or is at the centre of a desert. This trait means that each ''Campaign'' launched by or against this kingdom has an additional cost of 1 Glamour per Army involved. Armies may have a Boon to bypass this cost, but the Arbitrator should make sure that both sides have equal access to this Boon at the start of the game to make sure the game is balanced.
 
The Kingdom is hard to reach - for example it is on a string of sea islands, or is underground, or is at the centre of a desert. This trait means that each ''Campaign'' launched by or against this kingdom has an additional cost of 1 Glamour per Army involved. Armies may have a Boon to bypass this cost, but the Arbitrator should make sure that both sides have equal access to this Boon at the start of the game to make sure the game is balanced.
===Mercurial===
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At the start of ''Springtime'' roll a D6. On a roll of 1, the King's ''Dreaming'' is reduced to 0 for the whole year. On a roll of 6 his ''Dreaming'' is doubled for the whole year. On a roll of 2-5, this ''Trait'' has no effect.
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===Behemoth of War===
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The King is truly massive - for example, a dragon the size of a castle, or an elemental spider whose stride spans the horizon. This trait adds +3 to the Dreaming of the King in Summer, but applies a -5 penalty to the King in Winter.
 
===Political Leader===
 
===Political Leader===
 
The King rules through political canniness but is weak in battle. This trait adds +3 to the Dreaming of the King in Winter, but applies a -5 penalty to the King in Summer.
 
The King rules through political canniness but is weak in battle. This trait adds +3 to the Dreaming of the King in Winter, but applies a -5 penalty to the King in Summer.

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