Editing Kingdoms: Events

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Most events will be ''"mirrored"''. That is, they will occur with the same effect in both Kingdoms. This is the easiest way to be fair, as both Kingdoms have the same opportunity at the same time.
 
Most events will be ''"mirrored"''. That is, they will occur with the same effect in both Kingdoms. This is the easiest way to be fair, as both Kingdoms have the same opportunity at the same time.
  
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You also have the option of ''"echoing"''. This is where an event only effects one kingdom, but in a later year you have the same event effect the other kingdom. With this option, the narrative is often more convincing to suspension of disbelief, but on the other hand it's not perfectly fair. Consider, for example, that a +1 boost to Dreaming is more beneficial in the early game than the late game. Also, consider that if your players are aware that you are using ''echoing'', then when they see an unmirrored event on the enemy they can plan on receiving the same event later.
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You also have the option of ''"echoing"''. This is where an event only effects one kingdom, but a later year you have the same event effect the other kingdom. With this option, the narrative is often more convincing to suspension of disbelief, but on the other hand it's not perfectly fair. Consider, for example, that a +1 boost to Dreaming is more beneficial in the early game than the late game. Also, consider that if your players are aware that you are using ''echoing'', then when they see an unmirrored event on the enemy they can plan on receiving the same event later.
  
 
The final option is ''"balancing"''. This is where the two kingdoms receive different events, but of equal benefit or equal harm. This is difficult to use, as you have to make a value judgment as to what events are balanced with each other, but it is rewarding in the sense that players feel like they are being treated individually.
 
The final option is ''"balancing"''. This is where the two kingdoms receive different events, but of equal benefit or equal harm. This is difficult to use, as you have to make a value judgment as to what events are balanced with each other, but it is rewarding in the sense that players feel like they are being treated individually.
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* 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 improvement, on a 1 it is destroyed. ''Example Description:'' Earthquakes rock the kingdom, and buildings crumble!
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* Roll a D6 for each army, on a 1 it is broken. ''Example Description:'' Peasants revolt and many lives are lost quelling the rebellions.
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* Roll a D6 for each improvement, 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.
 
* 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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