Kingdoms: Improvements

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Kingdoms: Main Page -> Kingdoms: Improvements

Improvements, Roleplaying and Flavour[edit]

The list of improvements on this page is by necessity rather dry and devoid of character, there as a resource for the Adjudicator.

When a King-Player orders an Improvement built, he doesn't pick off this list. Instead, he says exactly what the Improvement consists of and how much he is spending, and the Adjudicator then picks the rule to match it.

For example, the King could spend 3 Glamour to build Merchant Sea Docks in one of his cities, to encourage trade. The Adjudicator would then decide that this was a 3 pt Resource Generator, and assign the rules as appropriate. On the other hand, the Adjudicator could decide that the King's dreamform and style of government so far isn't going to support trade, and instead make it a 3 point Special Effect, with the ability to add the Naval trait to any piece for a year.

The List[edit]

Attack Boosts[edit]

Examples: Blacksmiths; Wayforts; Secret societies;

One Point Attack Boost[edit]

  • Add +1 to your kingdom's attacks with one campaign or intrigue objective (e.g. +1 attack all Espionage attempts).

Two Point Attack Boost[edit]

One of the following:

  • Add +2 to your kingdom's attacks with one campaign or intrigue objective (e.g. +1 attack all Espionage attempts).
  • Add +1 to your kingdom's attacks with two campaign or intrigue objectives (e.g. +1 attack all Espionage and Kidnap attempts)

Three Point Attack Boost[edit]

One of the following:

  • Add +3 to your kingdom's attacks with one campaign or intrigue objective (e.g. +1 attack all Espionage attempts).
  • Add +2 to your kingdom's attacks with three campaign or intrigue objectives (e.g. +1 attack all Espionage, Propaganda and Kidnap attempts)
  • Add +1 to your kingdom's attacks either with all Summer Campaigns or with all Intrigues.


Counteracts[edit]

Examples: Weapon Enchanter; Airship factory; Ghost anchor;

One Point Counteract[edit]

  • Negate an Army Boon or Army Trait on all of your enemy's pawns. For example, a Ghost Hunting College to negate the invulnerability of enemy ghost army.

Two Point Counteract[edit]

One of the following:

  • Negate a Boon or Trait on all of one type of your enemy's back row pieces. For example, an Airship Station to negate the Inaccessible Kingdom of trait of the opposing King, but only when you are attacking.

Three Point Counteract[edit]

One of the following:

  • Negate a Drawback on one piece you control. For example, a Proving Ground to negate the Poor Recruiter drawback on your King.


Dedicated Resource Generator[edit]

Examples: Mana Batteries; Construction Company; Staging Camp;

One Point Dedicated Resource Generator[edit]

  • Generate 1 point of Dedicated Resource each Autumn.

Examples of Dedicated Resource might include:

  • Arcane Energy that can be spent instead of Glamour to power Rituals.
  • Construction Projects that can be spent instead of Glamour to build Improvements.
  • Gold that can be spent instead of Glamour to Hire Mercenaries (and which is treated by the Neutral Player as Glamour).
  • Reserves that can be spent instead of Glamour to Renew Armies.
  • War Drugs that can be spent to give point-for-point bonuses to Attack Strength of Summer Campaigns.

Generally each Kingdom should have no more than one Improvement generating each type of Dedicated Resource.

Two Point Dedicated Resource Generator[edit]

  • Generate 2 points of Dedicated Resource each Autumn.

Three Point Dedicated Resource Generator[edit]

  • Generate 3 points of Dedicated Resource each Autumn.


Defence Boosts[edit]

Examples: Great Walls; Watchtowers; Security Groups;

One Point Defence Boost[edit]

  • Add +1 to your kingdom's defence against one campaign or intrigue objective (e.g. +1 Internal Security versus all Espionage attempts).

Two Point Defence Boost[edit]

One of the following:

  • Add +2 to your kingdom's defence against one campaign or intrigue objective (e.g. +2 War Defence versus all Checkmate attempts).
  • Add +1 to your kingdom's defence against two campaign or intrigue objectives (e.g. +1 Internal Security versus all Espionage and Kidnap attempts)

Three Point Defence Boost[edit]

One of the following:

  • Add +3 to your kingdom's defence against one campaign or intrigue objective (e.g. +3 War Defence versus all Pillage attempts).
  • Add +2 to your kingdom's defence against two campaign or intrigue objectives (e.g. +2 Internal Security versus all Espionage and Kidnap attempts)
  • Add +1 to your kingdom's defence against either all Summer Campaigns or all Intrigues.


Enablers/Penalisers[edit]

Examples: Prisons; Research Laboratory;

One Point Enablers/Penalisers[edit]

  • Deduct -1 from a specific task type in Spring or Autumn. E.g. -1 to Ritual casting cost, or -1 to enemy Escape Attempts.

Two Point Enablers/Penalisers[edit]

  • Deduct -2 from a specific task type in Spring or Autumn. E.g. -2 to Ritual casting cost, or -2 to enemy Escape Attempts.

Three Point Enablers/Penalisers[edit]

  • Deduct -3 from a specific task type in Spring or Autumn. E.g. -3 to Ritual casting cost, or -3 to enemy Escape Attempts.


Resource Generators[edit]

Examples: Trade districts; Ports; Mines; Markets;

One Point Resource Generator[edit]

  • With ((sacrifice resource X)) the Improvement generates 1 Glamour for the King.

"Sacrifice resource X" should always be costly - for example, surrendering a back row piece to captivity at the end of Spring, or destroying an Improvement.

Two Point Resource Generator[edit]

One of the following:

  • With ((sacrifice resource X)) the Improvement generates 2 Glamour for the King.
  • With ((standard action by Piece X)) the Improvement generates 1 Glamour for the King.

"Standard action by piece X" is doing something where the piece could have been used usefully otherwise. For example be a Winter Intrigue performed by a Bishop. Generally though success is automatic.

Three Point Resource Generator[edit]

One of the following:

  • With ((sacrifice resource X)) the Improvement generates 3 Glamour for the King.
  • With ((standard action by Piece X)) the Improvement generates 2 Glamour for the King.
  • Every Autumn, the Improvement provides 1 Glamour to the King.


Score Generators[edit]

Examples: Temples; Monuments; Statues; Vanity pieces;

One Point Score Generator[edit]

  • Add +1 to your kingdom's Dominance Score.

Two Point Score Generator[edit]

  • Add +3 to your Dominance Score.

Three Point Score Generator[edit]

  • Add +6 to your Dominance Score.


Special Effects[edit]

Examples: Magic Circle of Incorporeality; Alchemist; Flame wall; Granaries;

One Point Special Effect[edit]

  • Once per year give one Pawn a Trait or Boon. This trait or boon is fixed from the time you build this improvement. The Improvement takes 12 months to "recharge" and during that time the special effect remains in play.

Two Point Special Effect[edit]

  • Once per year give one Rook, Knight or Bishop a Trait or Boon. This trait or boon is fixed from the time you build this improvement, and can only be applied to pieces that could normally gain that trait/boon. The Improvement takes 12 months to "recharge" and during that time the special effect remains in play.

Three Point Special Effect[edit]

  • Once per year give any Piece a Trait or Boon. This trait or boon is fixed from the time you build this improvement, and can only be applied to pieces that could normally gain that trait/boon. The Improvement takes 12 months to "recharge" and during that time the special effect remains in play.


Don't forget that regardless of source, a piece can only have any given Descriptor once.