MONARCH
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GM-less game of politics, petty squabbles.
2-6 players.
Pencils, paper, six-sided die
OVERVIEW:
You are Advisors propping up the ruler of a crumbling kingdom.
On blank paper, draw outline of kingdom. Jot details as you go.
In corner, draw box labelled "Revolt".
DECREES:
Each player takes Turn issuing decree. On your Turn, choose category:
-Agriculture
-Education
-Infrastructure
-Military
-Monuments
-Spirituality
Describe decree, establishing details of world. (Ex: "Military" -- "expand to overtake village to west.")
DEBATE:
Debate decree. Each Advisor decides whether they Second or Object.
Note details about your Advisor. A pacifist one Turn would not Second military aggression the next. Develop grudges.
OUTCOME:
Roll die to determine Outcome, +1 for each Second, -1 for each Objection.
1. Total CALAMITY. Describe how Gods show wrath. Add two marks in Revolt box.
2. Moderate CALAMITY. Describe how a faction shows displeasure through violence. Mark one Revolt.
3-4. Decree fizzles. Describe how.
5-6. PROSPERITY. Describe pleasing outcome. Draw new resource on map. Erase one Revolt.
If decree ends in Calamity, next decree must be in reaction to its Outcome.
REVOLT:
When ten Revolts are marked, discuss how monarch is overthrown. Describe what happened to your Advisor.
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