MONARCH ------- 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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