King's Dilemma

You might also like

Download as pdf or txt
Download as pdf or txt
You are on page 1of 48

DISCLAIMER A LEGACY-LIKE EXPERIENCE

This game is set in a fictional and often cruel fantasy world. It was The King’s Dilemma is a unique interactive narrative experience,
designed to put you in front of morally challenging situations and featuring several branching storylines that lead to many possible
tough choices. Many of the dilemmas you will face involve ethical endings. The game will also require you to permanently sign cards,
and moral choices related to sensitive topics that could upset your stickers, and player screens, and the game board will also be irreversibly
sensitivity or that of the people playing with you, such as injustice, altered as game events unfold. The number of games you will be able
violence, slavery, and racism. By design, the game will occasionally put to play is finite, and it will vary depending on the choices you take
you in front of the uncomfortable choice between what you think is during your adventure. On average, you will play about 15 hours of
right, and what is best for winning. Remember that this is a just game, gameplay, corresponding to about 15 games. When the story comes
and you’re playing a fictional character. Even if the game world follows to its end, the game is over and it cannot be reset and played again
elements of the real world, nothing should be taken as real. from the beginning.
None of the atrocities described in The King’s Dilemma™ are in Note: To enjoy the game experience of The King’s Dilemma™ to the
any way promoted, encouraged, or even considered as acceptable fullest, we strongly suggest that you always play with the same group
by the publisher, designers, scriptwriters, nor the distributors of of people. However, it’s not a problem if a particular player skips a
this game. few games. The game also provides more House screens than what is
needed for a single match, making it possible to have new people join
an ongoing game (up to a total of 12 people).

DILEMMA CARD SYSTEM


The King’s Dilemma™ is a Dilemma Card System™
game. The Dilemma Card System™ is a board game
system developed by Horrible Games, allowing for
interactive, narrative game experiences.
17:12
30/04/19

d 76
410.ind
_20190
pe_v02 velo
KID_en
76
.indd
30/04/19 17:12 KID_envelope_v02_20190410.indd 76 190410
v02_20
velope_
KID_en
76
.indd
190410
v02_20
velope_
KID_en

2
00

00

COMPONENTS
00
KID_en
velope_

KID_en
v02_20
190410
.indd
76
00
velope_

KID_en
v02_20
190410
.indd
76
00
velope_

00
v02_20
190410
.indd
76
00 00 00
00

00

00
30/04/
19 17:

2
12
00

00
30/04/
KID_envelope_v02_20190410.indd 76 30/04/19 17:12 19 17:
12

00
30/04/
19 17: GREEDY
12

00
“Who cares about
the state, if
you have money?”

00 RESOURCES

0 4

0 PASS
00 1

0000 0
7

NAY AYE
2 11

00
3 7
00
4 4

00
5 0
RANKING

I 8
II 6
DISCLAIMER A LEGACY-LIKE EXPERIENCE
00
III 4

00
This game is set in a fictional and often cruel fantasy world. It was The King’s Dilemma is a unique interactive narrative experience,
designed to put you in front of morally challenging situations and featuring several branching storylines that lead to many possible
tough choices. Many of the dilemmas you will face involve ethical endings. The game will also require you to 21:7permanently sign cards,

00
1 91
and moral choices related to sensitive topics that could upset your stickers, and player screens, and the game board will /40/0
3 be irreversibly
also
sensitivity or that of the people playing with you, such as injustice, altered as game events unfold. The number of games you will be able
to play is finite, and it will vary depending on the choices you take

75 Envelopes 15 Vote cards 6 Secret Agenda cards


violence, slavery, and racism. By design, the game will occasionally put 21:71
91/40
you in front of the uncomfortable choice between what you think is during your adventure. When the story comes /03 to its end, the game is

00
right, and what is best for winning. over and it cannot be reset and played again from the beginning.
21:71
9
1/40/
Remember that this is a just game, and you’re playing a fictional Note: To enjoy the game experience of03 The King’s Dilemma™ to the
character. Even if the game world follows elements of the real world, fullest, we strongly suggest that you always play with the same group

(5 Aye cards,
nothing should be taken as real, and none of the atrocities described of people. However, it’s not a problem if a particular player skips a
67 d
in the game are in any way promoted, encouraged, or even few games. The game also provides more House screens than what is dni. 0140
9102
considered as acceptable by the publisher, designers, scriptwriters, needed on a single match, making it also possible to have new people _20v
_epo
levne
nor the distributors of this game. join an ongoing game (up to a total of 12 people). 67 d
_DIK
dni.0140
9102
_20v 21:71

5 Pass cards,
_epo 91/40
levne
_DIK /03

DILEMMA CARD SYSTEM


67 d
dni. 0140
9102
_20v 21:71
_epo 91/40
levne
_DIK /03
The King’s Dilemma™ is a Dilemma Card System™ 00
game. The Dilemma Card System™ is a board game

5 Nay cards)
21:71
91/40
system developed by Horrible Games, allowing for /03
interactive, narrative game experiences. 00
21:71 91/40/03 67 ddni.01409102_20v_epolevne_DIK 21:71 91/40/03 67 ddni.01409102_20v_epolevne_DIK
67 d
dni.0
00 1409
102_
20v_
epole
vne_
DIK
67 d
dni.0
14091
02_2
0v_e
00 polev
ne_D
IK
67 d
dni.0140
9102
_20v
_epo

This Rulebook
levne
_DIK

am
ACHIEVEMEN
TS 1 Stability marker 5 Momentum markers
, Dukes of Gam

(double sided)
Nt
Narrative achieveme
House m was annexed
TS the Duchy of Gama nded Embrace Immort
ality.
VICTORY POIN ndent kingdom, army of that kingdom surrou of
Formerly an indepe year 130, after
the
known as the
people
by Ankist in the of Golden Harbor. Also hard workers. You are : +1 +1
the capital city are skilled tradesmen andof time complaining that
Prestige the lobster, youpeople, and you spend a lot labor and your generous h Open
constantly busy of your people of or more throug
to enjoy the fruits is too short. Theful things. Score 2
you have no time ed by the fact that life and beauti Agendas at the
end of the game.
land. You are haunt
ped a special sensiti
vity to luxury you often complain
, and a
Gamam develo of your efficiency and wealth your relationship with : If you play more
than 5 during
2 .
You are proud much in taxes. You feel that one-way: you give
a lot to
Vote and your
side wins, gain
that you pay too ment of the kingdom is but more taxes.
From
the central govern t receiving anything back nt, and fussy, but also Stability
the Crown, withou ding, arroga All your half of the
e, you are seen as deman l city is clean and safe. too is in the top
the outsid ticated. Your family, complain that life ends
capita end of the game.
11:53
Track at the
elegant and sophis
ing you and your time to enjoy the wealth /19
06/05
people, includ give anything to have more life. : +3
soon. You wouldduring your hard-working
you accumulate
end of the game.
Have 18 or more at the
Crave
“Work is life” : +3

Rebel
Opportunist
Extremist
Greedy
Opulent
House Numbe
r 06/05/19 11:53
Moderate
u
1
dd
06.in
1905
v13_ .indd 2
ens_ ens_v13_190506
_Scre se_Scre
KID_Hou
se
_Hou
KID

12 House screens 5 Positive Open Agenda tokens 5 Negative Open Agenda tokens

72 Coin tokens 65 Power tokens

1 Map (double sided)

I
A E 1 Cover tile 5 Resource markers 12 Outcome markers
J
B F
K
C G
L
KID_MYSTERY_v02_20190426.indd 5
D H 30/04/19 09:48

KID_MYSTERY
_v02_20190426 30/04/19 09:47
.indd 3

.indd 1
_v02_20190426 30/04/19 09:47
KID_MYSTERY

3 Mystery sticker dossiers 1 Sticker booklet


KID_STICKER_v08_20190430.indd 1 30/04/19 12:12 1 Leader token 1 Moderator token
(with 4 Mystery stickers each) (177 Chronicle stickers)
3

Story card spaces


Chronicle area

Time Counter

Stability Track Resource Track

Event area
King’s Death space

Balance area

AYE space
Middle space
NAY space

Realm Board
4

KINDS OF CARDS
Story cards
10
# Story Card Title

10 Ehentotaqui tem. Odit,


cume amenimos quid et
Story cards are always the
faceperum cus. Uptat rosa
lanistia dolupta ipsum,
first card in their envelopes.
quae ipsam tua parva fuga.
Ut quundit atibus, qui rem They may have a special ability
Ending cards doluptia con non sed qui
autati cuptis quatur? Quia and/or a Signature space on
are marked nonsedis es sitatib eriores
rem re, conserro mo dest their front, and they explain a
uta quiaerchicia parum
with a golden ex essinct uriorro comnis
que non sero mincta tem. portion of the game story on
banner in Taquas est cum sic volenis
asiniendae es ubi aborpor their back. Ending cards are a
the top right epudia sinvendanis aborio.
Ut aute tuo quo experibus special kind of Story cards (see
corner.
molecearist ex et volestem natem lab ipsam et
volor aperferorion culluptati re lucibus omnimpe
sitiundant, ommost volendanis nonecto ribus.
page 27).
: SPECIAL POWER : SPECIAL POWER Occum quas audis re vollab idus di ommollest,
quost quis conserum sanda cum quia consequodi
cuptatum et audionsed quid ut est repediam nam
endantent.

Front side Front side Back side


(regular Story card) (Ending card)

Dilemma cards
This is what happens if you choose to answer
“yes” to the question asked on the front
of this Dilemma card. The blue bar below
also describes the outcome effects of your
decision. Dilemma cards are the most
common kind of card in the
game. Their front side presents
you with a problem, asks you a
: SPECIAL POWER-3 21
question, and shows a preview
19 -4
of the two possible outcomes
Welcome to the Kingdom of Ankist: A
(AYE or NAY). Their back side
place of daring expeditions, gruesome
battles, mischievous schemes, and
describes the two outcomes
intriguing mysteries. You are the
rulers of the kingdom, deciding the decision. in detail. To determine which
fate of all. Every decision you make has
consequences.
also describes the outcome effects of your
of this Dilemma card. The red bar below outcome will be chosen, you
“no” to the question asked on the front
This is what happens if you choose to answer will have to perform a Vote (see
page 16).

Front side Back side

Event cards Trigger cards


EVENT TITLE

THIS IS A SPECIAL
ENVELOPE!
DO NOT SHUFFLE THESE
Trigger cards are mostly found
CARDS INTO THE DECK.
Event cards are only contained
Read the story below,
in Special Envelopes (see page
then turn this card over
in Special Envelopes (see page
to read the special rules
for this envelope. 27), with a few exceptions.
27). They must be placed in
Fugia nobit et as aut omnim
They are usually shuffled into
sit et odicienimi, utempedia
the Event area of the Realm
qui aut odit illa aut andem
essecte que volorum que the Dilemma deck and trigger
aut alique nes elit volupta
board, and describe the special
voluptio. Nam sequam resto
special events when they
od etur alicimet adignis conse
non pa quiantem eosam re rules for the corresponding
adis dolut fugitio nserspe are drawn. They may need
lignis aut rem rem ipsam aborpor epeliquia comnias
game event. These cards may
eliquam, sequi ni ulparib usaperunt. Nequ deribus quas
to be saved and restored
need to be saved and restored
aritas il estempos simagna temodiscias aut esciissit unt These cards trigger special—and often
iusam dolecto magnieniti ut adic tem quam illam volut
vellacerum nestibernam utas esequod qui re velenitae recurring—game effects.
between different games until
voles ra peruptat intist, te pra pro idelestorro beaquat
between different games until TURN THIS CARD OVER AND
iberit, solo illuptas aut rendestis doloren deliquis aliti
optam, nia conet ommos dolorepra qui aut aut odi FOLLOW THE INSTRUCTIONS. the corresponding event is
doloreped ut que doloriae dolent atatem eatur? the event is complete.
S.39.0.F S.14.1.F
complete.
5

GAME OVERVIEW
In The King’s Dilemma, players become the representatives of various influential families (or “Houses”) and
members of the King’s Council. Historically, the kings of Ankist always placed an absolute trust in their Council,
so the real power lies in their hands: they are the real leaders of the government of Ankist.
Each round, you will draw a card from the bottom of the Dilemma deck and experience the game story
unfold. Each card is unique, and it will pose you a problem (or Dilemma) that the Council will have to solve on
the King’s behalf. You will have to discuss, bargain, and make decisions that will shape the story of the game
and determine the fate of the Kingdom of Ankist. Each time a Dilemma card is resolved, it is permanently
removed from the Dilemma deck. Occasionally, though, your decisions will result in the addition of completely
new cards to the deck, unlocking new events that will happen in the future as a consequence of your decisions.
You will have to keep the kingdom going while also seeking an advantage for your own House; this power
struggle may lead the kingdom into war, famine, or riot, or it could generate wealth and well-being. It will
depend on your choices! Each decision has consequences, though: what is good for the kingdom as a whole
may be bad for your House. Will you act for the greater good, or will you think only of yourself?
At the end of each game, you will score Agenda Points ( ). Agenda Points are used to determine the
winner of that game. Additionally, depending on how you ranked during the game and the circumstances that
triggered the end of the game, no matter if you won or not, you will also score Prestige Points and/or
Crave Points that you must record on your House screen. Both are “endgame points” that will help you
shape the ultimate fate of Ankist, and determine the overall winner of your campaign.

BEFORE YOUR FIRST GAME


1. Prepare Your Starting Dilemma Deck
Open Envelope 00 (see page 26) and take out its contents (q). Read the first card included in the Envelope
(the Story card), then place it on the Realm board, in the Storyline space with the same symbol (w). Afterwards,
shuffle the remaining Dilemma cards (e) and cover them with the Cover tile (r). This will be your starting
Dilemma deck; use it when you are asked to take the Dilemma deck from the box during Step 7 of the Game
Setup (see page 9). Always make sure to keep all the Dilemma cards face up, and never read the text on
the back side of the cards until 0you are explicitly allowed to do so (see page 15)!
0

2
17:1
9
4/1
30/0
lyr, ubiquit
u
es ut
t quius
nd,sundis
tu
tionfugiat

ptasis tu
hasundis
useful
s ut
u
iteubiquit

si
waren
enfugiat
tur
renes
is i jus
re
t etu

otdolluptas

00
itbea
m

rerum.
rum

butquius
r llu
eyteset.!
re
attecu
etur,

is agn
defin

hedo
will om sic amet omnis

conecum
ng gquthidisvenemporum
venempo

a ursequo

goodau
u arecon

maximagni
le, xim
ndabbeatur
or gnim
in omnist

On panta
eem
th
magnim
ma
yoium

nd
Yo

th
ma

r your
t:
n.usd

effcia
renditium
sequo

un ER text.noscet
dit
us
amet

cus
nis
t ren
nim

mme
rso
utpeme

ssarycus
ions fo
omnimin

ay! Om
You dolor

ori
susda
meus

POSibillam
sic

76
volori

00
adin
co
d ne

e, vol

d
.ind
410
dolor

: SP congratulat
net
ful

W r
nothi

If yostubborn
pulou
detail ce

190
is

lde
aw
ae re

_20
a scperson,
You fin

ne
arearuse
u her

v02 : SPECIA
to aren’t
really

plaIAceL ho

pe_
rugo

L POWE
an you?

envelo R You dolor You


sic amet
doloromnist
sic ametetur,
omnist
ubiquitetur, ubiquit
KID_ will omnimin If you are
really venemporum
omnimin reading
fugiat uthisfugiat
venemporum you are
u definitely
EC

are a net arenditium


find net renditium scrupulous
conecum renes person.
conecum ut renesYour
ut attention

00
nothing quid
stubborn to detail
usda usda
sequo sequo isbeatur
beatur commendable,
quius quius usefulbut it was
useful ut meus an unnecessary
person, maximagni
meus re sundiseffort:
maximagni this is just
re sundis
here, voloriaren’t placeholder
cus magnim
volori cusdolluptas
magnim text. tuOn thesi tu
sidolluptas other hand,
go away! Omnisciandem congratulations
you? Sibillam aut et. panta for
noscet your good eyes!
rerum.

IK
e_D

q w e r
evn
pol

00
v_e
_20
102
409
i.01
ddn
67

00
6

2. Choose a House Screen SIGNING


The game will occasionally ask to sign something
Once you choose a House screen, it will always be your House screen, and you will (Story cards, Chronicle stickers, and so on). Signing
have to use it in every subsequent game of your campaign. It will allow you to track Chronicle stickers and Story cards indicates that you are
your Prestige and Crave scores while you progress through the game story responsible for your decisions and their consequences,
(see page 33). It also lists several achievements: the long-term goals of your House. as determined by how you voted to resolve the different
Dilemmas you have faced during the game, and how the
For more details on the achievements available on your House screen, see page 13. game story will progress as a result.

Note: You can add new players to your campaign even after you’ve played some
games, but they must still choose a new House screen before their first game of The
King’s Dilemma and use it during every subsequent game. However, to fully enjoy the
game at its best, we strongly suggest that you always play the game with the same
group of people, from the start to the end of the campaign.
Before proceeding, write the name of your House on your screen. When you choose
the name of your House, feel free to use your real family name (e.g., “House Smith”),
a fantasy-like variant of it (e.g., “House Smeethe”), or a completely fictional name
of your choice (e.g., “House Humblescore”). Keep in mind, though,RYthat
VICTO POINTS
this will also House Smeethe , Dukes of Gamam
y of Gamam was an
kingdom, the Duchthat kingdom surrounded
nexed
be the name you will have to use every time the game will ask you to Sign something Formerl y an ind ep en de nt
r 130, after the arm
y of
the people of
by Ankist in the yea Golden Harbor. Also known as rkers. You are
(see box to the right). the cap ita l city of an d ha rd wo
Prestige skilled tradesmen lot of time complaining that
the lobster, you are op
a
le, and you spend your labor and your generous
cons tan tly bu sy pe of
e to enjoy the fruits TS rt. The people of
you ha ve no tim
ACthe facEM that life is too sho beautiful things.
t EN

Crave
ha un ted by HIEV an d
md. Yo u are to lux ury
, Dukes of Ga
lan am cial sensitivity and you often compwith
lain
Gama m developed a spe ana d wealth,
exed proud of your efficieNncy ationship
chievemeNt
House ma m was ann
u are
Yorounded
arrative

uortafee l tha t yo ur rel


braceYo give a lot to
Ga
Emes.
of
INTS m, the Duchy t kingdom sur in tax lity.
t yoofu pay too mucht of the kingdom is one-way: you taxes. From
Imm
VICTORY PO ependent kingdo tha
Formerly an ind year 130, after the army of known as the tha people
by Ankist in the of Golden Harbor. Also hard workers. are
Youcen tra l go ver nm en ba ck bu t mo re
the eiving anyth
: +1 +1
ing also
Prestige
the capital city are skilled tradesmen andof time complaining that
Crusown, without recn as demanding arrOpog
,ugh ant, and fussy, but your
the lobster, you r labor and youthe
spend a lot r genero
y people, and you
constantly bus e to enjoy the fruits of youis too short. Thethe people
ou of de, you are see
tsi or more thro
ita l city is
en
cle an and safe. All
thecap ends too
re 2
ated.ndaYo s atur
Sco e.
you have no tim nted by the fact that life ury and beautiful things.
gam
compa lain that life wealth
end of the
land. You are hau sitivity to lux
, and you oftenele
gaplantin and sophisticu Age family,
h including yo and your
com
ped a special sen
Gamam develo of your efficiency and wealth t your relatiope n 5 duringtime to enjoy the
ip wit
nshop le, ha ve
y more tha mo
ingyoutor side wins, gain .
pla re
You are proud much in taxes. You feel tha a lot to
-way: you give n. m u would giv
ythe and
e anVot : If you 2 .

that you pay tooernment of the


kingdom is one but more tax
k
es. FroYo
soo
alsoumulate during your ha
rd-working life
the central gov hout receiving anything bacogant, and fussy, yo but
u acc Stability
arr
the Crown, wit are seen as demanding, is clean and safe. All your half of the
is in the top
the outside, youhisticated. Your capital city plain that life ends too Track at the
end of the gam
e.
elegant and soping you and your family, com re time to enjoy
the wealth
people, includ give anything to have mo life.
Crave soon. You wouldduring your hard-working
: +3

you accumulate
“Woror katis
more
lifofe”
the end the game.
Have 18
Crave
“Work is life” : +3 Rebel
Rebel
Extremist Opportunist Opportunis
Extremist
Opulent use Number Opulent Greedy Greedy
House Number Ho 06/05/19 11:5
3

Moderate Moderate
u u
2
ens_v13_190506.indd
KID_House_Scre
dd 2

BREAKING TIES OF PRESTIGE


ns_v13_190506.in
KID_House_Scree

During the game, you may be asked who has the highest or the lowest Prestige. House Number
In these cases, you must look at the number of Prestige Points marked on your
House screen. A higher number of equals a higher Prestige. In case of a tie, look
at the House number at the bottom of the left side of your House screen. A higher
House number means you have a higher Prestige in regards to breaking a tie.
u
7

GAME SETUP
Place the Realm board in the middle of the table. Then
q place each Resource marker in the corresponding space
of the center row of the Resource Track. Randomly determine
which side of each marker is facing up (throw the pieces like a
coin to get random color results, white or black).

Place the Stability marker on the middle space of the


w Stability Track.

The Resource markers represent the overall status of your


kingdom, condensed into 6 values: Influence, Wealth,
Morale, Welfare, Knowledge, and Stability.

Influence represents the strength of your army, your


reputation in the eyes of other countries, how effectively
you enforce the law, and the respect the people of Ankist
have for your leadership.

Wealth represents the amount of money in the royal


treasury, the amount of luxury resources you have, the
quality of life for the upper classes, and your power to buy
resources from other countries.

Morale represents the happiness of your people, how


positive they are about their lives and their condition, how
much they believe in a better future, and how much they
can find relief in religion.

Welfare represents the health of your population and the


amount and availability of necessity resources, like food
and water; it’s also the lack of maladies and the amount of
people in your kingdom.

Knowledge represents the quantity and quality of


the technological and medical advances achieved by
your kingdom, the measure of your cultural and artistic
expressions, and how much you know about the past
history of the world.

Stability represents the equilibrium of your society. It is at


its best when it is in the middle of its track, meaning that
the realm is perfectly balanced. When it nears the lower
end of its track, things are going extremely badly, causing
social tensions. When it nears the top end, on the other
hand, some factions are accumulating more power than
others, creating instability.

Place the rest of the tokens and markers near the Realm
e board. This is called the “general pool.” Take 3 Power
tokens from the general pool and place them on the middle
space of the Balance on the Realm board.
8

Place your House screen in front of you, then take 1 AYE, 1 NAY, and 1 PASS card
r and place them face up in front of your House screen. They will be used during the
Voting Phase. Put any unused cards back in the box.
AY
E

SS
PA
Place 8 Power tokens and 10 Coins
t behind your House screen. Note that all
Houses start with the same amount of Power and Coins at the beginning of the
campaign, but in later games, depending on the achievements you will unlock and other Y
NA
factors, the initial amount of Power and Coins at your disposal during game setup
may change (for more details, see pages 13-14). Remember to always check if you have
unlocked achievements to exploit at the beginning of each game!

The player with the lowest Prestige (in case of a tie, see page 6) shuffles all the Secret
y Agenda cards and randomly removes 1 from the deck. This player then chooses 1 of the
remaining cards. After the first player has chosen their Secret Agenda card, give the Secret Agenda deck to
the player with the second lowest Prestige, who must now choose a Secret Agenda card from those that
remain, and so on, until all players have chosen 1 Secret Agenda card. The Secret Agenda is your main
source of Agenda points at the end of the game (see page 30). Put all the unused cards back in the box,
withoutVICTORY POINTS
looking at them. They will not be used until House
the next game. , Marquises of Tork
Seeking support from a bigger and richer country to help contain THE theMEANING
frequent OF
assaults of raiders coming from beyond its uncertain northern borders, Tork
Prestige Mark: 5 joined the Kingdom of Ankist Frank: in the year775. It is a poor place, where
YOUR the SECRET
central AGENDA
q authority struggles to survive, tormented by incursions from barbaric Skaram
w Your House has several long-term
tribes that live in the hills at the foot of the Fola Fuar Mountains. If Lybra and
objectives. It may take you many
the whole of Ankist can sleep peacefully, they owe it to your brave games andtoproud
achieve them (this means
people, forged by many battles and the hostile climate of your territory. decades Thickor even generations will
clouds cover your homeland during winter, when extremely long nights produce
have passed in game history), but
endless horrors: Animal carcasses are found ripped apart in unnatural they ways, the the same. You
are always
remnants of dark and obscure rituals perpetrated by ominous cultists always areplay
found as a representative
t in the countryside, and shadows agitate the vast forests. Torkans, of however,
your House,are and it is in your
r e
not intimidated, and always react to any threat in the same way: byinterest to achieve
fighting.
youfamily,
The these goals, but
assumewho the role of a different
courage and resilience of your warriors is also incarnated in your
have joined its warriors in battle on the front lines for generations. person You each game, with their own
often
moral alignment and personal
lead hunts for cultists and other horrors to protect the population. Despite your
ideals. These are represented
fighting skill, you never find pleasure in taking someone’s life andby youthefight onlyAgendas. During a
Secret
to defend your people. No one is sent to die in battle lightly, as your population
Alexandra: 8 is scarce compared Julia: 8 vastness of your territory. Everyone does
to the
game, as “John Smeethe the First,”
you maytheirbepart
a Moderate, but during
q With 5 intakes
, Mark is the player with the lowest Prestige, so he Tork,thefrom the warriors
six Secret Agenda to the randomly
cards, priestesses, who 1often
removes card,go on the
the next
battlefield
game “John Smeethe the
looks at the rest, and chooses to take the “Moderate” Secret to Agenda
bless card. w The next
the soldiers. playerrare,
In some to choose
extreme1 of the remaining
cases, they even join Second”
the fight.may Your be an Extremist.
SecretCrave
Agenda cards will be Frank, who has 7 , e followed aspiration
by Julia (8 is that
andeveryone would unite
a House number of 2) to fight
then the horrors
r Alexandra (8 and the dangers that
and a House number of 5). t All the unused cards will be put infest
backthe world,
into andwithout
the box, that the Torkans
being are not left alone to shed their blood to
revealed.
defend it.
HOUSE ALIGNMENT
“Hit hard, we can take it”
When choosing your Secret Agenda, keep in
mind that using the same Secret Agenda in
more than one game will allow you to unlock
a small achievement (see page 13). Each Extremist Rebel
House screen also shows the “Alignment” of
House
your House, i.e., your Number
two “favorite” Secret Opulent Opportunist
Agenda cards. Unlocking the corresponding
e
achievements will give you a bigger bonus,
compared to the others.
Moderate Greedy

D_House_Screens_v13_190506.indd 6
9

Take the Dilemma deck (composed of Dilemma cards and Trigger cards) from the Dilemma Save slot (q) and shuffle it (w), then cover
u the top of the deck with the Cover tile (e), without looking at it. Always make sure to keep the Dilemma deck with the cards facing up,
and never read the text on the back side of the cards until you are explicitly allowed to do so (see page 15)!
Chronicle
stickers

Tokens Envelopes

Setup slot

Story Save slot Dilemma Save slot

Trash slot
Welcome to the Kingdom of Ankist: A
place of daring expeditions, gruesome
battles, mischievous schemes, and
intriguing mysteries. You are the
rulers of the kingdom, deciding the
fate of all. Every decision you make has
consequences.

q kist: AW
of An esomepl elco
Welco
place me to the
battles,of darin Kingdom
intrig mischg expeditio of Ankis
gdom gru ac m rulers uing my ievous ns, gru t: A
the Kin editions, es, andbatt e ofe to th fate of of the steries. schemes, esome
me to exp em the
intr les, da
Welco of daring ievous schu are the ruleigui ri e
m ng Kingd conseq all. Everykingdom You are and
place s, misch steries. Yodeciding ha faste rs ng ischieexpe om uences. decis , decid
ion yo the
ing the
battle uing my kingdom, you make con of al of mys vo diti of
terius u ma
rig n sequ l. the on
s, Anki ke ha
int of the decisio en Everykingdes. sche grue st: s
rulers all. Every ces. deci om You mes, som
A
fate of . , de
an e
uences
sion ar
conseq youcidine th
d
makg th e
e h e

player with the highest Prestige (in case of a tie, see page 6)
as


The
i takes the Leader token (used to determine who plays the first turn
during the Voting Phase and who will be the Signer of the decision at the
w e
end of the Voting Phase).

THE SAVE SLOTS


 he player with the lowest Prestige (in case of a tie, see page 6)
T
o takes the Moderator token (which can be used by its owner to break
ties during a vote).
After you have completed your first game of The King’s
Dilemma, you will use the Dilemma Save slot inside
the game box to store the Dilemma deck in its current
state (including all active Trigger cards), and the Story
Save slot to store the ongoing Event cards and all
If this is not your first game, check if you also need to apply one
a or more legacy setup effects (for more details, see the next page).
Otherwise, your setup ends here.
the unlocked Story cards. This way you can “save your
game” and restart from the same point in your story at
the beginning of the next game!
...you’re ready to start!
10

LEGACY SETUP EFFECTS


Setup Story and Event Cards
Take the Event cards and the Story cards stored in the Story Save slot of the game box (if any were present).
Set up the Event cards following the rules described on the cards themselves. Then, divide the Story cards by
Storyline (the symbol in the top right corner) into different decks, ordered by number, with the highest number
on top, and place them on the spaces with the corresponding symbols at the edges of the Realm board.

Note: It can be useful to read all the available Story cards at the beginning of each game, to remind all players
of the events that occurred in the past in your kingdom, and who was responsible for them. It is extremely
recommended to do so if you’re introducing new players into an ongoing campaign!

EVENT
TITLE

THIS IS
A SPEC
IAL
DO NOENVELOPE!
T
CARDS SHUFFLE TH
INT ES
Read the O THE DECK E
then tur story below .
to read n this card ov ,
the er
for this special rules
envelop
Fugia no e.
sit et od bit et as aut
qui aut icienimi, ute omnim
essecte odit illa aut mpedia
aut aliq que voloru andem
voluptio ue nes elit m que
od etur . Nam sequamvolupta
lignis aut non pa alicimet adign resto
eliquam rem rem adis do quiantem eosis conse
aritas il , sequi ni ulp ipsam aborpo lut fugitio am re
iusam doestempos simarib usaperun r epeliquia com nserspe
vellaceru lecto magnienagna temodisct. Nequ deribu nias
: SPECIA voles ra m nestibern iti ut adic temias aut esciisss quas
L POWE
R iberit, peruptat int am utas esequ quam illa it unt
optam, solo illuptas aut ist, te pra m volut
Martina pro
od qui
re vel
Martina

dolorepe nia conet om rendestis idelestorro enitae


d ut que mo dolor bea
doloriae s dolorepra en deliquis quat
dolent ata qui aliti
tem eat aut aut odi
ur?
: SPECIAL POWER

S.39.0.F

Chronicle Stickers
Chronicle stickers represent long-term ongoing events triggered by your decisions. They can either be
Positive (with a white title bar) or Negative (with a black title bar). They are attached to the Realm board in
the row with the Resource symbol corresponding to the one in their top left corner as part of the outcome
effects of some Dilemma cards, but they have no immediate effect. If there are Chronicle stickers on your
Realm board, apply the following Legacy effects before starting the game:

Chronicle Aging
Mark 1 space on each Chronicle sticker that is attached to the Chronicle area of the Realm board.
The marks indicate how old the event that triggered that Chronicle is, and how likely it is that people will forget
about it.

Negative Chronicle # Positive Chronicle #


This text reminds you of something bad that This text reminds you of something good that
happened in the past, causing an enduring
damage to your realm. The person who was
happened in the past, bringing an enduring
benefit to your realm. The person who was
You must mark 1 space on each
responsible for this event signed the space below. responsible for this event signed the space below. Chronicle sticker on the board.
The older Negative sticker (to the
Leonard Carlton
G.0.3.Y

H.1.2.Y

left) now has a total of 2 marked


spaces, while the newer Positive
one (to the right) has just 1.
11

Apply Resource Legacy


For each Resource, count how many Positive Chronicle stickers are attached to the Chronicle area of the
Realm board in the row with the corresponding symbol and move the matching Resource marker up on
the Resource Track an equal number of spaces. Then, count how many Negative Chronicle stickers are
attached to the Realm board, and move the matching Resource marker down on the Resource Track an
equal number of spaces.
Note: Leave the Stability marker in the middle of the Stability Track and don’t flip Resource markers during this step.

Example: At the beginning of this game, there are 3 Influence Chronicle


stickers: 2 are Positive, 1 is Negative. The Influence Resource marker must be
moved up 2 spaces, and down 1 space on the Resource Track (so you can just
move it up 1 space).

There are also 2 Wealth Chronicle stickers, 1 Positive and 1 Negative (so the
Wealth marker actually stays still), and 2 Negative Morale stickers (so the
Morale Resource marker must be moved down 2 spaces).

Apply Power Legacy


Check the signatures on the stickers attached to the Chronicle area of the Realm board. For each Positive
sticker signed by a player, that player must take 1 Power from the general pool and add it to their
personal pool (behind their House screen); for each Negative sticker signed by a player, that player must
return 1 Power from their personal pool (behind their House screen) and discard it to the general pool
instead (it may even happen that a player starts the game with no Power at all).

Negative Chronicle # Positive Chronicle #


This text reminds you of something bad that This text reminds you of something good that
happened in the past, causing an enduring happened in the past, bringing an enduring
damage to your realm. The person who was benefit to your realm. The person who was
responsible for this event signed the space below. responsible for this event signed the space below.

Catherine Tony
G.0.3.Y

H.1.2.Y

Negative Chronicle #
This text reminds you of something bad that
happened in the past, causing an enduring
damage to your realm. The person who was
responsible for this event signed the space below.

Tony
H.2.2.Y

Negative Chronicle # Positive Chronicle # Positive Chronicle #


This text reminds you of something bad that This text reminds you of something good that This text reminds you of something good that
happened in the past, causing an enduring happened in the past, bringing an enduring happened in the past, bringing an enduring
damage to your realm. The person who was benefit to your realm. The person who was benefit to your realm. The person who was
responsible for this event signed the space below. responsible for this event signed the space below. responsible for this event signed the space below.

Catherine Tony Tony


H.1.3.N

H.2.2.N

H.2.3.Y

Example: Tony signed 3 Positive Chronicle stickers


and 1 Negative Chronicle sticker, so he gains
3 - 1 = 2 Power at the beginning of the game.

Catherine only signed 2 Negative Chronicle


stickers, so she needs to discard 2 Power from
her pool at the beginning of the game.
12

Assign Open Agendas


For each Resource, check the signatures on the stickers attached to the Chronicle area of the Realm board.

The player participating in the current game who signed the most recent Positive Chronicle sticker for that
Resource (i.e., the one with the fewest marks on it) receives the corresponding Positive Open Agenda token.
In case of a tie, the player who signed the rightmost sticker among the ones that are tied wins the tie. The
player participating in the current game who signed the most recent Negative Chronicle sticker for that
resource receives the corresponding Negative Open Agenda token. In case of a tie, the player who signed
the rightmost sticker among the ones that are tied wins the tie. Stickers signed by players not participating
in the current game are ignored during this step.
Place any Open Agenda tokens you have received
OPEN AGENDAS
in front of your House screen, so that all players
can always see them. Open Agenda tokens will People remember those who did something that ended
contribute to your end game score, determining the up being beneficial (or detrimental) to the kingdom.
Open Agendas represent this memory. For example, if you
winner of each single game (see page 30). caused the most recent damage to the realm’s economy
in a previous game, people will blame you if the economy
Each player can only be assigned up to 2 Positive keeps going down at the end of the current one. On
Open Agenda tokens and up to 2 Negative Open the other hand, if you passed good laws that improved
Agenda tokens during a single game. If a player is the realm’s influence and it keeps going strong, they’ll
give you credit for that. This will translate into bonus (or
assigned more, at the end of this step, they must penalty) Agenda Points at the end of the game.
choose which 2 they want to keep, and discard the
rest. The Open Agenda tokens discarded in this way
are not assigned to any player during this game,
and can be put back into the box.
Note: It can be useful to read the available Chronicle
stickers at the beginning of each game, to remind
all players of the events that occurred in the past in
your kingdom, and who was responsible for them. It
is extremely recommended that you do so if you’re
introducing new players into an ongoing campaign!

Example: Laura signed 1 Positive Influence


Chronicle sticker. Charles also signed 1 Positive
Positive Chronicle # Positive Chronicle # Influence Chronicle sticker, but he’s not participating
This text reminds you of something good that
happened in the past, bringing an enduring
This text reminds you of something good that
happened in the past, bringing an enduring in this game, so it is ignored and the Positive Open
Agenda token for Influence is assigned to Laura. No
benefit to your realm. The person who was benefit to your realm. The person who was
responsible for this event signed the space below. responsible for this event signed the space below.

Laura Charles Negative Influence Chronicle stickers are attached


H.1.2.Y

H.1.2.Y

to the Realm board, so the Negative Open Agenda


token for Influence is not assigned to anyone.

Looking at the Morale Chronicle stickers, Martina,


Valentine, and Noah are all tied with 1 Negative
Morale Chronicle sticker signed by each of them.
Negative Chronicle # Negative Chronicle # Negative Chronicle # Martina’s sticker is the oldest with 3 marks, so she
This text reminds you of something bad that This text reminds you of something bad that This text reminds you of something bad that
happened in the past, causing an enduring
damage to your realm. The person who was
responsible for this event signed the space below.
happened in the past, causing an enduring
damage to your realm. The person who was
responsible for this event signed the space below.
happened in the past, causing an enduring
damage to your realm. The person who was
responsible for this event signed the space below.
loses the tie. The other two stickers both have only
1 mark (they were attached during the previous
Valentine Martina Noah
H.1.3.N

H.1.3.N

H.1.3.N

game), but Noah’s is the most recent one (the


rightmost one), so he wins the tie and he is assigned
the Negative Open Agenda token for Morale.
13

House Achievements
Each House screen lists several achievements. Each
achievement has a condition that has to be met (one
or more times) in order to unlock the corresponding q This is the condition to achieve.
special ability. Whenever a condition is met, you must w
mark 1 of the spaces for that achievement. You usually
do this only at the end of the game, with the exception e : This is the ability you gain.
of Narrative achievements (see below). When all
spaces for an achievement have been marked, the
achievement is complete, and the corresponding Each achievement has a condition to achieve (q). Whenever
that condition is met, you must mark 1 space for that
special ability is unlocked. achievement (w). When all squares have been marked, you
unlock a special ability (e).
Note: The top achievement on each House screen is
a Narrative achievement. They are unlocked if certain
specific story events happen during the game. Some
of these story events are mutually exclusive: if another
player unlocks theirs, it may mean you’ll never be able
to unlock yours! The condition indicated on your screen
gives you a clue: whenever you see the events of the
game going in a direction you think goes against your
narrative achievements, try to turn them to your favor
instead!
Some special abilities give instant, one-time bonuses
when they are unlocked. Others change the amount of
Power or Coins you start the game with. Finally,
some special abilities are proper abilities that you can
activate at will, or that can be triggered when specific The top achievement on the right side of your House screen
is always the Narrative achievement for your House, which is
game conditions are met. You will find a quick overview triggered by specific story events. The other three achievements
of all the kinds of special abilities you may find on your have gameplay-related triggering conditions.
House screen in the box on the next page.

TS
ACHIEVEMEN
am
, Dukes of Gam emeNt
Narrative achiev
House am was annexe
d
INTS m , the Duchy of Gam m surrounded Embrace Immo
rtality.
VICTORY PO ki ngdo
dependent that kingdo
Formerly an in e year 130, after the army of known as the people of
by Ankist in th of Golden Harbor. Also d hard workers. You are : +1 +1
the capital cityu are skilled tradesmen ant of time complaining that
Prestige the lobster, yo people, and you spend a lo labor and your generous ugh Open
constantly busy e to enjoy the fruits of youris too short. The people of Score 2
or more thro
me.
you have no tim unted by the fact that life xury and beautiful things. d of th e ga
e en
Agendas at th
land. You are haped a special se
nsitivity to lu and you often complain
h, ring a
Gamam develo of your efficiency and wealt at your relationship with : If you play mo
re than 5 du
2 .
You are proud o much in taxes. You feel thone-way: you give a lot to Vote an d yo ur sid e wins, gain
that you pay to rnment of the kingdom is ck but more taxes. From
the central govethout receiving anything barogant, and fussy, but also e Stability
the Crown, wi u are seen as demanding, ar is clean and safe. All your is in the to
p half of th
the outside, yophisticated. Your capital city mplain that life ends too th e ga me .
end of
Track at the
elegant and so ng you and your family, co e time to enjoy the wealth
people, includi d give anything to have morlife. : +3
soon. You woule during your hard-working
you accumulat
.
end of the game
Have 18 or more at the
Crave
“Work is life” : +3

Rebel
14

Story Legacy
Many Story cards show special abilities, similar to the Legend of Special Abilities
ones you can unlock with the achievements on your
House screen. Only the special ability of the top Story
card of each storyline is active: whenever a new Story : These abilities are immediately triggered when
card covers the old one, the old special ability is the corresponding achievement is unlocked or
immediately deactivated. the corresponding Story card is played on the
board.
Like House achievements, the special abilities granted
These abilities are triggered at the start of
:
by Story cards may give instant, one-time bonuses
each game (abilities on Story cards that are not
when they are unlocked, change the amount of the top card of their pile are ignored).
Power or Coins you start the game with, or be
proper abilities that you can activate at will or that can These abilities are triggered when a certain
: 
be triggered when specific game conditions are met. condition is met during or at the end of a game
(abilities on Story cards that are not the top card
Here’s a quick overview of all the kinds of special abilities of their pile are ignored).
you may find on your House screen or the Story cards.
:
Abilities with marking spaces are only found
on Story cards. When a special ability has 1
or more of these marking spaces, you must
mark 1 space each time the ability is used
or activated. When all spaces have been
marked, the ability can’t be used anymore.

+X / : Immediately mark the indicated


number of Prestige / Crave
points on your House screen (only
the Signer in case of a Story card).

+X : Take the indicated number of Coins from


the general pool and add them to your
pool (only the Signer in case of a Story card).

+X : Take the indicated amount of Power from


the general pool and add it to your pool
(only the Signer in case of a Story card).

+X / :
These abilities are only found on
Ending cards (see page 27). All the
Cohesion and Dissent values
on the Ending cards will count during
: THE SIGNER OF THIS CARD GAINS 2 . the Grand Finale of the campaign.
: IF YOU GAIN FOR THE POSITIVE OPEN
AGENDA FOR , YOU GAIN 1 ADDITIONAL .

S.99.0.F

As long as this card is the top card in its pile, its


Signer will gain 2 Coins at the beginning of
each game, and whenever any player (not just the
Signer) gains for the Positive Open Agenda
for , they gain 1 additional (see page 30).
15

PLAYING THE GAME


The game is played in rounds, with each round divided into 5 phases:
1. Draw and Read a Card from the Dilemma Deck.
2. Place the Outcome Tokens on the Balance.
3. Vote of the Council.
4. Vote Resolution.
5. Dilemma Resolution.
They are all related to the card drawn from the Dilemma deck at the beginning of the round. In most cases
this will be a Dilemma card that will describe a problem the kingdom faces, then it will ask you a question
that you will have to simply answer either AYE or NAY through a vote (see page 16). The card will then be
flipped over, revealing the consequences of the choice you have made (see page 23).
At the end of the round, the drawn card will be put on the Time Counter to mark the passage of time, then a
new round will start by drawing another card from the Dilemma deck. The game can end in two ways:
• The King Abdicates if reaches either end of the Stability Track (for more about Stability, see page 24).
• The King Dies if the card was placed on the final space of the Time Counter and certain conditions are
met (see page 29).
The score for each player is determined by their Secret Agenda cards (see page 30) and their Open Agenda
tokens (see page 32). Bonus Agenda Points are also awarded for the players with the most Power and/
or Coins remaining in their pool at the end of the game. The player with the most points is the winner.

PHASES OF THE ROUND


1. Draw and Read a Card from the Dilemma Deck
This is the first thing you do each round. Draw 1 Dilemma card from the bottom of the
deck (always make sure you look at it with the front side face up, and that
you don’t accidentally show the back to the other players!) and
read it aloud, so that all players can clearly hear it. It’s
not really important who reads the card to the other
players: you could give this task to the player who
currently has the Leader token, you can do it in turns
in clockwise order, or you can pick one of you who Welcom

will always read all of the cards as the “narrator”


place of e to the Kingdo
battles, daring expedit m of Ankist: A
intriguin mischievous ions, gruesome

because of their outstanding storytelling skills…


rulers ofg mysteries. schemes, and
fate of all the kingdom You are the
conseque . Every decision, deciding the
nces. you make

choose whatever works best for you!


has
16
Legend of Dilemma Outcomes
2. Place the Outcome Tokens on the Balance Resource Outcomes: When one of these
symbols appear on the AYE/NAY space on
When you’ve read the Dilemma card for the round, look at the symbols in the AYE and the front of a Dilemma card, the value of the
NAY spaces of the card, and place the corresponding Outcome tokens on the two scales of corresponding Resource will increase (positive
the Balance (see picture). They indicate the most obvious consequences of both possible outcomes) or decrease (negative outcomes) if
decisions you may take, and they act as a quick reminder for all players, even those who are that outcome is chosen during the Voting Phase.
far away from the Dilemma card and do not have an eye on it. The possible outcomes that may
be shown here include the increase or decrease of Resource values (immediate consequences) Positive
outcomes
and the placement of a Chronicle sticker (long-term consequences).
Negative
outcomes

Chronicle Stickers: When this symbol


appears on the AYE/NAY space on the front
of a Dilemma card, a Chronicle sticker will be
attached to the Realm board if that outcome is
chosen during the Voting Phase.

n hit on
by Positive Negative
has bee t Chronicle Chronicle
y o f Natar suggests a cusurer
uch ne Tre a
The D The Tribu t the Royal l treasury. sticker sticker
famine.taxation, bu ge the roya elfare of
bread it will dama amage the w cut?
thinks ng it may d prove the tax
Rejectior. Do we ap
the po

UNEXPECTED CONSEQUENCES

Example: This card is suggesting that approving a cut on bread taxation during a famine will damage the Beware! Not all consequences will be explicitly
monetary reserves (AYE outcome), but rejecting it may damage the welfare of the people, with a long-lasting indicated in the AYE and NAY spaces on the front
consequence represented by a Negative Sticker (NAY outcome). side of a Dilemma card. You should analyze the
text of each Dilemma card carefully, to predict
The corresponding Outcome tokens are placed on the two scales of the Balance. potential unexpected outcomes.

3. Vote of the Council


When you are done analyzing and discussing the Dilemma card, it’s time to move to the Voting Phase. Starting with the Leader (i.e., the player with the
Leader token) and going clockwise, declare if you will VOTE AYE, VOTE NAY, PASS AND GATHER POWER, or PASS AND BECOME MODERATOR:

+ Vote Aye
You vote to support the proposal at the end
To VOTE AYE, take 1 or
AYE more Power from your
of the Dilemma card. To do so, you must pool and place them on

E
AY
place 1 or more Power tokens on the your AYE Vote card.
AYE card in front of your House screen. NA
Y

SS
PA
+ Vote Nay
PA
SS

Y
NA
You vote to reject the proposal at the end of
NAY To VOTE NAY, take 1 or
the Dilemma card. To do so, you must place
AY

more Power from your


E

1 or more Power tokens on the NAY pool and place them on


card in front of your House screen. your NAY Vote card.
17

Pass and Gather Power


You do not support nor oppose the proposal at the end of the Dilemma card, and you spend
PASS
your energies to gather more Power for future votes. Take 1 Coin from the general pool
and put it on your PASS card. You will participate in the distribution of Power placed on
the middle space of the Balance at the end of the Voting Phase. This Power will be equally
distributed between all players who opted to PASS AND GATHER POWER (see page 21).

GENERAL POOL

E
AY

SS
PA

1. To PASS AND GATHER NA


Y 2. A
 t the end of the
POWER, immediately Voting Phase, you
take 1 from the will participate in the
general pool and put partition of Power
it on your PASS Vote from the middle space
card. of the Balance.

Pass and Become Moderator


You do not support nor oppose the proposal at the end of the Dilemma card, and you give
PASS
up your chance to gather more Power at the end of the phase to become the new Moderator
instead (the player who breaks ties during all votes). Take the Moderator token from the player
who currently has it (it can be yourself); also, take 1 Coin from the general pool, then put
them both on your PASS card.
You immediately become the new Moderator (and can use its effect right away). No other
player can take the Moderator token away from you for the rest of this Voting Phase. But, you
will not participate in the distribution of Power at the end of the phase.
GENERAL POOL

NA
Y E
AY

SS
PA

PA
SS

You can only PASS AND


BECOME MODERATOR
if no other player has
Y
AY

NA

already done so in this


E

Voting Phase. If you do,


immediately take 1
from the general pool
and the Moderator token
and put them both on
your PASS Vote card. PREVIOUS MODERATOR
18

At the end of your voting turn, if you are now the player with the most Power on your Vote (no matter
which side you chose), you immediately take the Leader token. Do not take the Leader token if you only
equal the highest bidder’s amount of Power . The position of the Leader token is crucial in determining
when the Voting Phase ends.
The Voting Phase ends at the end of the turn of the player to the right of the Leader. However, since the
Leader token may move during the Voting Phase, it is possible that some (or all) players will have multiple
turns to vote, as you continue to take turns going clockwise until the phase ends, even if the Leader token
changes hands. Remember: You instantly become the Leader when you become the player who played the
most total Power during this Voting Phase.
When your turn comes around again, you cannot change your vote (so, if you opted to PASS on your first turn,
you can’t decide to VOTE AYE or NAY in a subsequent voting turn this round and you do nothing on your turn).
All you can do is add more Power to your vote or “stay” and do nothing. If you do “stay,” you are not out
of the voting and you can still add more Power if you get another turn. The Voting Phase will proceed for
as many “voting rounds” as needed, until the end of the turn of the player to the right of the Leader.

Bargaining
During the Voting Phase, players can freely bargain and make arrangements. You can never exchange Power
directly, nor trade the ownership of the Leader token or the Moderator token, but you can give or accept
Coins in return for different “services.” For example, you could ask another player to vote on your side, or
even ask them to PASS instead of joining the vote, in exchange for Coins . You could also “buy the right”
to Sign something from the Leader, or you could pay the Moderator to break a tie in your favor.
Note that once the players have agreed to the terms of an arrangement and Coins have been exchanged
to mark the deal, the agreement is binding. Beware though: more informal declarations of intention, without
an actual exchange concluded, could be bluffs and are not binding!

Theodore has the Leader token, so


Julius he takes the first turn of the Voting
Phase. He’s not invested in any of
the outcomes of the current Dilemma
NAY PASS AYE card, so he decides to PASS AND
BECOME MODERATOR (q), taking
e the Moderator token from Julius
Theodore w Armin and placing it on his PASS card. No
other player will be able to take the
Moderator role from Theodore this
NAY PASS AYE NAY PASS AYE
round. Julius plays next, and opts to
r VOTE AYE (w) by placing 1 Power
on his AYE card. Since he is now the
q player with the most Power invested
in the vote, he takes the Leader token
Frances Diana from Theodore (e). It’s now Armin’s
turn. He decides to VOTE NAY (r),
but he chooses to only place 1 Power
NAY PASS AYE NAY PASS AYE on his NAY card, so Julius keeps the
Leader token.
19

Julius

NAY PASS AYE

The next player to vote is Diana. She


decides to VOTE AYE (r) and places
Theodore Armin 1 Power on her AYE card. Julius still
keeps the Leader token, but the AYE
front is now in the lead, 2 Power
NAY
NAY PASS AYE PASS AYE
to 1. The only player who still has
to perform their first voting turn is
Frances, who opts to VOTE NAY (t)
by placing a whopping 4 Power on
y her NAY card! Since she is now the
Frances Diana player with the most Power invested
in the vote, she becomes the Leader
and immediately takes the Leader
NAY PASS AYE NAY PASS AYE token from Julius (y). NAY now leads
t r 5 Power to 2, but the Voting Phase
isn’t over yet.

Julius Theodore passed during the first


voting round, so he is out of the vote.
NAY PASS AYE Julius increases the strength of his
u vote by placing 3 additional Power
(u), for a total of 4, enough to get the
Theodore Armin two sides tied 5 to 5, but not enough
to take the Leader role from Frances.
Armin plays next. He is low on Power ,
NAY PASS AYE
i NAY PASS AYE but still decides to add 1 Power to
his vote (i), bringing NAY to the lead
again 6 to 5. Diana only has 1 Power
left behind her screen, too, so she can
only bring the two factions back to a
Frances Diana tie, 6 to 6 (o). Since Frances is the
Leader, the Voting Phase ends at the
end of Diana’s turn.
NAY PASS AYE NAY PASS AYE
o The tie will have to be broken during
the Vote Resolution Phase.
20

4. Vote Resolution
The Voting Phase ends when the player to the right of the Leader ends their turn. Add up the total
Power played on all AYE and NAY cards respectively. The side that has the most Power wins, which
determines the Outcome of the Dilemma card. In case of a tie, the Outcome must be determined by the
Moderator, who gets to decide the winning side of the Vote. If all players opted to PASS during the Vote,
the Moderator decides the winning side of the Vote; they also assume responsiblity for this decision and
take the Leader token.
If the Leader token is held by a player on the losing side, the Leader token is immediately given to the player
on the winning side who invested the most Power on their AYE/NAY card. If players of the winning side
are tied, the ownership of the Leader token must be determined by the Moderator, who can bargain with the
tied players about who will be assigned the Leader token, if they so desire (see page 18).

Julius
w
NAY PASS AYE

Theodore Armin Since the Voting Phase is ending with


a tie, Diana asks Theodore, who is the
Moderator, if he is willing to break
NAY PASS AYE NAY PASS AYE the tie in her favor in exchange for
3 Coins (q). Theodore is only
willing to accept the offer if he
receives 5 Coins . Diana can’t up
the ante, but Julius is willing to add 2
Frances q Diana more Coins from his pool to bring
the total to 5 (w). Frances and Armin
can’t beat the offer, so it’s a deal!
NAY PASS AYE NAY PASS AYE Theodore is now obliged to break the
tie in favor of Julius and Diana.

Julius

NAY PASS AYE

e
Theodore Armin
At the end of the Voting Phase, the
NAY
NAY PASS AYE PASS AYE
Leader token was still assigned to
Frances, who voted NAY. The vote was
won by the AYE faction, though. Diana
invested 2 Power tokens, while Julius
invested 4. As Diana is not interested
Frances Diana in bargaining to obtain it, the Leader
token is automatically assigned to
Julius, who will also Sign any Story card
NAY PASS AYE NAY PASS AYE and/or Chronicle sticker unlocked as a
consequence of this Voting Phase (e).
21

Perform Cleanup after the Vote


If, during the Voting Phase, one of the players opted to PASS AND BECOME MODERATOR, make sure
that player removes the Moderator token from their PASS card and places it on the table in front of their
House screen so that is easily visible to all players. The PASS AND BECOME MODERATOR vote option will be
available again during the next Voting Phase.
All players who opted to PASS must remove the Coin from their PASS card and add it to their pool
(behind their House screen).
After this, if there are Power tokens in the middle space of the Balance, they must be equally
distributed between all players who opted to PASS AND GATHER POWER. Any leftover Power must be
left on the Balance.

Rita and David both opted to PASS AND


GATHER POWER during this Voting Phase.
There is 5 Power on the middle space of the
Balance; at the end of the Voting Phase, Rita
and David will each take 2 of these Power .
The remaining Power can’t be shared, so it
remains on the middle space of the Balance.

Rita David

NAY PASS AYE NAY PASS AYE


22

Finally, all players who opted to vote for the losing side take the Power they placed on their AYE/NAY card
and put them back into their pool behind their House screen; all players who voted for the winning side
must take all the Power they placed on their AYE/NAY card and place them on the middle space of the
Balance. These tokens are not shared between the players who opted to PASS AND GATHER POWER this
round; they will be available to players deciding to PASS AND GATHER POWER during the next Voting Phase.
Note: If a lot of Power has been invested during a Voting Phase, many players may be tempted to PASS
AND GATHER POWER during the next Voting Phase!

E
NA

AY
Y

PA

SS
SS

PA
q
AY
E Y
NA

w
NA E
Y AY

SS
PA
PA
SS

Y
NA
AY
E

PASS
w
NAY AYE

All players who voted for the winning


side of the vote take all the Power
they placed on their chosen Vote card
and put them on the middle space of
the Balance (q).

All players who voted for the losing


side of the vote take all the Power
they placed on their chosen Vote card
and put them back into their pool
behind their screen (w).
23

5. Dilemma Resolution
Once the outcome of the vote has been determined, you need to resolve the current Dilemma. This process
has several sub-phases:
A. Read the outcome for the winning side of the vote (AYE or NAY) on the back of the Dilemma card.
B. Apply the changes to Resources, Stability, and Momentum indicated by the outcome.
C. Apply a Chronicle sticker (if indicated).
D. Open an Envelope (if indicated).
E. Place the Dilemma card on the Time Counter.
F. End of the Round (check if the King abdicates or dies, triggering the end of the game).

A. Reading the Outcome and Applying the Effects of the Dilemma Card
Turn the Dilemma card over, following the direction indicated by the symbol for the winning side (AYE/NAY),
as shown below, then read the Outcome of the decision taken by the Council. After you read the outcome,
apply its effects (see below).

Nay
If AYE wins the vote, take the corner of the card corresponding to This is what happens if you choose to answer
“no” to the question asked on the front

the AYE space and flip it horizontally. If NAY wins the vote, on the of this Dilemma card. The red bar below
also describes the outcome effects of your
decision.
other hand, take the corner corresponding to the NAY space and
flip it vertically.
-1 43

-3

decision.
also describes the outcome effects of your

Aye
of this Dilemma card. The blue bar below
“yes” to the question asked on the front
This is what happens if you choose to answer

This is what happens if you choose to answer


“yes” to the question asked on the front
of this Dilemma card. The blue bar below
also describes the outcome effects of your
decision.

-3
43 -1

If AYE wins the vote, take the corner of If AYE wins the vote, take the corner of
the card corresponding to the AYE space the card corresponding to the AYE space
and flip it horizontally. If NAY wins the and flip it horizontally. If NAY wins the
decision. vote, on the other hand, take the corner vote, on the other hand, take the corner
also describes the outcome effects of your corresponding to the NAY space and flip corresponding to the NAY space and flip
of this Dilemma card. The red bar below it vertically. it vertically.
“no” to the question asked on the front
This is what happens if you choose to answer
24

B. Moving Resources and Stability and Updating Momentum


The main outcome of a Dilemma card is moving Resource markers up or down. For example, if a Dilemma
card says “+3 ,” you must move the Influence marker up 3 spaces. If it says “-3 ,” you’ll have to move the
marker down 3 spaces instead. Outcome effects must be resolved one at a time, from left to right, as shown
on the Dilemma card. In addition to the moves due to the outcome of the Dilemma card, you may also need
to move the marker an additional 1 or 2 spaces depending on its Momentum (see below). Also, each time
you move a Resource marker, check if you have to update its Momentum afterwards.
Whenever a Resource is moved, the Stability marker must also be moved up or down an equal number of
spaces (including any additional spaces due to Momentum, see below).
Beware: If a Resource marker reaches either end of the Resource track, its movement stops, but the Stability marker
must still be moved the full number of spaces; If the Stability marker reaches either end of the Stability Track,
on the other hand, the King Abdicates and the end of the game is triggered at the end of the round (after all
phases of the current round have been completed, including step F of the Dilemma Resolution, see page 28).
The Stability marker, however, does not move any more, even if there are other Resource markers to move.

Momentum
Each Resource tends to continue going up when it is rising, or down when it is dropping. This is called
Momentum, which is indicated by the color of the Resource marker: If the marker is white-side up, it has
Positive Momentum, meaning that it is moving up, and if it is black-side up, it has Negative Momentum,
meaning that it is moving down.
If a Resource marker moves in the same direction as its Momentum (such as due to the effects of a Dilemma),
it moves 1 additional space and adds a Momentum marker of the same color (white = up, black = down).
As long as it has the Momentum marker attached to it, if it moves in the direction of its Momentum again, it
moves 2 additional spaces instead. A Resource marker can never have more than 1 Momentum marker.
But, Momentum is lost if the Resource changes direction. Flip the Resource marker over to show the other side
and remove any Momentum marker attached to it. For example, if a Resource with Positive Momentum and a
Momentum marker moves down, the Resource marker is flipped to show the black side and the Momentum
marker is removed.

The outcome of a Dilemma card causes Influence to go up 1 space and Morale to go down by 1. The Influence Resource
marker has Negative Momentum (i.e., it is on the black side) and it also has a black Momentum marker; so, it is moved up
1 space, the Momentum marker is removed, and the Influence
Resource marker is flipped to the white side to reflect its change
of Momentum. The Stability marker is also moved up 1 space.

The Morale Resource marker has Negative Momentum too, but it


has no Momentum marker on it; so, the Morale Resource marker
is moved down 1 space because of the effect of the Dilemma
card, and then down again 1 additional space because it already
had Negative Momentum. Additionally, a black Momentum
marker must be placed next to it: if it is moved down again
next time, it will move 2 additional spaces (1 for the Negative
Momentum and 1 for the black Momentum marker). After you
move the Morale Resource marker, the Stability marker must be
moved down 2 spaces.
25

In this example, the outcome of a Dilemma card makes the


Morale Resource marker go down 2, while Knowledge must go
up 1. Since the Morale Resource marker has Negative Momentum
and a black Momentum marker on it, it will have to move down
a total of 4 spaces. The Stability marker must also move down
4 spaces, and this brings it to the bottom of the Stability Track.
The end of the game is triggered. The Dilemma effect regarding
Knowledge must still be applied, but the Stability marker does
not move because the King has already abdicated.

C. Apply Chronicle Stickers


When the outcome of a card shows a symbol like , you need to attach a Chronicle sticker to the Realm
board. Take the Chronicle sticker booklet, find the Chronicle sticker with the number indicated on the Dilemma
card and read it aloud. The current Leader must Sign this Sticker (see box on page 6) and will be
responsible for its effect (whether it had a positive or negative effect for the kingdom).
Once the Chronicle sticker has been Signed, you must attach it to the row with the Resource symbol indicated
in the top left corner of the sticker in the Chronicle area of the Realm board. You must attach it to the empty
space furthest to the left in that row. If no empty spaces are available, you must attach it over the sticker with
the most squares marked (i.e., the oldest sticker in that row); in case of a tie, you must attach it over the tied
sticker furthest to the left.
The Chronicle stickers award you Power bonuses and penalties and will determine how the various Open
Agenda tokens will be assigned at the beginning of the next game, but they have no immediate effect
during the current game.

This is w
“no” to hat happens if
of this the question you choose to
also des Dilemma card asked on theanswer
decision cribes the outc. The red bar front
. ome eff b
ects of elow
your

Example
Example
Example
Example Sticker
Sticker
Sticker
Sticker 43
43
43
43 Example Sticker 43
-1
43 This sticker
Placeholder
Placeholder
Placeholder
Placeholder
Placeholder
Placeholder text
text
text
text
text will
textof
of
of
of
of remind
sticker.you of the events
ofaaaaaasticker.
sticker.
sticker.
sticker.
sticker.
that followed your decision and its long-term This sticker will remind you of the events
consequences. The player who signs the sticker that followed your decision and its long-term
will be considered responsible for them. consequences. The player who signs the sticker
H.4.4.Y
H.4.4.Y
H.4.4.Y

-3
will be considered responsible for them.
H.1.3.N

H.1.3.N
your
ects of elow
. ome eff b
decision cribes the outc. The blue bare front
also desDilemma card asked on th answer
of this the question you choose to
“yes” to hat happens if
This is w
6
d 7
.ind
410
190
_20
v02 e_
76 elop v
dd _en
0.in KID
041
019

26
2_2
_v0
76 lope ve
dd _en
0.in KID
041
019
2_2
_v0 pe
velo
_en
KID

00
D. Open Envelope 00
00
, you must search the box for the Envelope with the
0 0
If the outcome of a card shows a symbol like
corresponding number and open it. A standard Envelope will contain 100Story card and 3 Dilemma cards.
KID
_en
velo
pe_
v02
KID
_en
velo
pe_
v02
_20
190
410
.ind
d 7
6
01
KID_envel
ope_v02_2
KID
_en
0190410.in
velo
dd 76
_20
190
410
.ind
d 7
0
0 0 00
pe_ 6
v02
_20 KID_e
190
410
.ind
d 7
6
0 0 nvel
ope_
v02_
2019

0
0410
.indd
76

00 0
swer
0 30/04/19
17:12

o an t
c ho ose t he fron e
ot s
em nt .
ou t low 00
s if y asked one bar beyour a r wa ent

he rledi ecatfedite, n sLtyee netfiarrgteo uug der ned d a


000
e n m nts,” em lave e

on iro th b iultle Tahn ha st nan hearts th t


p

rec d ng de mb blr. a l et laqu s tgl of a


p o

m r o e
at haquestion . The bluffects of

str n eiyr trhs e d Gt c igtit a e


0
r e s h

eretERe baff otwgerse sgeet mpuosrltas m s bo tati ceiv


t f Te gr a t at 00

ucfto twr erar ar olan hite re


is wh an of e a is s th d

00
00

is ky re f
n e an ree a rn s e
d e

iront aidnd e e asm debn s o


ch ty d s im e le
This to the mma car utcome

o rerboon e raoj isltls ssthr alvid Skar the iers as r

ar g iitlls.a Dlinwgan ak
30/0 er i tra od la pl b s.
m he ‘’Cive go e c tem a fa cade ry.

my . D oot ts
4/19

or old h
” D es the o

? o of
“ye s il e 17:1 ich d t rat of H rt ap, de ave

we
nnt lonM o rk e n s er
h is 2 a r lle uc les s. ese M r sl ?

ve yair t To m ur nd
of t describ 00 o, ca a l p ain d n fo st ave 30/0

th ee R“roed ring of leso m o ma


an ity e am h a lde g ain sl
4/19

.F
30/0

0.1

.F
.F

also ion. or rt c otiat is s n c rom Go ekin ag the


4/19 0.3 17:1

0.2
ffe k oub fro Com

S.0
S.0 2

h?e inm

S.0
01 17:1 M ese eg h i s f he se are ee
decis 2 d n ng ine me s t n le o fr

t o
00

M e tr age gh

a m thm dhme ,” aar pro :


to mo ub co ide bee op o t

th ess Hi
30/0
4/19 A onc an ly h e pe an
c om ed e’v ur or

m he
00

e
17:1

we rIAhL esPelOprrv.eTy hto oarditybreow


w lleg w f o e M

T
2
00 a em y o orc

d t hbeui e m
a r
it an e f
M ow
01

o
D

i
alo rtehe w

fun W
00

e
+1

Th

g
-2

H n
EfC
03

: SP
0 00
00 0
decis
also ion.
of th describ

00
“no” is Dile es the o

000
This to the mma ca utcome

0
is wh q rd e
at ha uestion . The r ffects of
BEWARE:
0
0 0
ppen a ed
s if y sked on bar beyour

00 0
ou ch lo
oose the fro w 21:7
1 9
to an nt 1/40
/03
If you forget to open an
swer

envelope when you should,


the game will get stuck!
67
ddn
i.01
409

When you open a standard Envelope, you must follow these steps:
102 67
_20 ddni
67 v_e .014
pole 0910
ddn vne 2_20
i.01 _DI v_ep
olev
409 K ne_D
10267 ddn IK
_20 i.0140910
v_e 2_20v_ep
67 pole olevne_D

q Read the Story card.


ddn vne IK
i.01 _DI
409 K 21:7 21:71 91 21:7
102 /40/03 1 9
1/4
_20 1 9 0/03
v_e 1/40
pole /03
vne
_DI
K 21:7
1 9

w The Leader must sign the Story card (if needed). 00


1/40
00 /03
21:7
1 9
00 67 ddni.
0140 9102_20v
1/4 _epolevn
00 0/03 e_DIK

e Place the Story card on the matching Storyline space of the Realm board. 00
67
ddni
.014
0910
2_20
v_ep
olev

r Shuffle the remaining 3 cards from the Envelope you just opened into the Dilemma deck.
ne_D
IK

67
ddn
i.01
409
102
_20
67 v_e
pole
ddn vne
i.01 _DI
409 K
102
_20
67 v_e
pole
ddn vne
i.01 _DI
409 K
102
_20
v_e
pole
vne
_DI

q w e r
K

1 Story Ca
rd Title

Quia non
eriores rem sedis es
sita
mo dest re, consertib
ro
parum ex uta quiaerchicia
comnis que essinct uriorro
ta tem. Taq non sero minc-
volenis asinuas est cum sic
aborpor ien dae es ubi
danis abo epudia sinven-
quo experibrio. Ut aut
e tuo
ex et vol us molecearist
ipsam et estem natem lab
rion cullup vol or aperfero-
omnimpe tati re lucibus
most vol sitiundant, om-
ribus. Occendanis nonecto
quost qui vol um quas
aud
cuptatum s conserum sandalab idus di ommo is re
endantent et audionsed qui cum quia con llest,
quid et fac.Ehent otaqui tem d ut est repedi sequodi
am
ipsum, quaeperum cus. Up . Odit, cume am nam : SPECIA : SPECIA
bus, qui e ipsam tua partat rosa lanistia enimos L POWE
R
L POWE
R
rem dolupt va dol
quatur? ia con nonfuga. Ut quundi upta
sed qui aut t ati-
ati cuptis Martina Martina
91/4
/030

00
00

K
_ DI
vne
27

pole
v_e
_20
102
409
i.01
ddn
67
EVENT TITLE
Special Envelopes
EVEN
T TITL
E

THIS
IS A SP
ECIAL
DO NO ENVELO
PE
CARD T SHUFFL !
S E
Read INTO THE THESE
THIS IS A SPECIAL
If you open a Special Envelope (i.e., the first card
then the story DECK.
tu be
to read rn this ca low,
th rd ov
for th e special er

Th sit
m e qu
FugiaM
de od
Htoiigetau
o bit et
no
se rici
is enve

anen as aut om
lope.
rules
ENVELOPE!
you find when you open the envelope is marked th essaA nh trtodciito,illa
DO NOT SHUFFLE THESE
imi, ute nim
essgmet ectfreegoCqu a r au mpedia
Mae trcoau o ty
e cvol ic andem t
off rkwoovol uncbupoali nogqu metiam tuem a l oruh mm qu
s aleli
ulebtio one nedt vole e
CARDS INTO THE DECK.
The “re erain mf etu s . hNa
lignis
itire lleggno
od
a T rinoaliemcim
nn o
aseq
eis nmetsarad slouua ethr up r
h‘’ actoshtaan
eliquamaut th evReoMdya onMadeto c rkqu cldrisam eres

with the sentence “This is a Special Envelope!”),


rem reerem lm dislyppa : ian in tem om r pign ietcon C
aritas , seq alui win
theulp nips
th ,w
”abar roolut
do vmidesSfug kacr th ernam irs seity ret f o
onni a am
eaw ssh leos s o bve retstatiofceriv

67
iusam il est Dm aridbnm trhor haamense
Read the story below,
pog eyusa al
vellac dolec Hem
ar m
b os th
nsim eoagn
a
w
ro jo
ilstrls
o o
pe ’vorp
e
runer ait.dnegsep
reeeli pfuroqu
os
itio
i
me
frspgoerrdaed oTneend da a
ad f n rt lasr ncom ss. mnia

ddn
to
emaeogn e
r rsti r.eien ebesias
arity Neetqu m ia
voles erumfone hsel Ty hto
itie fut betw
ortem ood urgisc se
teesntetauhm agusto ugsogo re oaf ts,atrem

you have to follow the instructions written on


berprn
v o ee oenedeta rib e u s ”

i.01
iberit, ra pe wrup e aff
b c
ad f n G fi re q H
uaasenthledat srsi grth
am
e futatn int rethbuutaes m e tetem
ec ic p qu
ditod,em
Lyb t
esl.raesc olliis thdsit
qu
laesstun eee wan ote
optam solo illu d e ilredineseM o am d a e n
ctant tichtilatei ss aare men ts then turn this card over

409
th ist, te a quo b e T an t ig
,
dolorep nia con
pta s aue t re ded irpro
pra g th d eride p
quu
il
letle e illa
rekivel h m e dnvoloutt r
ed ut qu et ommorenco aeibnyoles i th rs negeenarG M ldeen mof sla t.

102
nstistsoru n lor r tr
wtorarro e ar
r itam a m b r s
do ed beaqe as e e v
ctfoio tode ain oarktyin , gaanpleak th e
e dolor s dolor pw
renn frdliq amg ilisls fua

_20
inuis
to read the special rules
iae do
lent ataepra qu th?au e e g a . ts t e

00
i t eaut itin. D ali ti lo
deot ab a f h
ur? arm
tem eat

v_e
th odsD
ye ti o caof le t

the cards in that envelope instead of the standard


? sl slaw de d

pole
av vee s.
e? ry
for this envelope.
S.39.0.F

vne
.

_DI
S.00.1
.F

K
procedure described on the previous page.
S.00
S. .2.F
00
.3
.F

Fugia nobit et as aut omnim


sit et odicienimi, utempedia

00

/03
qui aut odit illa aut andem

0
21:7

91/4
1
essecte que volorum que

1
91/4

21:7
E C ,N A , M S B

0
aut alique nes elit volupta

/03

00
nding ards arrative chievements and ajority igner onuses voluptio. Nam sequam resto
od etur alicimet adignis conse
Each Storyline can end with one of several different Ending cards.

00
non pa quiantem eosam re
adis dolut fugitio nserspe
In addition to any special ability ( ) they may show on the front, lignis
q like aut
the rem rem ipsam aborpor epeliquia comnias
eliquam, sequi ni ulparib usaperunt. Nequ deribus quas 10 w
regular Story cards, Ending cards may have additional features: aritas il estempos simagna temodiscias aut esciissit unt
iusam dolecto magnieniti ut adic tem quam illam volut
vellacerum nestibernam utas esequod qui re velenitae
Cohesion / Dissent : If shown in the top-right corner ofvoles
an rathe
#
w peruptat intist, te pra pro idelestorro beaquat
Ending card, the specified amount of Cohesion or Dissent Story Card Title
iberit, solo illuptas aut rendestis doloren deliquis aliti
will count
optam, nia conet ommos dolorepra qui aut aut odi
during the Grand Finale of the campaign (see page 35). doloreped ut que doloriae dolent atatem eatur?
S.39.0.F

e Narrative Event: If shown on the back side of the card (marked withUt ),aute tuo quo experibus

67
ddn
i.01
it unlocks the Narrative achievement for one of the Houses. These story

409
molecearist ex et volestem

102
_20
events are sometimes mutually exclusive: if a player unlocks theirs, it may

v_e
natem lab ipsam et volor

pole
vne
_DI
aperferorion :culluptati re

K
mean another player will never be able to unlock theirs!
lucibus omnimpe
SPECIAL POWER

Angelasitiun- q
r Majority Signer Bonus: When an Ending card is first played on dant, the ommost volendanis
board, check all the other Story cards of that Storyline and see which nonecto ribus. Occum
player Signed the most of them (including the Ending card itself): quas that audis re vollab idus
di ommollest, # Storyquost Card Title
quis
player immediately receives the Majority Signer Bonus shown on the
Ending card. In case of a tie, all tied players receive the bonus. conserum sanda cum quia
Ut aute tuo quo experibus
molecearist ex et volestem
consequodi cuptatumnatem etlab ipsam et volor
aperferorion culluptati re
audionsed quid ut estdant,re- lucibus omnimpe sitiun-
ommost volendanis
pediam nam endantent.
10
nonecto ribus. Occum
quas audis re vollab idus

Ehentotaqui tem. Odit, di ommollest, quost quis


conserum sanda cum quia
consequodi cuptatum et
cume amenimos quidaudionsed et quid ut est re-
pediam nam endantent.
faceperum cus. Uptat rosa Ehentotaqui tem. Odit,
cume amenimos quid et
lanistia dolupta ipsum, faceperum cus. Uptat rosa
lanistia dolupta ipsum,

quae ipsam tua parva fuga. Ut quundit atibus, qui


quae ipsam tua parva fuga. Ut quundit atibus, qui
rem doluptia con non sed qui autati cuptis quatur?

rem doluptia con non sed qui autati cuptis quatur?


10

e “Narrative achievement”
Majority Signer Bonus: +3 r
: SPECIAL POWER : SPECIAL POWER
“Narrative achievement”
Lex Angela Majority Signer Bonus: +3
: SPECIAL POWER : SPECIAL POWER

John John Lex only signed 1 card of this storyline. Angela


signed 2. With 3 cards signed, John has the most
: SPECIAL POWER : SPECIAL POWER signed cards for this storyline. He gets the Majority
John Angela Signer Bonus shown on the card, and immediatly
marks 3 on his House screen.
28

E. Place the Dilemma Card on the Time Counter


Unless the Dilemma card explicitly tells you otherwise, put the
Dilemma card halfway under the left edge of the game board with
the back side facing up, next to the top empty space of the Time
er
answont
se to e fr w
choo th belo
you d on bar your
s if aske blue ts of
ppen on ec

Counter, so that the winning outcome is still visible (q).


he
t ha esti . T e eff
wha qu card om
hi s is to the mma e outc
T ” ile th
“yes this D ribes
of desc .
swer t also sion
to an fron deci
oose the below
u ch on r ur
if yoasked ue ba of yo 21
ens
-4
bl ects
happ tion . The eff
hat ques rd ome -3
s is w the ma ca outc 19
Thi ” to Dilem s the

wer
“yes this ribe
sc
deci
of de .

s
also sion
swer t also sion desc .

n
deci
of
to an fron

a
“no” this ribe
oose the below Thi to Dilem s the

o
u ch on r ur

t
s is the ma outc
if yo d d ba of yo 36 wha qu ca
ens askehe re ects
+1 om

e
t ha esti rd. T e eff

s
happ tion . T
ppen on
eff he ec

oo
hat ques rd ome -2 s if asked red ts of
is w the ma caoutc
78 you ba yo
s chooon th r belo ur
Thi to Dilem s the

c h
“no” this ribe
se to e fr w
deci answont

ont
desc .

u
of also sion
also sion

o
er
desc .
swer t

y
of
to an fron deci “no” this ribe

i f f r
Thi to Dilem s the
oose the below
u ch on

s
s is the ma outc
r ur

e
if yoasked ue ba of yo
78 wha qu ca

n
-2 om
ens
t ha esti rd. T e eff

h
bl ects

e t
ppen on
happ tion . The eff
he ec

p
+1
s if asked red ts of
hat e ques card tcome

p
w you ba

n
36 yo
s is th ma ou chooon th r belo ur

hat ha stion asked o qar below


Thi ” to Dilem s the se to e fr w
“yes this ribe deci answont
of desc . also sion er
er also sion of desc .
answont deci “yes this ribe
se to e fr w Thi ” to Dilem s the
chooon th r belo ur s is the ma outc
you ba yo wha qu card om
s if asked red ts of
-1 t ha esti . T e eff
ppen on he ec ppen on he
t haquesti rd. T e eff
ec
s if aske blue ts of
w ha ca om -3 you d on bar your
s is the ma outc
43

the que ard. The blue b of your


choo th belo
Thi to Dilem s the se to e fr w
“no” this ribe deci answont
of desc . also sion er
er so
al sion desc .
answont
of
deci “no” this ribe
se to e fr w Thi to Dilem s the
chooon th r belo ur
you
s is the ma outc
ba yo
s if asked red ts of 19 -3 wha qu ca om
t ha esti rd. T e eff
ppen on he ec
t haquesti rd. T e eff
ppen on he ec
ha s if asked red ts of
w ca om -4
s is the ma outc
21 you ba yo
chooon th r belo ur
Thi to Dilem s the

c
“no” this ribe
se to e fr w

ects
answont
desc .
deci

a
of also sion
so
er
al sion

m
desc .
deci
of

ff
“yes this ribe

m e
Thi ” to Dilem s the

l e
s is the ma outc

i e
43 -3 wha qu card om

D
t ha esti . T e eff

m
ppen on he ec

o
-1 s if aske blue ts of

utc
you d on bar your
choo th belo
se to e fr w

o
deci answont
also sion

e
er
of desc .

h
“yes this ribe

t
Thi ” to Dilem s the

s
s is the ma outc

e
wha qu card om

crib
t ha esti . T e eff
ppen on he ec
s if aske blue ts of
you d on bar your
choo th belo
se to e fr w
answont
er

n. e
w
ITLE
EVENT T
SPECIAL
THIS IS A PE!
ENVELO E THESE
T SHUFFL
DO NO DECK.
TO THE
CARDS IN story below,
e
Read th is card over
rn th
then tu ial rules
the spec e.
to read velop
for this en
et as aut omnim ia
bit
Fugia no icienimi, utemped m
EV

sit et od odit illa aut ande e


EN

qui aut que volorum quta


TT
ITL
ligniquam, estem mag rnam te pr estis pra queatur?

essecte e nes elit volup to


eli s il lecto stibe intist, rend lore atem
arita m do m ne ptat s aut os do t at
iusa ceru peru upta omm e dolen

E
s au sequ pos nien utas a pr dolo i
vella ra lo illconet loria
voles it, so nia que do
ibertam, d ut

aut aliqu Nam sequam res e


op lorepe

DO RDS e stor card rules


do

t re i ni simag iti ut eseq o id ren aut

TH
CA ad th this ecial .
Re turn e sp lope
m

NO INTO y be over
then ad this en

voluptio. cimet adignis consre


IS ISVELO FLE TH CK.
to for th

EN SHUF E DE w,
rem parib na te adic teuod qu storroliquis t odi

T
Fugi et od odit volo t vo resto

re
sit i aut que s eli am conse

A SP PE!
qu cte e ne sequignis m re
ul

esse aliqu Nam ad eosa spe

od etur aliquiantem eosam pe


a no icien illa rum lupt
aut ptio.alicim tem
ipsa usap modisc m qu i re be aliti

voluetur quianfugitio com quas


od n pa lut eliquia ribus t unt

EC

and often
no is do r ep qu de ciissi volut

TH
m

bit imi, aut


ad orpo t. Ne aut es illam itae

IAL

non pa ers
fugitio ns ias
ab un ias am

et as ut andeque

r special—
ve
er

ESE
lo

adis dolutepeliquia comn as


rds trigge
aut empe m
et

om dia

aborpor Nequ deribus qu t These ca game effects.


nim
ele de au

ips am t. esciissit un recurring—


nser nias

t rem rem usaperun


a

lignis au sequi ni ulparib temodiscias aut illam volut D


OVER ANNS.
velenaquat

eliquam, estempos simagnaut adic tem quam re velenitae IS CARD


S.3

O
TURN THTHE INSTRUCTI
9.0
.F

aritas il lecto magnieniti s esequod qui ro beaquat

-3
iusam dom nestibernam utapra pro idelestor aliti FOLL O W S.14.1.F
The rrin
recu

deliquis
vellaceru peruptat intist, te destis doloren aut aut odi
se g—ga
card m
TU LLOW
FO

voles ra o illuptas aut ren qui


RN

dolorepra
s tr e eff

iberit, sol conet ommos lent atatem eatur?


TH THE IN

igge ects
IS C ST

S.39.0.F
r sp .

optam, niaut que doloriae do


AR RU

ecia

doloreped
D O CTI

l—

swer
VER ON

oose to an
and

s if you ch on the front


AN S.

often

at happen -1
D

d
This is whthe question askee blue bar below
S.1
4.1
.F

“yes” to ilemma card. Th e effects of your


of this D ribes the outcom
also desc 43
decision.

There are two kinds of special Dilemma cards that must never be placed on the Time
-3 -1 Counter: Event cards (w) and Trigger cards (e). Both are placed in the Event
area of the Realm board, instead. Follow the instructions on the cards themselves
43

when you encounter one of these cards!


r decision.
also desc
of this Dribes the outcom
“no” to ilemma card. The effects of your
This is whthe question askee red bar below
at happen d
F. End of the Round
s if you ch on the front
oose to an
swer

While you are applying the effects of the outcome of a Dilemma card, check if the
King Abdicates (see page 29). If the King did not abdicate, but the last Dilemma
decision. card was placed on the space marked with the symbol, check if the King is Dead
(see page 29) (r). If neither of these conditions has been met, just start a new
also desc round by drawing another card from the bottom of the Dilemma deck.
of this Dribes the outcom
ile e e
29

TRIGGERING THE END OF THE GAME


The game can end in two ways:

q The King Abdicates: If the Stability marker reaches either end of the Stability Track when applying the
outcome of a Dilemma card, the King abdicates and the end of the game is triggered. Further changes to
Resources must still be applied, but the Stability marker does not move any more.

When things go well but power is


distributed unevenly among the
factions of the kingdom, the Council
will have enough power to force
the King to abdicate. On the other
hand, the King may also decide (or
be forced) to abdicate if things get
really bad, to bring about a change
in leadership and try to revive the
fortunes of the kingdom.

w The King is Dead: If the last Dilemma card was placed on the Time Counter space marked with , check
if there is a symbol on the central space of the back side of that Dilemma card AND/OR if it is the fifth
card placed on that space. In either of those cases, the King is Dead, and the end of the game is triggered.
If the card placed on the space does not trigger the King’s death, all Dilemma cards are added to that
space for the rest of the game (until the King’s Death is triggered by a card with a symbol or the fifth card
is played to this space; the end of the game may also still be triggered if the King abdicates, see above).
This
“yes” is what
of th to the happens
also is Dilem questio if you ch
Note: Any effect of a Dilemma card triggering decisi describe ma cardn asked oose to a
on. s the . o nsw
outc The bluen the fr er

the end of the game must still be applied


om b ont
This
This is what
is what happens
happens if you
if you choose
choose to to answer e effect ar beThis
answer low is what happens if you choose to answer This is what happens if you choose to answer
“no”totothethequestion
“yes” questionaskedaskedononthethefront
front s of “yes” “no” to the question asked on the front
your to the question asked on the front
of of
thisthis Dilemma
Dilemma card.
card. TheTheblueredbarbar below
below of this Dilemma card. The blue bar below of this Dilemma card. The red bar below
before moving on to the end of game phase. also
also describes
describes
decision.
decision.
thethe outcome
outcome effects
effects of of
youryour also describes the outcome effects of your
decision.
also describes the outcome effects of your
decision.
-3
This means that: 43

• any unlocked Chronicle sticker must be


-1
-3-4 19 -3 21 +1 78

21 43 -3-1 19 -4 36 -2

attached; ome
s of
your
effectbar belo nt
outc The redn the fr er
o
w

o n . the . sw
s
decisi describe ma card ed oose to an

• any unlocked Envelope (regular or


a sk o
also is Dilemquestionif you ch
the appens
of th decision.
to decision. decision. decision.
“no” also at hdescribes
hdescribes

Special) must be opened and properly set


is w
also thetheoutcome
outcome effects
effects your
of of your also describes the outcome effects of your also describes the outcome effects of your
This of of Dilemma
thisthis Dilemma card. TheThe
card. bluered below
barbar below of this Dilemma card. The red bar below of this Dilemma card. The blue bar below
“yes” questionasked
“no”totothethequestion askedononthethefront
front “no” to the question asked on the front “yes” to the question asked on the front

up (reading its Story card and shuffling the


This
Thisis what happens
is what happens if you choose
if you choose answer
to to answer This is what happens if you choose to answer This is what happens if you choose to answer

other cards into the Dilemma deck);


• any Event triggered by that card must be
resolved;
before moving to the End of Game procedure.
30

END OF THE GAME


The end game procedure is divided into 5 steps:
1. Calculate Scores.
2. Mark Scores on the Realm Chronicles.
3. Check House achievements.
4. Update House Alignments.
5. Final Cleanup.

1. Calculate Scores
The score for each player is determined by their Secret Agenda cards and their Open Agenda tokens. Bonus Agenda
Points are also awarded to the players with the most Power remaining in their pool at the end of the game.

A. Secret Agenda Cards


Each Secret Agenda card shows two different scoring conditions: a Resource Goal, related to the position of the Resource
markers at the end of the game, and a Money Ranking Goal related to how many Coins you have at the end of
the game in relation to the other players. The number of Agenda Points you gain from your Secret Agenda
depends on how well you performed in regards to these two goals.
RESOURCE GOAL
The Resource Goal rewards you for keeping a certain number of Resource
markers in specific areas of the Resource Track. The interaction between the
q q Agenda name
MODERATE w Resource Goal Diagram
differing interests generated by these goals will encourage you to support e Resource Goal Scoring
or compete with the other players to keep the Resource markers in the “A fair and balanc
ed state can only w r M
 oney Ranking Goal
position you desire. A specific player may be your ally during the current be achieved throug
h equilibrium.” Scoring
Voting Phase, but strongly oppose you during the next, depending on their
personal interests in each specific moment. Try to read the intentions of the
e RESOURCES
6
1
other players and deduce their Secret Agenda to gain an advantage during 2 7
each Voting Phase. 3 10
4 13
MONEY RANKING GOAL
5 14
The bottom of each Secret Agenda card also lists the number of Agenda
Points you gain if you are the first, second, or third player with the most Coins r RANKING

at the end of the game. The different Secret Agendas have different scores linked I 5
to money; for example, Greedy makes a lot of for the Money Ranking Goal, so II 3
a player with this Secret Agenda will be more inclined to accept money from the III 1
other players during negotiations. Vice-versa, a player with Rebel makes few
for the Money Ranking Goal, so they will probably be more inclined to spend
Coins to “buy” the other players and “oil the machine” in their favor. In case
of a tie, all tied players share the same position (and get the corresponding score
described on their Secret Agenda card).
31

SCORING STRATEGIES
IN DIFFICULT SITUATIONS
It may happen that no Dilemma card
involving the Resources you are interested
Martina in moving is drawn from the deck and you
can’t change the situation in your favor.
If this happens, remember that the less
you are getting, the more likely it
will be the other players will be willing to
take your side. In desperate situations, if
you are sure you won’t be scoring many
Theodore , you can always try to make the
King abdicate in order to decrease the
Prestige and Crave scoring gaps
between players at the end of the game
(see the table on page 33).

Finally, remember that what matters for


Valentine the purpose of the whole campaign is
not the amount of you score during a
This 3-player game ended because the single game, but the sum of the Prestige
King abdicated ( reached the lower and Crave you will obtain over
end of the Stability Track). several games. Always think long term.

Valentine was playing as a Moderate.


The area marked on her Secret Agenda
card contains 3 Resource markers,
so she gets 10 . With 4 Coins
behind her screen, she only ranks 3rd
for number of Coins , so she scores
1 additional , for a total of 11 .

MODERATE

10
state can only
“A fair and balanced
equilibrium.”
be achieved through

RESOURCES

1 6
2 7
3 10
4 13
14

1
5

RANKING

I 5
II 3
III 1
32

B. Open Agenda Tokens


Each Open Agenda token is associated with a specific Resource (Welfare, Morale, Influence, Knowledge, or
Wealth) and it can be either Positive or Negative.
• For each Positive Open Agenda you have, you gain if the corresponding Resource marker is the
highest (3 points) or second highest (1 point) on the Resource Track of the Realm board. In case of a tie,
all tied Resources give the same bonus.
• For each Negative Open Agenda you have, you lose if the corresponding Resource marker is the
lowest (-3 points) or the second lowest (-1 point) marker on the Resource track of the Realm board. In
case of a tie, all tied Resources give the same penalty.

With the final status of the Resource


Track and the assigned Open Agenda
tokens depicted, at the end of the game
the Positive Open Agenda token for
Influence is worth 3 , while the ones
for Morale and Knowledge, which are
tied for second place, are worth 1 .

On the other hand, the player who has


been assigned the Negative Open
Agenda token for Knowledge loses 1
even though the Knowledge Resource
marker is in second place: it is also second
to last! Finally, the players who were
assigned the Negative Open Agenda
tokens for Welfare and Wealth, which are
tied for last place, lose 3 .

C. Majority of Power Tokens


The player(s) with the most Power remaining behind their screen gains 2 additional Agenda Points. The
player(s) with the second most Power remaining behind their screen gains 1 additional Agenda Point. In
case of a tie, both players score the bonus for the tied position.

Valentine Martina Armin Charles Theodore


Valentine had the most Power tokens left
behind her screen at the end of the game,
so she gets 2 additional . Armin and
Theodore, tied for second place, each get
1 additional .
33

2. Mark Scores on the Realm Chronicles


Using the next available unused scoring table in the Realm Chronicles section of this rulebook (see page 44), write down all the Agenda
Points you collected during this game, then add them up. The player with the most is the winner of this game! The Heir to their House
will have the honor of marrying the king’s heir, and the next king will share their blood. In case of a tie, the victory is shared, and the Moderator
chooses which of the tied players has the privilege of marrying into the royal line.

PRESTIGE POINTS
King Harald V Date 08/04 AND CRAVE POINTS
# House
Secret
Agenda
Open
Agenda Coins Power Tot. In addition to determining Even though Crave points are scored
the winner of the current by players ranking last at the end of a
4° Valentine +5 -1 +1 +2 7 game, this ranking is also game, they are not “negative points.”
Both Prestige and Crave will count
used to determine the
1° Martina +7 +1 +3 0 11 amount of Prestige
towards the final victory at the end of the
campaign.
4° Armin +3 +3 0 +1 7 and Crave Points each
Prestige represents the things you
player must record on their
3° Charles +12 -3 0 0 9 House screens.
did to increase the prestige and well-
being of the kingdom, and the glory
2° Theodore +7 +1 +1 +1 10 your House obtained as a consequence.
Crave , on the other hand, represents
the “crave for power” of your House. It is
tied to selfish acts you performed in the
name of your House, and to your desire
All players participating in this game must record their campaign scores on the back of their for revenge after you proved to be less
House screen, following the table below: influential than the other Houses in your
decades-long power struggle.

The King Abdicated Depending on your choices during the


The King Died at the top end of the Track at the bottom end of the Track game, at the very end of the campaign
Ranking during they will have different values, and
Prestige Crave Prestige Crave Prestige Crave
both may help you achieve the ultimate
this game Points Points Points Points Points Points
victory!

1° - - -
2° - - -

(only with 4-5 players) - -

(only with 5 players) - -
Last - - -
In case of a tie of , all tied players receive the same and/or points. Moreover, there is always a player in “last place,” regardless
of the number of players. For example, in a 5-player game, if two players tied for fourth place (and no player behind them), they are both
considered “last” (in this case, they each gain 2 for coming in last instead of the 4th place score). These scores, recorded at the end of each
game, will determine the overall winner when you reach the final ending of the story at the end of the campaign! Depending on your choices
during the game, the Prestige and Crave scores you obtain during the campaign will have different values (see box above).
Finally, the winner of this game may choose the name of the king who will rule during the next game. Write this name in the space of the
scoring table you will use for the next game (e.g., “King John the First, of House Smeethe;” again, feel free to use your real name or a fictional
one, but always use the House name you wrote on your House screen).
you have no time to enjoy the fruits of your labor and your generous : +1 +1
land. You are haunted by the fact that life is too short. The people of
Gamam developed a special sensitivity to luxury and beautiful things.
Score 2 or more through Op
34 You are proud of your efficiency and wealth, and you often complain
Agendas at the end of the game.
that you pay too much in taxes. You feel that your relationship with
the central government of the kingdom is one-way: you give a lot to
3. Check House Achievements
the Crown, without receiving anything back but more taxes. From : If you play more than 5 during
Vote and your side wins, gain 2
the outside, you are seen as demanding, arrogant, and fussy, but also
elegant
Check if you fulfilled and sophisticated.
the conditions of any ofYour achievements
thecapital city is clean andon
listed safe. AllHouse
your your screen and, if so,
mark 1 space for eachpeople,
of including you and your
those achievements (see family, complain
page 13). too to the position of
that life endsrefer
Many achievements
is in the top half of the Stabil
Resources at the end of the game: In case of a tie, all tied Resources share the same position. If a special
soon. You would give anything to have more time to enjoy the wealth
Track at the end of the game.
ability is unlocked, you accumulate
it may have to beduring your
applied hard-working
immediately (seelife.
page 14).

4. Update House Alignment : +3

Mark 1 space for the achievement corresponding to the Secret Agenda you used during this game in the House
Alignment section of your House screen. If the achievement was already unlocked, do not mark any space.
“Work is life” Have 18 or more at the end of the gam

Extremist Rebel : +3

Opulent Opportunist
Moderate Greedy
Catherine played as Opulent. She marks the last space of the matching achievement, unlocking 2 that she must
immediately mark on her House screen. Note that since she already unlocked the achievement for Greedy, no further space
would be marked if she played another game with that Secret Agenda. 06/05/19

5. Final Cleanup: Save Your Game!


There are a few steps you must follow at the end of each game of The King’s Dilemma, to clean up the game
and save its state, so that you can resume your story at the same exact point where you left it. Follow this
procedure before putting the game back into the box:

q Take the Trigger cards that were placed in the


Event area during this game (if any) and shuffle
00

KID_envelope_v02_20190410.indd 76 30/04/19 17:12 KID_envelope_v02_20190410.indd 76 30/04/19 17:12

00

KID_envelope_v02_20190410.indd 76 30/04/19 17:12 KID_envelope_v02_20190410.indd 76 30/04/19 17:12

00

00
KID_envelope_v02_20190410.indd 76 30/04/19 17:12 KID_envelope_v02_20190410.indd 76 30/04/19 17:12

00

00
KID_envelope_v02_20190410.indd 76 30/04/19 17:12 KID_envelope_v02_20190410.indd 76 30/04/19 17:12

00

00 00 00

them back into the Dilemma deck. Then, put the


KID_envelope_v02_20190410.indd 76 30/04/19 17:12
00 KID_envelope_v02_20190410.indd 76 30/04/19 17:12

00

00 00 00
00
KID_envelope_v02_20190410.indd 76 30/04/19 17:12 KID_envelope_v02_20190410.indd 76 30/04/19 17:12

00

00
21:71 91/40/03

00 67 ddni.01409102_20v_epolevne_DIK

00
KID_envelope_v02_20190410.indd 76
00
30/04/19 17:12
00
00
00
00 KID_envelope_v02_20190410.indd 76
00
30/04/19 17:12

00
21:71 91/40/03

00 67 ddni.01409102_20v_epolevne_DIK

00
30/04/19 12:12

KID_envelope_v02_20190410.indd 76 30/04/19 17:12 KID_envelope_v02_20190410.indd 76 30/04/19 17:12

KID_envelope_v02_20190410.indd 76
00
30/04/19 17:12
00
00 00 KID_envelope_v02_20190410.indd 76
00
30/04/19 17:12

00 00 00
KID_envelope_v02_20190410.indd 76 21:71 91/40/03 30/04/19 17:12 KID_envelope_v02_20190410.indd 76 67 ddni.01409102_20v_epolevne_DIK 30/04/19 17:12

00
00

0 0
00
00 00

00
21:71 91/40/03

00 67 ddni.01409102_20v_epolevne_DIK

00

whole Dilemma deck and the Cover tile into the


KID_envelope_v02_20190410.indd 76 30/04/19 17:12 KID_envelope_v02_20190410.indd 76 30/04/19 17:12

00
00

0 0
00
00 00

00 00
KID_envelope_v02_20190410.indd 76 21:71 91/40/03 30/04/19 17:12 KID_envelope_v02_20190410.indd 76 67 ddni.01409102_20v_epolevne_DIK 30/04/19 17:12
KID_envelope_v02_20190410.indd 76 30/04/19 17:12

00
00

00
00

00 00
00 00

00 00
21:71 91/40/03 67 ddni.01409102_20v_epolevne_DIK
KID_envelope_v02_20190410.indd 76 30/04/19 17:12

KID_envelope_v02_20190410.indd 76 30/04/19 17:12


00 KID_envelope_v02_20190410.indd 76 30/04/19 17:12

00
00

00
00

00 00
00 00

KID_envelope_v02_20190410.indd 76 30/04/19 17:12


00 KID_envelope_v02_20190410.indd 76 30/04/19 17:12
21:71 91/40/03 67 ddni.01409102_20v_epolevne_DIK
KID_envelope_v02_20190410.indd 76 30/04/19 17:12

00

Dilemma Save slot of the game box, to “save


00

00
00 21:71

21:71
91/40/03

91/40/03
KID_envelope_v02_20190410.indd 76
0 0 67

67
ddni.01409102_20v_epolevne_DIK

ddni.01409102_20v_epolevne_DIK
30/04/19 17:12 00
00

KID_envelope_v02_20190410.indd 76 30/04/19 17:12


00 00 KID_envelope_v02_20190410.indd 76 30/04/19 17:12
00
00
00 00

00
00 21:71 91/40/03

0 0 67 ddni.01409102_20v_epolevne_DIK

00
00

KID_envelope_v02_20190410.indd 76
00
KID_envelope_v02_20190410.indd 76 30/04/19 17:12
00 00 KID_envelope_v02_20190410.indd 76 30/04/19 17:12
00
30/04/19 17:12

00
21:71 91/40/03

KID_envelope_v02_20190410.indd 76
00
00
67 ddni.01409102_20v_epolevne_DIK

30/04/19 17:12 00
00 00 00
00

00
KID_envelope_v02_20190410.indd 76 30/04/19 17:12 KID_envelope_v02_20190410.indd 76 30/04/19 17:12

00 00
21:71 91/40/03 67 ddni.01409102_20v_epolevne_DIK
00

KID_envelope_v02_20190410.indd 76
00
KID_envelope_v02_20190410.indd 76

30/04/19 17:12
00 00

KID_envelope_v02_20190410.indd 76
30/04/19 17:12
00
30/04/19 17:12

00 00
21:71 91/40/03 67 ddni.01409102_20v_epolevne_DIK
KID_envelope_v02_20190410.indd 76 30/04/19 17:12
00

00
KID_envelope_v02_20190410.indd 76

0
000 00
30/04/19 17:12

00
KID_envelope_v02_20190410.indd 76 30/04/19 17:12 KID_envelope_v02_20190410.indd 76 30/04/19 17:12

00 00
21:71 91/40/03 67 ddni.01409102_20v_epolevne_DIK

your game” until the next time you play.


KID_envelope_v02_20190410.indd 76 30/04/19 17:12
00

00
0
000 00
00
KID_envelope_v02_20190410.indd 76 30/04/19 17:12 KID_envelope_v02_20190410.indd 76 30/04/19 17:12

21:71 91/40/03 67 ddni.01409102_20v_epolevne_DIK


KID_envelope_v02_20190410.indd 76 30/04/19 17:12
KID_STICKER_v08_20190430.indd 1

00 00
0
00
000 00
00
00
21:71 91/40/03 67 ddni.01409102_20v_epolevne_DIK
KID_envelope_v02_20190410.indd 76 30/04/19 17:12

KID_envelope_v02_20190410.indd 76

00 00
30/04/19 17:12

0
00
000 00
KID_envelope_v02_20190410.indd 76

00
00
30/04/19 17:12

KID_envelope_v02_20190410.indd 76 30/04/19 17:12


KID_envelope_v02_20190410.indd 76 30/04/19 17:12 KID_envelope_v02_20190410.indd 76 30/04/19 17:12

00 00
21:71 91/40/03 67 ddni.01409102_20v_epolevne_DIK

00

00 KID_envelope_v02_20190410.indd 76
00
0 0 00
30/04/19 17:12 00

00 00
21:71 91/40/03 67 ddni.01409102_20v_epolevne_DIK
KID_envelope_v02_20190410.indd 76 30/04/19 17:12 KID_envelope_v02_20190410.indd 76 30/04/19 17:12

00

00 00
0 0 00
00
KID_envelope_v02_20190410.indd 76 30/04/19 17:12
KID_envelope_v02_20190410.indd 76 30/04/19 17:12 KID_envelope_v02_20190410.indd 76 30/04/19 17:12

21:71 91/40/03
00 67 ddni.01409102_20v_epolevne_DIK

KID_envelope_v02_20190410.indd 76
00 00 KID_envelope_v02_20190410.indd 76
30/04/19 17:12 00
0
00
0 KID_envelope_v02_20190410.indd 76
30/04/19 17:12
00
00 30/04/19 17:12

21:71 91/40/03 00 67 ddni.01409102_20v_epolevne_DIK

w Take all the Dilemma cards you resolved during


KID_envelope_v02_20190410.indd 76
00 00 30/04/19 17:12 00
0 0 KID_envelope_v02_20190410.indd 76
00
00 30/04/19 17:12

00
00

00
KID_envelope_v02_20190410.indd 76 30/04/19 17:12

00 00
21:71 91/40/03 67 ddni.01409102_20v_epolevne_DIK

KID_envelope_v02_20190410.indd 76 30/04/19 17:12 KID_envelope_v02_20190410.indd 76 30/04/19 17:12

00
00

0 0
KID_envelope_v02_20190410.indd 76 00 30/04/19 17:12

00 00

00 00
21:71 91/40/03 67 ddni.01409102_20v_epolevne_DIK

KID_envelope_v02_20190410.indd 76 30/04/19 17:12 KID_envelope_v02_20190410.indd 76 30/04/19 17:12

00 00 00
00

00 00 00
KID_envelope_v02_20190410.indd 76 30/04/19 17:12

21:71 91/40/03 67 ddni.01409102_20v_epolevne_DIK


00

00 00
KID_envelope_v02_20190410.indd 76

00
0
00

0
30/04/19 17:12

00
00
21:71 91/40/03 67 ddni.01409102_20v_epolevne_DIK
00

e
KID_envelope_v02_20190410.indd 76 30/04/19 17:12 KID_envelope_v02_20190410.indd 76 30/04/19 17:12

00 00
00
00

00 00
21:71 91/40/03 67 ddni.01409102_20v_epolevne_DIK

the game from the Time Counter, and Trash them


00
KID_envelope_v02_20190410.indd 76 30/04/19 17:12 KID_envelope_v02_20190410.indd 76 30/04/19 17:12
KID_envelope_v02_20190410.indd 76 30/04/19 17:12
00
00 00
00

00 00 00
21:71 91/40/03 67 ddni.01409102_20v_epolevne_DIK

00
KID_envelope_v02_20190410.indd 76 30/04/19 17:12
00
KID_envelope_v02_20190410.indd 76
00 30/04/19 17:12 KID_envelope_v02_20190410.indd 76
00 30/04/19 17:12

00

21:71 91/40/03
00 67 ddni.01409102_20v_epolevne_DIK

00
KID_envelope_v02_20190410.indd 76 30/04/19 17:12 KID_envelope_v02_20190410.indd 76 30/04/19 17:12
KID_envelope_v02_20190410.indd 76 30/04/19 17:12

00 00
00

00
21:71 91/40/03 67 ddni.01409102_20v_epolevne_DIK

00 00
00
KID_envelope_v02_20190410.indd 76 30/04/19 17:12

by inserting them into the Trash slot inside the


KID_envelope_v02_20190410.indd 76 30/04/19 17:12
00 KID_envelope_v02_20190410.indd 76 30/04/19 17:12
00 00
00

00 KID_envelope_v02_20190410.indd 76
00 00
30/04/19 17:12
00
KID_envelope_v02_20190410.indd 76 30/04/19 17:12 KID_envelope_v02_20190410.indd 76 30/04/19 17:12

00

00 00 00
KID_envelope_v02_20190410.indd 76 30/04/19 17:12
21:71 91/40/03 67 ddni.01409102_20v_epolevne_DIK

KID_envelope_v02_20190410.indd 76
00
30/04/19 17:12
00
00
00
00 KID_envelope_v02_20190410.indd 76
00
30/04/19 17:12

KID_envelope_v02_20190410.indd 76 00
21:71 91/40/03

KID_envelope_v02_20190410.indd 76
30/04/19 17:12
00 KID_envelope_v02_20190410.indd 76
67 ddni.01409102_20v_epolevne_DIK

30/04/19 17:12
00 30/04/19 17:12

KID_envelope_v02_20190410.indd 76
00
30/04/19 17:12
00
00 00 KID_envelope_v02_20190410.indd 76
00
30/04/19 17:12

00 00 00
KID_envelope_v02_20190410.indd 76 30/04/19 17:12
KID_envelope_v02_20190410.indd 76 21:71 91/40/03 30/04/19 17:12 KID_envelope_v02_20190410.indd 76 67 ddni.01409102_20v_epolevne_DIK 30/04/19 17:12

00
00

0 0
00
00 00

KID_envelope_v02_20190410.indd 76 00
21:71 91/40/03

30/04/19 17:12
00 KID_envelope_v02_20190410.indd 76
67 ddni.01409102_20v_epolevne_DIK

00 30/04/19 17:12

00
00

0 0
00
00 00

game box. These Dilemmas already “happened”


00 00
KID_envelope_v02_20190410.indd 76 21:71 91/40/03 30/04/19 17:12 KID_envelope_v02_20190410.indd 76 67 ddni.01409102_20v_epolevne_DIK 30/04/19 17:12
KID_envelope_v02_20190410.indd 76 30/04/19 17:12

00
00

00
00

00 00
00 00

00 00
21:71 91/40/03 67 ddni.01409102_20v_epolevne_DIK
KID_envelope_v02_20190410.indd 76 30/04/19 17:12

KID_envelope_v02_20190410.indd 76 30/04/19 17:12


00 KID_envelope_v02_20190410.indd 76 30/04/19 17:12

00
00

00
00

00 00
00 00

KID_envelope_v02_20190410.indd 76 30/04/19 17:12


00 KID_envelope_v02_20190410.indd 76 30/04/19 17:12
21:71 91/40/03 67 ddni.01409102_20v_epolevne_DIK
KID_envelope_v02_20190410.indd 76 30/04/19 17:12

00
00

00
00 21:71

21:71
91/40/03

91/40/03
KID_envelope_v02_20190410.indd 76
0 0 67

67
ddni.01409102_20v_epolevne_DIK

ddni.01409102_20v_epolevne_DIK
30/04/19 17:12 00
00

KID_envelope_v02_20190410.indd 76 30/04/19 17:12


00 00 KID_envelope_v02_20190410.indd 76 30/04/19 17:12
00
00
00 00

00
00 21:71 91/40/03

0 0 67 ddni.01409102_20v_epolevne_DIK

00
00

in the past of your Realm, and will never be used


KID_envelope_v02_20190410.indd 76
00
KID_envelope_v02_20190410.indd 76 30/04/19 17:12
00 00 KID_envelope_v02_20190410.indd 76 30/04/19 17:12
00
30/04/19 17:12

00
21:71 91/40/03

KID_envelope_v02_20190410.indd 76
00
00
67 ddni.01409102_20v_epolevne_DIK

30/04/19 17:12 00
00 00 00
00

00
KID_envelope_v02_20190410.indd 76 30/04/19 17:12 KID_envelope_v02_20190410.indd 76 30/04/19 17:12

00 00
21:71 91/40/03 67 ddni.01409102_20v_epolevne_DIK
00

KID_envelope_v02_20190410.indd 76
00
KID_envelope_v02_20190410.indd 76

30/04/19 17:12
00 00

KID_envelope_v02_20190410.indd 76
30/04/19 17:12
00
30/04/19 17:12

00 00
21:71 91/40/03 67 ddni.01409102_20v_epolevne_DIK
KID_envelope_v02_20190410.indd 76 30/04/19 17:12
00

00
KID_envelope_v02_20190410.indd 76

0
000 00
30/04/19 17:12

00
KID_envelope_v02_20190410.indd 76 30/04/19 17:12 KID_envelope_v02_20190410.indd 76 30/04/19 17:12

00 00
21:71 91/40/03 67 ddni.01409102_20v_epolevne_DIK
KID_envelope_v02_20190410.indd 76 30/04/19 17:12
00

0
000

again!
00
00 00
KID_envelope_v02_20190410.indd 76 30/04/19 17:12 KID_envelope_v02_20190410.indd 76 30/04/19 17:12

21:71 91/40/03 67 ddni.01409102_20v_epolevne_DIK


KID_envelope_v02_20190410.indd 76
00 30/04/19 17:12

00 00
0
000 00
00
00
KID_envelope_v02_20190410.indd 76 30/04/19 17:12 KID_envelope_v02_20190410.indd 76 30/04/19 17:12

r
21:71 91/40/03 67 ddni.01409102_20v_epolevne_DIK
KID_envelope_v02_20190410.indd 76
00 30/04/19 17:12

00 00
0
000 00
00
00
KID_envelope_v02_20190410.indd 76 30/04/19 17:12 KID_envelope_v02_20190410.indd 76 30/04/19 17:12

KID_envelope_v02_20190410.indd 76 30/04/19 17:12


00

00
21:71 91/40/03

00 67 ddni.01409102_20v_epolevne_DIK

00
KID_envelope_v02_20190410.indd 76
00 KID_envelope_v02_20190410.indd 76
30/04/19 17:12
00
00
00
00 KID_envelope_v02_20190410.indd 76
30/04/19 17:12 00
30/04/19 17:12

00
21:71 91/40/03

00 67 ddni.01409102_20v_epolevne_DIK

00
: SPECIAL POWER

KID_envelope_v02_20190410.indd 76 30/04/19 17:12 KID_envelope_v02_20190410.indd 76 30/04/19 17:12

KID_envelope_v02_20190410.indd 76
00
30/04/19 17:12
00
00 00 KID_envelope_v02_20190410.indd 76
00
30/04/19 17:12

KID_envelope_v02_20190410.indd 76 30/04/19 17:12

00 00 00
KID_envelope_v02_20190410.indd 76 21:71 91/40/03 30/04/19 17:12 KID_envelope_v02_20190410.indd 76 67 ddni.01409102_20v_epolevne_DIK 30/04/19 17:12

00
00

0 0
00
00 KID_envelope_v02_20190410.indd 76 30/04/19 17:12 00

KID_envelope_v02_20190410.indd 76 00
21:71 91/40/03

30/04/19 17:12
00 KID_envelope_v02_20190410.indd 76
67 ddni.01409102_20v_epolevne_DIK

00 30/04/19 17:12

00
00

0 0
00

all the Secret Agenda cards and the Vote


00 00

00 00
KID_envelope_v02_20190410.indd 76 21:71 91/40/03 30/04/19 17:12 KID_envelope_v02_20190410.indd 76 67 ddni.01409102_20v_epolevne_DIK 30/04/19 17:12
KID_envelope_v02_20190410.indd 76 30/04/19 17:12

00

e Put
00

00
00

00 00
00 00

00 00
21:71 91/40/03 67 ddni.01409102_20v_epolevne_DIK
KID_envelope_v02_20190410.indd 76 30/04/19 17:12

KID_envelope_v02_20190410.indd 76 30/04/19 17:12


00 KID_envelope_v02_20190410.indd 76 30/04/19 17:12

00
00

00
00

00 00
00 00

KID_envelope_v02_20190410.indd 76 30/04/19 17:12


00 KID_envelope_v02_20190410.indd 76 30/04/19 17:12
21:71 91/40/03 67 ddni.01409102_20v_epolevne_DIK
KID_envelope_v02_20190410.indd 76 30/04/19 17:12

00
00

00
00 21:71

21:71
91/40/03

91/40/03
KID_envelope_v02_20190410.indd 76
0 0 67

67
ddni.01409102_20v_epolevne_DIK

ddni.01409102_20v_epolevne_DIK
30/04/19 17:12 00
00

KID_envelope_v02_20190410.indd 76 30/04/19 17:12


00 00 KID_envelope_v02_20190410.indd 76 30/04/19 17:12
00
00
00 00

00
00 21:71 91/40/03

0 0 67 ddni.01409102_20v_epolevne_DIK

00
00

cards in the Setup slot.


KID_envelope_v02_20190410.indd 76
00
KID_envelope_v02_20190410.indd 76 30/04/19 17:12
00 00 KID_envelope_v02_20190410.indd 76 30/04/19 17:12
00
30/04/19 17:12

00
21:71 91/40/03

KID_envelope_v02_20190410.indd 76
00 67 ddni.01409102_20v_epolevne_DIK

30/04/19 17:12 00
00 00 00
00

00
21:71 91/40/03

00 67 ddni.01409102_20v_epolevne_DIK

00
00
KID_envelope_v02_20190410.indd 76
00 00
30/04/19 17:12
00

00 00
21:71 91/40/03 67 ddni.01409102_20v_epolevne_DIK
KID_envelope_v02_20190410.indd 76 30/04/19 17:12

KID_envelope_v02_20190410.indd 76 30/04/19 17:12

00 00 00
00

00 00
21:71 91/40/03 67 ddni.01409102_20v_epolevne_DIK
KID_envelope_v02_20190410.indd 76 30/04/19 17:12

00 00 00
00

21:71 91/40/03 67 ddni.01409102_20v_epolevne_DIK


KID_envelope_v02_20190410.indd 76 30/04/19 17:12

00 00 00
21:71 91/40/03 67 ddni.01409102_20v_epolevne_DIK
KID_envelope_v02_20190410.indd 76 30/04/19 17:12

00 00 00

KID_envelope_v02_20190410.indd 76 30/04/19 17:12

all the unlocked Story cards and all the


KID_envelope_v02_20190410.indd 76 30/04/19 17:12

r
Put
KID_envelope_v02_20190410.indd 76 30/04/19 17:12

KID_envelope_v02_20190410.indd 76 30/04/19 17:12

ongoing Event cards in the Story Save slot.


wer
to ans t
Thi choose the fron
“yes”s is what hap s if youed on bar belo r
w
of this to the penpen ask blue you
t hap s if n
also
desc
Dile
is wha
s ribemm
que stio
stio
que you
. The
n aske choeffe cts of
ose
decision
Thi to sthea card
mma
card com de on to answ
“yes.” Dilethe outc
. The
out the froner
of this es the ome blue bar
describ effects belo t
also n. of youw
decisio r

-3
21 -1
-3
19
43
-4

decisio r
also n. of youw
describ effects
bar belo

w q
of this front
Dilees the outcome red
“no” mma . out s the card. The d on the er
decision
This to the desc
com
ribe
card ea effe n aske choose to
answ
is wha que . mm
also
t hap Dile
stio
this n ask questio
The cts of
reds if you
of to sthe
pen edpen
t hap
if you bar your
“no” s is wha on below
Thi choose the fron
to ans t
wer
35

TRIGGERING THE END OF THE CAMPAIGN


Sometimes, a card from the Dilemma deck will ask you to attach a Mystery sticker. Mystery stickers are
contained in “dossiers” and hidden behind doors marked with letters from A to L. When you are instructed
to attach a Mystery sticker, open up and tear off the dossier door matching the letter shown on the card, using
the precut corner, then attach the sticker hidden behind it to the space with the matching Storyline symbol
in the Mystery Stickers section of this rulebook, starting on page 42. You will attach exactly 6 Mystery
stickers during your campaign.
When the sixth Mystery sticker has been attached, after you complete the resolution of the Dilemma card
that made you attach that sticker, you must immediately open Envelope 70, which contains the events of the
Grand Finale of The King’s Dilemma. At the end of this event, you will determine whose House is the overall
winner of your campaign.
Both the Prestige and the Crave scores that you marked on your House screen during the various
games will be crucial; the Cohesion and Dissent values that were revealed on the Ending cards as a
consequence of your decisions will also affect the end result of the campaign.
To avoid “spoilers” to the campaign story, the exact meaning of all these “end game points” will only be
revealed during the Grand Finale of the game!

A-
Mystery Sticker
religion—and
ever rise above the message
l power would delivering
g so no politica of expanding andwn land.
battalions. Kin the duty
ding one of the to gave them
l Mother to ever
y kno
while comman my camp, fighting his way t of the Immorta
onicles ch captured ene the eigh
Historical Chr
hali had to face a menace muded Thurn assaulted the best warriors until only ly and
med, the Enk south inva tent with his his path. He fought valiant ind
As the world warn the ice: A vast army from the t their knee Ommad’s

A
ben Shades blocked of them, but beh it
more serious tha of the tribes either fled or Empress. The Bloodless d to smash the mask off one but
t l for a moment, ced
Lywik and mos at the time as the Immorta edibly strong even manage Ellertin. He hesitated only
wn incr was his daughter pier
to the one kno bered them, and had eight des , yet the the mask
emp ty hus k that was once battle, the Enkhali
Sha a fatal: The
invaders outnumm the poems call Bloodless erou s was hea rt. By the end of the to sub mit to
sted num the sed
champions who r territory well and resi e until, for no him through ihilated and those who refubuilt monasteries
thei ann
Enkhali knew les continued for a long tim into chaos. army was to the farthest north. Ommad ing most of the
cks. The batt y cru mbl ed Om mad fled eful ly con vert l
atta the invading arm re a new king ik and beyond
, forc of the Immorta
apparent reason,ath easy for about a decade befoback together all over Lyw into worshipping his religion m
his vast kingdo
Enkhal could brepulled the pieces of the empire leading the population n his death, he divided split the kingdom
and
named Ommad with an even larger army Ellertin—the Mother. Upothree sons—claiming that he
th
and moved nor Shades. During one battle, uctible—was between his
eight Bloodless of King Thum the Indestr B-
you ng dau ght er Mystery Sticker
ody of it
rA-
Mystery Sticke
a grotesque par
mad, coupled with
smile of King Om.
tured by the ’s face
ter Fox was cap on Elle rtin

—and
n
Ellertin the Wint men and attacked the mai wildfire, and […]

above religion sage


many battles, k his bes Ommad’s death spread like
Living Poems uctible So, Thurn too opened King Word of Thurn’s mouths
se
estr my. rn
ri
the Ind ene Thu ss
rn en
ampment. Wh ounded by the eight Bloodleent Mother into the n. His
Chr oni cles of Thu enc
ld ever of the

l power wou
B
ds

ng the mes
Fro m the ene my ed the wor forgotte
it, and Thurn his foe surr , and a viol […]Ommad forc the old traditions were all but submission.
Ulrik died for ld be forced tent, he found his men were not intimidatedhe fought with

so no politica ty of expanding and deliveri


never granted. wou and and of everyone, and ked the minds of the people into inate over
[…] Freedom is , together with his heirs, he t Shades. He skilled fighter rior, but so were
Ommad was a
ing
ade of apparen dom
deceitful lies tric Mother wanted religion to

e battalions. K to
day as a single war to a stalemate.
knew that one in. During the following dec he forged his fight began. we see through
des
du
gave them the Mother to every known land.
odle ss Sha
to defend it aga stopped preparing for war, and Winter Fox, the eight Blo trusted guards, and they fou the mask from
ght The son of the p all under its control. Only

n g on e of th led
peace, he never l. His daughter, Ellertin the intelligence, Thurn and his evil grin, King Ommad pul g Ellertin’s face. politics, and kee will never […]

e commandi ng his way


the hoax, and we
l
stee
children into general thanks to her skill and th, they were Then, with an t Bloodless Shades, revealin re her beautiful

captured whil d the enemy camp, fighti only the eight of the Immorta
his bes t lave the Nor of the eigh grew whe
became menace came to
ens
with him came
one
hollow, and mag
gots
ent, but it was
ac e m uc h and when a new my was called Ommad, and Her eyes were Thurn hesitated only a mom e his daughter

ce a men assaulte arriors until


hair used to be. The empty husk that was onc he saw was the
ene
ready. The new ss Shades […]

nkhali had to fa e south invaded Thurn ith his best w . He fought valiantly and
: g
the eight Bloodle ad ove r the a fatal mistake with her spear. The last thin
so large it spre ble won pierced his heart

from th m ad ’s te nt w King Ommad was


[…] The army of and though Thurn the Ind
estructi

vast army Om d his path behind


C-

bent their knee


,

Shades blocke
Mystery Sticker

e of them, but but it


entire horizon
t invincible

es either fled ortal Empress. The Bloodless aged to smash the mask off on for a moment,e mos
with her eigh
a finally arrived council gathered all our
ed to rule […]When Rhe was lost. The nymously all
ly
war ano
or an
form the hid

me as the Imm t incredibly strong even m was Ellertin. H temasdteryon


ilies was erals, resources, and
t influential fam the Chalice Province, gen a. She
eit washethasinksta The Rise and
hof is
Fall of the Sun
Empire of the nin
er
t, and council Empire. One
agriculture firs than oveht
moredaug med to have found a
pi er ofcethemd , Rhea of
e
l, but remaini
ng knowledge andwe will return to dethrone Rhe again
,
them immorta The over the world. One daySun Empire, but the Sun will
rise

k peopleonce centuries as clai


of r the to mak

m, and had eigh ss Shades, yet the the mas l: The emptythen
way children.
ouras
to the med the
atthatw i d her from the Empire. after the eclipse, like a Blac
k own e dim
End,havande al
r

C
th ld thin thei hav n.
of matk they wouldkh
and cou was may k Daw
hus
[…] to pay
the price e
od le a fa ta
hem atics,
and develop wha
Empire. e end of th
t was known for
e bagdottmslecou , thncil was horrifie
banishe

ms ca ll B lo erous w as mere survival


th
ar[…]t.TheBentiyre East was underpesour. Therule whesu n Rhebm to loyalists,
it provinces, and the rebethels, comhavingoc,
civil war between

re si st ed n um ro ug h the he the Sun

ho
, but a few
re fu
kin
se d to
[…] a rebe lled . The

ory well and no him th e w e it peacefu


ng
l amo from the easternlasted for decades, wreaking could
thternofos
erfu
the west, ries
t pow
up in d aste n the populattheionloya. Neiliststher, pairsideed with
mos nly
rose an
mai

time until, for s. army was annihilatedthem


ed
mostly on
step lly join

g
the wes
the Chalice. Onc
was the Reign our door to the west. Toad
mdaumai ntain theilt
ghterbu
m from and suffering upo
a lo n th .dO betwm
of the misery,, but the superior numbers of allowed them to retain
nue d fo r ao st
rtce,heaKinmargriag n or
, it became
supos erior t of thweaeponulas, Mountains and hold the
umbled into ch ng Ommad fled to the fa pea
een the
rm
our Empire prevail

convertingthei
e was arra nge fam ily in the Sun troo ps and
of the greatest

ad in g ar m y cr ki Chalice
n d,
and the first son
fo rc efu lly control of the fort
least for m
s along the Neb
a whior le. tal

de before a new Lywik and beyo gi was ourof the Im gdom


. , at
continenton
Em pire s. A east

or about a deca pire back together all over on into worsh ippiencengturi his reli
es, the entire D-
n Mystery Sticker

d his vast ki gdom


[…]After som
ti
pieces of the em y and leading the popula Upon his death, he divide he split the ki n lly arrived with her eight invincible
m
n even larger ar ttle, Ellertin—the Mothe n his three son[Fras—
r. cl ai m in gl amothngat The Rise of the n of [Fragme
Sun Empire
them was the Reigame generals, the war was
nt 3] …Rhea fina .
lost
the

Dur in g on e ba w as be tw ee t pow erfu


gment 1] The mospeacefully joined our Empire riage was
, it bec
e dimmed the
Sun Empire, but
4] She may hav eclipse, like a Black Dawn.
uc ti bl e— the Cha
our doo
lice
r to
. Onc
the
e it
wes t. To mainta in
ter of
the
the
pea
Cha
ce, a mar
lice Kin g and the
[Fra
Sun
gme
will
nt
rise aga in after the
36

THE WORLD OF THE KING’S DILEMMA


The Council
You are members of the Council, a governing body ruling in the name of the King located in Lybra, the capital
city of the Kingdom of Ankist. You represent one of the twelve noble families who rule the Duchies and the
Marks into which the kingdom is divided. Your main interest is obviously to make Ankist prosper; however,
you are also trying to increase the power and the prestige of your own family over the others. The game
campaign spans decades and generations, so you will assume the role of a different representative of your
House each game—you won’t be the same person over multiple games.

The Kingdom of Ankist


Ankist is one of the largest states in Lywik, but it’s not
the only one. Ankist itself is the result of the union of
many formerly independent kingdoms, conquered
in wars or united by diplomacy, that were incorporated
over the centuries as Duchies or Marks. The north
and the south of Ankist have uncertain borders: the
unclaimed borderlands are full of raiders, cutthroats,
and dangerous nomadic tribes.
The structure of the kingdom is feudal. The Duchies
and the Marks are managed by their ruling Houses, THE C
HAMB
ERLAIN

represented by the players; these families are all


loyal to the king of Ankist, but also have counts
and barons that are loyal to them. The Houses are
responsible for rallying the army, gathering taxes,
and generally administering their territory in the
name of the King. The King is personally assisted
by the Chamberlain, who will deal with the Council
about several general matters. The Council can
also rely on the Royal Treasurer, who is charged THE R
with monitoring the finances and dealing with the OYAL
TREASURE
R
economy of the kingdom.
Ankist has a complex and vibrant society, divided into
five main social classes:
The Merchants: They are entrepreneurs who run
commercial activities and finance trading expeditions.
They generally have a large income or fortune that
they can rely on. To pursue their commercial interests,
the merchants of Ankist unite themselves into local
guilds. They don’t usually behave as a united faction,
because the various guilds may have diverging MISTRE
SS
GUILD
interests, but they periodically elect a Guild Master
or Mistress, who is considered neutral by all the
guilds and speaks to the Council for all of them.
37

The Scholars: The brightest minds of the kingdom are


usually encouraged to join a university, where they
can spend their lives looking for new knowledge and
discussing the most important theories. They don’t
have a real hierarchy, except the one given by their
reputation and the funds that they manage to collect
from the rich and the nobles to pursue their studies.
However, they do have a sort of “leader” in the figure
of the Rector, a life-lasting honorific position given
to the most eminent scholar of their time through
election, tasked with bringing cultural issues to the
attention of the Council. The Rector also appoints
THE RECTOR
the Librarian Chancellor, who assists the Council in
making decisions regarding all scholarly matters and
also acts as “court physician.”

THE L
IBRAR
IAN C
HANC
ELLOR

ER
MAND
COM
GH
THE HI
The Army: Recruited by the Dukes and Marquises
but under the direct orders of the Council, the army
keeps peace and order in the kingdom. The Council’s
strategic orders are executed by two generals: the
High Commander, who reports directly to the Council
about external threats and commands the army
during wars, and the Royal Marshal, who leads the
King’s Guard and intervenes in case of riots or other
internal troubles. Only a minority of the soldiers THE
are regulars: most of them are conscripts, men and ROYA
LMARSH
AL
women called to serve in times of need that go back
to their homes in times of peace.
38

The Common People: With their numbers and


resiliency, they are the backbone of the kingdom. They
mostly have humble jobs like farming, woodcutting,
tailoring, or mining. They do not own any significant
wealth and the fruits of their work serve them just to
get by. Their interests are defended by the Tribune, an
elected figure with a mandate of ten years who reports
the problems of the common people to the Council.
The Cult: The most influential High Priestesses of the
Cult sit on the Circle of the Blessed. Among them,
a Prior Mother is selected as the leader of the Cult THE
TRIB
UNE
through a specific ritual: it is said that the Mother
herself guides this decision. While not considered
divine herself, the Prior Mother deals with doctrinal
issues and is considered the voice of the Mother
in our world. Another extremely important figure of
the Circle of the Blessed is the Holy Attendant, who
deals with material problems of the Cult and often
sits on the Council, to report on Cult-related issues.

Justice
With the conviction that each wrong must be
followed by an equal and opposite reaction to
restore balance, justice in the kingdom of Ankist is TTEND
ANT
OLY A
commonly based on the law of retaliation: the more THE H

serious the felony, the more harsh the punishment. The THE PRIO
R MOTHE
more common crimes are dealt with by local judges,
R

although the duke, marquis, or even the king may be


consulted to ask for a pardon. On the other hand, the
most ambiguous cases are brought to the attention of
the First Judge, an expert and wise man of law at the
head of the Justice Court of Lybra, who studies these
matters and submits their advice to the Council.

THE FIRST JUDGE


39

The Rest of the Known World


Despite Ankist being one of the most influential and powerful kingdoms of the world, it is not the only one.
Two continents are known to the people of Ankist: the northern continent of Lywik, where the kingdom of
Ankist is, and the mostly unknown southern continent, only known for the fierce Ivory Desert and the tales
and legends shared by the few foreign travelers venturing to our lands.

The Kingdom of Mhuir


Ankist shares a border with Mhuir to the northwest. The two kingdoms used to be almost comparable in size
a few decades back, but Mhuir is now much smaller after they lost a war against Ankist in the year 143. Still,
it is culturally and technologically more advanced.

The Kingdom of Cidlada


The small and poor kingdom of Cidlada, to the south of Ankist, does not
really have much to offer. Despite being completely harmless, it has not yet
been conquered by any of its neighbours only because its stingy lands are
even more onerous to administer than they would be easy to conquer.

The Republic of Kauppias


The Republic of Kauppias, despite ruling over the cold and rocky territories
located to the northeast of the Kingdom of Ankist, has commercial abilities
beyond imagination that more than compensate for the harshness of their
homeland. Their leader, the Doge, is elected every five years among
the most talented merchants, and despite having only limited powers,
they are the head of their army of mercenaries and, most importantly,
they can veto the decisions of the Bank of Cards, one of the most
influential banks in the whole world.

The Kasuk Empire


Beyond the Cheile Sea, the Kasuk Empire extends its territories for
miles and miles to the distant east. Most of its territories are barren
steppes, frozen in winter and impossible to farm, therefore the majority
of its population lives on the coasts of the Cheile Sea, particularly in
the Placid Waters Gulf. The Emperor, always accompanied by his
personal guard composed of the best fighters from the north, lives
in opulence and luxury just like his bureaucrats and nobles, while
their subjects are miserable and beaten down.

The Southern Continent


Besides the coastal city-states, the southern continent is barely
explored. The inland is apparently wholly occupied by a vast
desert called the Ivory Desert, where no one can live, while
a tall mountain range called the Nebula Mountains cross it
from north to south, splitting it into two halves.
KID_MA
P_v02_
201905
06.indd
1
40

The Cult of the Mother


The Cult of the Mother is the only religion in the kingdom of Ankist and in most of the other known lands.The
Mother is considered the only true goddess, and she is worshipped as a benevolent figure together with her
eight Saint Daughters. However, especially in remote places, paganism is sometimes still present, but the Cult
treats it as superstition, claiming that the pagan gods are likely misinterpretations of the Saint Daughters.

Dogma
The religion of the Cult is based on the fact that all is created and regenerated by the Mother. When you die,
you go back to the Mother’s womb where you will be regenerated before being born again. Birth and death
are equally important: birth can’t be prevented in any way and corpses must be buried in order to go back
to the Mother. The Cult claims that the Mother once walked in this world in human form to elevate humanity
above the beasts, but she was not human.
This dogmatic truth has been questioned by several heretical theories in the past. A famous heresy theorized
the existence of a “Ninth Daughter,” and claimed that the Mother was not an immortal goddess, but just
the empress of an ancient civilization, part of a matrilineal dynasty where the ninth daughter would inherit
command. Another heresy asserts that the Saint Daughters are as divine as the Mother: they would actually
be her sisters, and the Mother herself would be the aforementioned ninth. Yet another one says that the Saint
Daughters were actually the ancient pagan gods who were defeated by the Mother and submitted to her will.
These heresies are all vigorously denied by the Cult.

The Eight Saint Daughters of the Mother


The Cult worships the Mother and her Saint Daughters as a unity, but commoners may ask the favor of a
specific Daughter according to what they need. The Saint Daughters have a dual nature: They each represent
a virtue they gifted to the world and the avoidance of a vice that could be fostered by an excess of that same
virtue. In this sense, the Saint Daughters represent harmony and balance. Those who seek courage without
recklessness will pray to Tilde. Those who seek strength and vigor without violence will pray to Orsal. Those
who pray to Aegna will have wisdom and avoid folly. Those who seek creativity,
arts, and games will pray to Lyria, who will tell them when playfulness must
stop. Aire is the patron of love, but she is mindful to avoid jealousy. Those
who need their business to thrive will ask Raela to intercede for them
and they will be granted wealth as long as they are generous with it.
Caerthas brings justice, but always with mercy. Those who seek rest
or think they deserve to feast after a great effort will pray to Myhir,
without ending in laziness.

Structure of the Cult


The Cult of the Mother only allows women to join its ranks. The
priestesses of the Cult informally call each other “Sisters” and live
in monasteries. Priestesses can indulge in romantic relationships
and have children, but they usually do not marry, even if it is not
formally forbidden. They can raise their daughters at the monasteries
until they reach puberty, then the girls can chose to become priestesses
themselves or to leave. If a priestess gives birth to a son, he will be have
to be raised by his father, outside of the monastery.
41

The monasteries are of different sizes and shapes, but all of them, from the smallest village monastery
made of only two rooms to the biggest ones which can host up to hundreds of priestesses, have a public
space, where all the believers gather and assist in the rites, and a private space, where the priestesses live
and perform special rituals. Only priestesses can enter this space, but while lay women may occasionally be
welcomed as guests, access is never allowed to men. The biggest monasteries are lead by an elected figure
called the High Priestess.

History of the World


At the present time, Ankist is one of the strongest and largest kingdoms in the world, and has enjoyed several
decades of peace. But less than two centuries ago it was divided into many small kingdoms and raider
tribes. Little is known about what happened before this age of fragmentation, but what we know for sure
is that the lands of the current Kingdom of Ankist, as well as most of the other known lands, were ruled by
several lost civilizations throughout the ages. The monumental vestiges they left behind are present in most
of the cities of the kingdom.

The Salaan Union (around 800 years ago)


All that remains of this great civilization are a few vestiges on the coasts of both the Siar Ocean and the Cheile
Sea, such as gigantic lighthouses in ruins or shipyards readapted throughout the centuries and still in use in
some cities of the kingdom. Some say that in ancient times their rule spanned over the whole world.

The Sabbiyan League (around 1100 years ago)


Older ruins are present across the south of Ankist. Many market squares in the southern cities are built around
these structures, and a few obelisks made from sculpted sandstone survived the test of time. The bas-relief
scenes represented on these obelisks mainly depict scenes of trade, suggesting that commerce was the main
strength of this civilization.

The First King (around 1400 years ago)


Historians agree that all of the most ancient and timeworn monasteries of our kingdom (and beyond) were built
by Ommad, the legendary First King, a historical yet almost mythical figure. His rule allegedly spanned over
the whole world, and even though it ended hundreds of years before our kingdom was even born, our royal
family claims to have a direct lineage from him. At the present time, he’s praised more for bringing the Cult
of the Mother to our continent and converting the northern pagan tribes than for his considerable military
successes. He was so illustrious, that every state claims to be his birthplace.

Mythical History
Some historians suspect there was another forgotten Empire that might have been the cradle of civilization.
This belief comes from the many spurious copies of a legendary artifact that has been lost for centuries, called
the Golden Map. We’ve been seeking this item for decades to no avail.
42

MYSTERY STICKERS
When you attach a sticker to the last empty space, after you complete the resolution of the Dilemma card that made you attach that sticker,
you must immediately open Envelope 70, which contains the events of the Grand Finale of The King’s Dilemma. It’s almost time to determine
whose House is the overall winner of your campaign!
43
44

REALM CHRONICLES King Harald V Date


Secret Open
Use the Chronicles of the Kingdom of Ankist to record the results
# House Agenda Agenda Coins Power Tot.

of all the games of your campaign. Start with the table to the right.

King Date King Date


Secret Open Secret Open
# House Agenda Agenda Coins Power Tot. # House Agenda Agenda Coins Power Tot.

King Date King Date


Secret Open Secret Open
# House Agenda Agenda Coins Power Tot. # House Agenda Agenda Coins Power Tot.

King Date King Date


Secret Open Secret Open
# House Agenda Agenda Coins Power Tot. # House Agenda Agenda Coins Power Tot.
45

King Date King Date


Secret Open Secret Open
# House Agenda Agenda Coins Power Tot. # House Agenda Agenda Coins Power Tot.

King Date King Date


Secret Open Secret Open
# House Agenda Agenda Coins Power Tot. # House Agenda Agenda Coins Power Tot.

King Date King Date


Secret Open Secret Open
# House Agenda Agenda Coins Power Tot. # House Agenda Agenda Coins Power Tot.

King Date King Date


Secret Open Secret Open
# House Agenda Agenda Coins Power Tot. # House Agenda Agenda Coins Power Tot.
46

King Date King Date


Secret Open Secret Open
# House Agenda Agenda Coins Power Tot. # House Agenda Agenda Coins Power Tot.

King Date King Date


Secret Open Secret Open
# House Agenda Agenda Coins Power Tot. # House Agenda Agenda Coins Power Tot.

King Date King Date


Secret Open Secret Open
# House Agenda Agenda Coins Power Tot. # House Agenda Agenda Coins Power Tot.

King Date King Date


Secret Open Secret Open
# House Agenda Agenda Coins Power Tot. # House Agenda Agenda Coins Power Tot.
47

INDEX

Achievements, House................................... 13 House Alignment............................................ 8 Sabbiyan League.......................................... 41


Achievements, Narrative.............................. 27 House Alignment, Updating......................... 34 Saint Daughters............................................ 40
Achievements, Check................................... 34 House Screen, Choosing................................ 6 Salaan Union................................................. 41
Bargaining.................................................... 18 Justice.......................................................... 38 Save Slots....................................................... 9
Cards, Dilemma.............................................. 4 Kasuk Empire................................................ 39 Saving the Game.......................................... 34
Cards, Dilemma Resolution.......................... 23 Kingdom of Ankist........................................ 36 Scoring......................................................... 30
Cards, Drawing from the Deck..................... 15 Kingdom of Cidlada..................................... 39 Setup, Regular............................................7
Cards, Ending............................................... 27 Kingdom of Mhuir........................................ 39 Setup, Story and Event Cards...................... 10
Cards, Event................................................... 4 Majority Signer Bonus.................................. 27 Setup, Legacy...........................................10
Cards, Story.................................................... 4 Momentum................................................... 24 Signing........................................................... 6
Cards, Trigger................................................. 4 Mystery Stickers.......................................42 Southern Continent...................................... 39
Cards, Secret Agenda, Scoring.................... 30 Mythical History............................................ 41 Stability, Movement...................................... 24
Cards, Secret Agenda, Setup......................... 8 Open Agenda, Assigning............................. 12 Story Legacy................................................. 14
Cohesion................................................ 27, 35 Open Agenda, Scoring................................ 32 Special Abilities, House Screens.................. 13
Components................................................... 2 Outcome Effects........................................... 23 Special Abilities, Story Cards........................ 14
Chronicle Stickers......................................... 10 Outcome, Placing Tokens............................. 16 Ties, Achievements, Resource Position........ 34
Chronicle Stickers, Applying........................ 25 Outcome, Reading....................................... 23 Ties, Chronicle Stickers, Applying................ 25
Chronicle Stickers, Aging............................. 10 Outcome Symbols........................................ 16 Ties, Majority Signer Bonus.......................... 27
Cleanup, Final.............................................. 34 Pass and Become Moderator....................... 17 Ties, Money Ranking.................................... 30
Cleanup, Voting............................................ 21 Pass and Gather Power................................ 17 Ties, Open Agenda, Assigning.................... 12
Council......................................................... 36 Prestige and Crave Points............................ 33 Ties, Open Agenda, Scoring........................ 32
Cult of the Mother........................................ 40 Prestige, Breaking Ties................................... 6 Ties, Power................................................... 32
Dissent.................................................... 27, 35 Power, Legacy............................................... 11 Ties, Prestige.................................................. 6
End of the Campaign, Triggering.............35 Power, Majority............................................. 32 Ties, Scoring................................................. 33
End of the Game, Triggering....................29 Realm Chronicles......................................44 Ties, Voting................................................... 20
End of the Game, Steps...........................30 Republic of Kauppias.................................... 39 Time Counter............................................... 28
End of the Round......................................... 28 Resource, Legacy.......................................... 11 Vote Aye / Nay............................................. 16
Envelope, Special......................................... 27 Resource, Momentum.................................. 24 Vote, Cleanup............................................... 21
Envelope, Opening...................................... 26 Resource, Movement.................................... 24 Vote, Resolution........................................... 20
First King...................................................... 41 Round, End................................................... 28 Voting........................................................... 16
History of the World..................................... 41 Round, Phases..........................................15 World of King’s Dilemma..........................36
48

THE KING’S DILEMMA TROUBLESHOOTING TOOL 00

Is your Dilemma Deck out of cards? If you don’t know how to proceed, you
may have missed some instructions described on the cards you have already KI
D_
en
ve
lop
played, but don’t worry, we’ve got you covered! e_
v0
2_
20
19
04
10

00
Scan the QR code to access our Troubleshooting Tool and we’ll get you back .in
dd
76

on track in no time!

Morano, a rich merchant from a remote


desert city called the ‘’City of Tents,” wants
The Roya ent.
to negotiate athlucrativ
re Maragreem
e ltrade
shisala reslave
e ws in
of goods ports to
along the dmHe
Among his sample ills wer
claims thefire us that
e set on
concubine in chains.
Harbor. aTh ro ad between Ly last
desert temple bra and night
that
21
:7
woman comes forfrom
helpGolden
e affected
Map, a m illers are Golden
fabled
1 allegedly hides the
we fu th re bu ild ing th asking
91
item we’ve beenndseeking e recofor eir s.
decade
/4
0/ nstructio windmills. Do
03 Many of our people are against slavery. n?
Do we force Moran o to free the slave?
R
WE
L PO
ECIA S.00.3.F S.00.1.F
: SP

30
/0
00
4/
19
17
:1
2

00
Credits 67
dd
ni.
01
40
00
91
02
_2
0v
Game Design: Lorenzo Silva, Hjalmar Hach _e
po
lev

Artwork: Giorgio Baroni


ne
_D
IK

Additional Artwork: Giulia Ghigini


Art Direction: Lorenzo Silva
Graphic Design: Noa Vassalli, Rita Ottolini 21
:7
Game Story: Carlo Burelli, Lorenzo Silva, Hjalmar Hach
1
91
00 /4
0/
Worldbuilding: Giuseppe Lapadula, Carlo Burelli, Lorenzo Silva, Hjalmar Hach
03

Card texts: Carlo Burelli


Additional Card Texts: Alessandro Pra‘ www.horrible-games.com
Rulebook: Alessandro Pra’ If you have any issues, please contact us at:
Editing: Alessandro Pra‘, Flavio Mortarino, Laura Severino customercare@horrible-games.com
Proofreading and Additional Editing: William Niebling
Project Manager: Hjalmar Hach, Lorenzo Silva
Production Manager: Flavio Mortarino, Alessandro Pra’
Playtesters: Valentina Salimbeni, Pietro Righi Riva, Paolo Tajé, Renato Sasdelli, Eric Lang, Andrea Chiarvesio,
Federico Corbetta, Nicola Bocchetta, Alessio Lana, Fabio Leva, Karim Khadiri, Alessio “Valhalla“ Vallese,
Mauro Marinetti, Michele Marotta, Dunwich Buyers Club, and many more!

Special Thanks: Valentina Adduci, Armin Silva, Francesca Cerutti, Teodor Francesco Maria Hach, Martina Marinoni, Giulio Panfilo Vassalli, Alexandra Zanasi,
Heiko Eller, Charlie Cleveland, David Preti, Andrea Marinetti, Lucaricci, Andrea “Sgananzium” Bianchin, Franchino Barone, Giuliano Acquati, Marco Brera,
Alessandro Adduci, Anna Chiara Ogliari, and many more!
67
dd
ni .0
14
09
10
2_
20
v_
ep
ole
vn
e_
DI
K

You might also like