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King's Dilemma
King's Dilemma
King's Dilemma
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).
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DISCLAIMER A LEGACY-LIKE EXPERIENCE
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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
00
right, and what is best for winning. over and it cannot be reset and played again from the beginning.
21:71
9
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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
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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
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12 House screens 5 Positive Open Agenda tokens 5 Negative Open Agenda tokens
I
A E 1 Cover tile 5 Resource markers 12 Outcome markers
J
B F
K
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KID_MYSTERY_v02_20190426.indd 5
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KID_MYSTERY
Time Counter
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
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).
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.
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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
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
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2
ens_v13_190506.indd
KID_House_Scre
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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 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
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).
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
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qui aut icienimi, ute omnim
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aut aliq que voloru andem
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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
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Martina pro
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Martina
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.
H.1.2.Y
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).
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
H.2.2.N
H.2.3.Y
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!
H.1.2.Y
H.1.3.N
H.1.3.N
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 / :
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
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.
+ 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
GENERAL POOL
E
AY
SS
PA
NA
Y E
AY
SS
PA
PA
SS
NA
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!
Julius
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
Julius
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
Rita David
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
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
-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
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.
This is w
“no” to hat happens if
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Example
Example
Example
Example Sticker
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Sticker 43
43
43
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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
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When you open a standard Envelope, you must follow these steps:
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1 Story Ca
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Quia non
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bus, qui e ipsam tua partat rosa lanistia enimos L POWE
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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
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In addition to any special ability ( ) they may show on the front, lignis
q like aut
the rem rem ipsam aborpor epeliquia comnias
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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
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Cohesion / Dissent : If shown in the top-right corner ofvoles
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#
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e Narrative Event: If shown on the back side of the card (marked withUt ),aute tuo quo experibus
67
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it unlocks the Narrative achievement for one of the Houses. These story
409
molecearist ex et volestem
102
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events are sometimes mutually exclusive: if a player unlocks theirs, it may
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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
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e “Narrative achievement”
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: SPECIAL POWER : SPECIAL POWER
“Narrative achievement”
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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
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
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.
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
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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.
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).
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
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.
1° - - -
2° - - -
3°
(only with 4-5 players) - -
4°
(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).
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
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43
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of this front
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35
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-
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ody of it
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a grotesque par
mad, coupled with
smile of King Om.
tured by the ’s face
ter Fox was cap on Elle rtin
—and
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l power wou
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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
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 […]
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
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
Shades blocke
Mystery Sticker
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
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or an
form the hid
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
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th ld thin thei hav n.
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banishe
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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
or about a deca pire back together all over on into worsh ippiencengturi his reli
es, the entire D-
n Mystery Sticker
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
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
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 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.
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
of all the games of your campaign. Start with the table to the right.
INDEX
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!
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
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
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