Example Kingdom Actions

Might + Treasure (vs. Might + Territory)

  • Attack – Raid:
    Troops go in, sack the town, loot the temple, pile everything on cards and haul it home. (vs. Might + Territory)

If successful, the target’s Treasure decreases by 1. If the target began with more Treasure than you, gain +1 temporary Treasure.

  • Attack – Annexation:
    You want someone’s land, so you take it. (vs. Might + Territory)

If successful, the target’s Territory permanently drops by 1. If the target began with more Territory, gain +1 temporary Territory.

  • Attack – Symbolic:
    You attack the enemy but don’t really take anything, other than the right to say you defeated the enemy. This can be surprisingly important. Depending on who the enemy was, the history of both parties and the story elements involved, a symbolic victory may serve different purposes. (vs. Might + Territory)

If successful, the target may have Influence or Sovereignty temporarily or permanently decreased by 1. By the same token, you may temporarily or permanently increase Influence or Sovereignty by 1.

Use Sovereignty if the victory primarily serves to bolster your kingdom’s morale, such as defeating an enemy who has historically intimidated your kingdom.

Use Influence if the victory primarily serves to impress/intimidate your allies and neighbors.

  • Attack – Bloody:
    Your sole goal is to weaken an enemy, either because he’s massing for an attack or to loosen him up for a follow-up raid or invasion. If you succeed at this goal, his Might drops by 1. You gain nothing, other than the knowledge that you bloodied his nose and probably disrupted his plans. (vs Might + Territory)

Influence + Might

  • Unconventional Threats:

This consists largely of the actions that PCs typically excel, involving small groups of specialized personnel performing dangerous, dishonorable, illegal, repulsive, and cowardly acts that are eminently useful. Deeds like bandit raids on caravans and supplies, poisoned wells, assassination, false flag raids, setting forest fires, counterfeiting, and other unsavory acts that would cause national embarrassment, if discovered. (vs Might + Sovereignty – see Policing)

Choose an enemy’s trait. If the plot is successful, permanently reduce that trait by one.

Influence + Sovereignty

  • Stay Informed:
    Any time you want to gather information on what’s happening within your kingdom and you don’t want to do it yourself, you are relying on “people who know people” (Influence) and listening to your loyalists who are happy to talk (Sovereignty). (vs. difficulty rating of what is trying to be learned)
  • Uncover Hidden Information:
    Someone who is actively trying to remain hidden is a little more tricky. Bandit gangs, secret cults, smuggling rings, insurrectionist undergrounds – these will typically be harder tests. (vs Influence + Treasure.)

Influence + Territory

  • Counter-Espionage:
    Finding spies is tricky, but the more adroit you are with insinuation (your Influence) and the more organized your underlings are (Territory) the more likely you are to pick up on mysterious outsiders asking questions and spending freely around blabbermouths.

When spies are active in your area, they’re trying to dig out the facts they seek (which could be troop movements or fiscal secrets or who’s sleeping with the Mayor’s wife). If the PCs have been active in keeping their ear to the ground, this move may clue the player’s in onto any spies. (vs Influence + Treasure.)

Influence + Treasure

  • Passive Espionage:
    Dispatching good eyes and ears into enemy territories and giving them time to establish covers, earn trust, and cultivate informants can pay off in the long run. (vs. difficulty rating)

If successful, gain a +1 bonus to your next Active Espionage or Change Minds test. You can attempt this repeatedly, up to a maximum of +2.

  • Active Espionage:
    Using agents to gather information in enemy territory can get you a lot of answers. The test is modified by the difficulty of the information you seek: Picking up the general feeling of the population or tracking massive troop movements requires only a successful roll, but something more obscure or protected may impose a penalty. (vs. Influence + Territory)

If successful, you learn what you were seeking. Be warned that failure can have political consequences.

  • Change Minds:
    When you want to change the mind of a decision-maker or simply influence the tenor of public debate on a particular issue, a sexy, smooth-talking, or generous agent can make all the difference. (vs. Influence + Territory)

Success means you shifted opinions. That might be reward enough, but it’s possible it might provide a temporary bonus for a logical follow-up action, too.

Might + Territory

  • Defend:
    This is how you avoid becoming someone else’s cash cow, vassal state, or symbolic whipping boy. Basically, all those Attacks listed above? This is what modifies those rolls when it’s your fields being burned and your peasants running for the hills with all the chickens they can carry.

Might + Sovereignty

  • Policing:
    Learning that there are people around who wish you ill is one thing (specifically, it’s part of Stay Informed, as described above). Doing something about it is another matter. A police matter. Once you become aware of some insidious social cancer eating away at the fair flesh of your kingdom, it’s only fair to slice it out. This test is used to handle Unconventional Threats mentioned elsewhere, but when it’s your kingdom that is suffering bandit raids, assassinations, blackmail, and other hazards.

Disrupt
If you are aware of the plot in some way beforehand, you can attempt to disrupt it. (vs. Influence + Might).

Success means the plot must be abandoned, or salvaged at great cost (permanently reducing your foe’s Might or Influence by 1).

Foil
If the plot comes to fruition, you can attempt to foil it. (vs Influence vs Might)

Success means the plot fails. Partial success means the plot is either foiled, or the plotters get away, but not both.

Entrap
If you were aware of the plot but chose not to disrupt it, you may choose to entrap the plotters instead of foiling them. (vs Influence + Might).

Success means the plot fails, and the enemy must permanently lose 1 Might or Influence. Partial success means the plot succeeds, but the enemy most still lose 1 Might or Influence.

Apprehend
After the plot has resolved, you can still attempt to apprehend everyone after the fact. (vs Influence + Might)

Success means you’ve killed or captured everyone involved, and the foe must lose 1 Influence permanently. Partial success means you got some, and the foe’s Influence is reduced by 1 temporarily.

Sovereignty + Territory

  • Train and Levy Troops
    Recruiting from the youth, forging weapons and armor, building siege weapons, and procuring supplies and pack animals is one thing. Integrating soldiers into your society, training them to fight, and (hopefully) ensuring their loyalty is another. Regardless how exactly the attempt is made, this test increases Might.

Success results in a temporary +1. Alternatively, it can be made permanent by taking a penalty equal to the current Might before rolling.

Unlike most other moves, this one may be attempted only once per season.

Sovereignty + Treasure

  • Raise Stature:
    Opulence, carefully orchestrated celebrations, belligerent army parades, embracing high fashion – all of these serve to manipulate the prestige of the kingdom in the eyes of foreigners. Regardless how exactly the attempt is made, this test increases Influence.

Success results in a temporary +1. Alternatively, it can be made permanent by taking a penalty equal to the current Influence before rolling.

Unlike most other moves, this one may be attempted only once per season.

Territory + Treasure

  • Strengthen Culture:
    Building roads, libraries, universities, and theaters, paying for monuments and hiring bards, declaring holidays and appointing poet laureates – all these things have the effect of drawing the people together. Regardless how exactly the attempt is made, this test increases Sovereignty.

Success results in a temporary +1. Alternatively, it can be made permanent by taking a penalty equal to the current Sovereignty before rolling.

Unlike most other moves, this one may be attempted only once per season.

Example Kingdom Actions

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