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Kingdoms - The Homebrewery

The document outlines the attributes and resources within a kingdom, including Strength, Defense, Magic, and Wealth, which affect military and economic capabilities. It describes how different races and regions provide unique bonuses and penalties that influence kingdom management. Additionally, it details various actions, policies, laws, buildings, and units that can be utilized to enhance a kingdom's power and stability.

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lilyzevans
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0% found this document useful (0 votes)
16 views6 pages

Kingdoms - The Homebrewery

The document outlines the attributes and resources within a kingdom, including Strength, Defense, Magic, and Wealth, which affect military and economic capabilities. It describes how different races and regions provide unique bonuses and penalties that influence kingdom management. Additionally, it details various actions, policies, laws, buildings, and units that can be utilized to enhance a kingdom's power and stability.

Uploaded by

lilyzevans
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Kingdoms

Attributes of Gold or Food in any combination totalling your


Within Kingdoms there are 4 Attributes; Wealth score.
Strength: A measure of military strength that can be
used for war or as a threat to potential threats.
Defense: A measure of your kingdoms defenses both
militarily and to espionage.
Magic: A representation of your kingdoms skill and
understanding of Magic.
Wealth: The overall wealth of your nation can be a
representation of your kingdoms monetary value and
trade potential or a wealth or abundance of food or
other goods.
Each attribute begins with a score of 1 however these
are affected by Race and Region and can be increased
through various means.
Strength
Strength is a representation of your kingdoms overall
military power and potential of war although it does not
represent strategy.
If your kingdom is under siege you may perform an
attack against an enemy using this score even if no
Units are available. Units garrisoned within your city
gain a bonus to their Power equal to your strength
score.
Defense
Defense represents physical defense against attackers
and also your awareness of your city through
organisations such as a local guard or court spies.
Damage inflicted to your Kingdom is reduced by an
amount equal to your Defense score. Units garrisoned
within your city gain a bonus to their toughness equal to
your Defense score.
Magic
Magic shows your kingdoms mastery and
understanding of magic and magical beasts. A high
magic score allows you to use magic to complete
dillemas and construct buildings or assemble units
requiring magic.
Once each round when performing an action you may
add a bonus to a roll equal to your magic score.
Wealth
Wealth can be monetary or through resources. How this
manifests will depend on your region and trade deals
you organise.
At the begining of each round you may gain any amount
Race Region
The ancestral benefits of certain races provide bonuses Different regions recieve different starting bonuses and
to your starting city whether it be dwarven ingenuity, penalties. Most regions also begin with 1 ability. Below
human resourcefulness or giant size. Each race are some example Regions you may begin with.
provides 2 Attribute increases, 1 Attribute penalty and 1
Ability. Below are some example races you may begin Desert
with. You begin at the heart of a desert with little but sand
around however this makes you hard to assail and gives
Human you access to ruins and treasures others would dismiss
Humans are plentiful, they breed quickly and live short however it is hard to maintain a healthy army in such
lives compared to others. Their power comes from their circumstances.
ability to adapt quickly and develop new skills.
+1 Wealth & Defense
+1 to any 1 Attribute -1 Strength
Adaptable: For each 4 Population you have, you Caravansary: Each time you gain Gold from a Deal,
require 1 less food to maintain your population to a gain an additional 1 Gold.
minimum of 1. Glade
Dwarf You begin in the thick of a mystical forest, your people is
+1 Strength & Wealth well hidden from most and you have a close connection
-1 Magic to Dryads and other Fae, however it can make
Territorial: Attacks your units make within your own assembling large forces difficulty.
kingdom inflict +1 damage. +1 Defense & Magic
Elf -1 Strength
+1 Defense & Magic Harmony: As long as you performed no Assaults this
-1 Strength turn, gain 2 Food at the end of the turn.
Eagle Eyed: You gain Advantage on Scout & Recon
actions. Plains
You have taken root in a large open plain, the empty
Gnome space gives you a lot of room to work with in training
+1 Magic & Wealth and growth. You are open on all sides and vulnerable to
-1 Strength attack.
Industrious: When you successfully research a +1 Strength & Wealth
building, it takes 1 less AP to construct. -1 Defense
Orc Swords to Plowshares: At the end of each turn gain
+1 Strength & Defense 1 Food for each Garrisoned unit you control.
-1 Wealth Mountain
Resilient: The first time a unit would be destroyed it You have taken root in a mountain, iron and steel are
is instead reduced to 1 Toughness. easily accessible and sharp rocks make a strong
fortification. However there is little to farm or sell here
untill you fight through the stone to the valuables deep
within.
+1 Strength & Defense
-1 Wealth
Ancestral Forge: Reduce your total upkeep cost of
Units by 2 to a minimum of 1.
Resources score. On a failure, you become aware of the plot and its
Within Kingdoms there are 4 main resources that a intentions.
successful Kingdom will have to maintain they are;
Coffers (Gold): This is a representation of the current
wealth your Kingdom holds and can be spent to
perform action, complete construction or resolve
certain dilemmas.
Population: Each point of population you maintain
represents roughly 100,000 citizens. A high
population allows you to easily complete tasks such
as construction and more easily assemble forces
however, it must be balanced against other
resources.
Food: Food is traded for or gathered from local
sources and can be used as trade leverage, to
maintain a large army or other workforce or to feed a
large population.
Awareness: Awareness is increased through recon
and scouting. Too much time spent focusing on
expansion can result in the infiltration of your
Kindom by outside forces. A high awareness grants
better understanding of both your own Kindom and
others.
Coffers (Gold)
Your coffers score represents your total expendable
wealth for paying Unit wages, affording construction or
resolving certain dilemmas.
Population
Your population is a representation of your total
populace equalling roughly 100,000 citizens per point.
Your maximum starting population is 5 but can be
increased through the construction of certain Buildings.
When performing Construction or Muster actions, you
gain a bonus to the roll equal to your Population score.
At the end of each round you must spend an amount of
food equal to your population, if you cannot or choose
not to, actions you perform on the following turn have
disadvantage. If this continues for more than 1 round
your population reduces by 1 consequetive round.
Food
Food is used to maintain a population, trade or gain
favour with other Kingdoms. Certain actions can
increase or reduce your Food score.
Awareness
Awareness is a representation of your awareness of
what happens within your city and its surrounding
lands.
When performing Covert actions you gain a bonus to
the roll equal to your Awareness score. Also, when
another kingdom attempts a covert action within your
kingdom they recieve a penalty equal to your Awareness
Actions Example actions are listed below and are organised into
At the begining of each round you gain 3 Action Points, categories.
different actions require a differing amount of Action Covert
points to perform and may take multiple rounds.
Covert
Action AP DC Effect
Scout 1 9 On a success, you are aware of the targets current Attributes and the number of Military Units they posses.
Recon 1 11 On a success, you are aware of what actions the target performed this turn and what Buildings they have
completed. If used on your own kingdom you become aware of the number of Swayed and Infiltrated individuals
within your city.
Sway 2 14 You sway an influential target within a Kingdom. Future actions you perform in that kingdom gain +2 for each
swayed target you possess there.
Theft 2 15 You target a city to steal valuable resources, you may steal up to 1d4 Gold or Food from that city.
Infiltrate 3 17 You place an agent within a target kingdom. You become aware of the actions that city performs. Once each turn
you may give 1 action within that city advantage or disadvantage.
3 18 You target an individual within a kingdom and assassinate them, if that target is part of their ruling class, this
Assassinate check has disadvantage.

Construction
Construction
Action AP DC Effect
Contract 1 10 Gain Gold equal to half your population
1 12 Destroy 1 building within your kingdom. Regain half its Gold cost rounded down.
Demolish
2 14 You may research a building, if you do reduce any 1 requirement value of that building by 2.
Research
Build X X Select a building to construct the cost, DC and requirements varies by building. If you fail this roll, you may
attempt it again at any time for 1 AP.

Combat
Combat
Action AP DC Effect
March 1 12 A single unit you control moves up to 2 Sq.
Muster 1 8 Purchase a unit at half value.
1 12 A single unit you control assaults a kingdom or Unit.
Skirmish
Defend 1 12 A single unit you control gains double Toughness this turn but cannot assault.
Banding 2 15 One unit you control becomes exhausted. Untill end of turn, add its attributes to the attributes of another unit you
control.
2 16 Select up to 3 Units you control, they may move up to 3 Sq.
Mobilize

Diplomacy
Diplomacy
Action AP DC Effect
Policy 1 12 You may inact a small policy such as a curfew or Checkpoint. Effects vary.
Festival 1 12 You host a festival. You may spend up to 2 points of Food or Gold. Your next non-combat action this turn gains
advantage.
Deal 1 12 You may create a written and binding deal or trade with another kindgom.
Law 2 12 You may inact a law such as taxation, weapon control or other forms of control. Effects vary.
Counter 2 15 On a success you may learn the identity of a Swayed or infiltrated target within your kingdom. You may take any
action you see fit.
Order 3 16 You may inact an executive order with extreme effects. Effects vary.
3 16 Create a gathering of up to 4 other kingdoms. During this meeting you may perform Deals freely.
Commune
Policy, Law and Order Order
Certain Policies and Laws are presumed to be in place Orders are extreme and often distressing to both your
for all nations at the beginning of the game: own citizens and onlookers. They should only be
Murder is punishable by death. innacted in dire circumstances.
Theft is punishable by imprisonment. Failure to present a valid identification at a
Each person is allowed a fair trial by their peers. checkpoint or upon request by an officer is
Through diplomatic actions a player may innact new punishable by death.
and different Policies, Laws and Orders. The DC of the Citizens must hand over all wealth and may only
check and the number of actions it would take depends recieve rations given by enforcement officers.
on the harshness of the Policy. Examples are listed Citizens carrying the strange disease are executed
below. and burned.
Policy Magic use is outlawed entirely. Use of magic is
punishable by death.
These are examples of low level policies that can mold
how your citizens act but do not make major changes to All drugs and alcohol are banned entirely. illegal use
their lives. is punishable by banishment.
Entering and Leaving the Kingdom requires passing
a checkpoint.
Citizens must pay a small tax.
Citizens carrying the strange disease are
quarantined.
Magic users are required to register with the Law.
Unapproved use of magic is finable.
Mind altering drugs are outlawed.
Law
Laws change how citizens and businesses within the
city can act but are not considered extreme. These can
often lead to some distress.
All citizens recieve a form of identification they must
carry at all times. Failure to produce one results in
imprisonment.
Citizens must pay a tax and follow rationing laws.
Citizens carrying the strange disease are banished
untill well.
Magic users must become government employees.
Unnaproved use of magic is punished by
imprisonment.
All drugs can only be prescribed by doctors. Illegal
use is punishable by imprisonment.
Example Buildings
Building
Building AP Cost Requirement Effect
Slums 1 1 Gold None Max Pop. +1. -1 Diplomatic. (Max 3)
Tavern 1 3 Gold, 1 Food Pop. 2 You may hire Tier 1 Mercenaries and post Bounties. (Max 1)
Farmland 1 2 Gold None +1 Food per turn (Max 2)
Market 1 1 Gold, 2 Food 2 Wealth +1 Gold per turn (Max 2)
Garrison 1 2 Gold 2 Strength You may Garrison 1 additional Unit within your Kingdom (Max 3).
City Wall 2 3 Gold 3 Defense Attacks against your kingdom have -2 (Max 2)
Hospital 2 4 Gold 2 Defense, 2 Pop. Your city has adv. against diseases. Garrisoned units heal twice as quickly.
(Max 1)
Forge 2 5 Gold 3 Strength, 2 Wealth Units gain +1 Power. +1 Gold per turn. (Max 2)
Mine / Mill 2 3 Gold, 3 Food None Reduce the cost of construction by 1 Gold. (Max 1)
Housing 2 6 Gold Pop. 4 Max Pop. +3 (Max 2)
Mages 3 8 Gold 4 Magic Your city has access to mages and can train specialised units. (Max 1)
College
Guild 3 5-8 Gold 5 Wealth You may select a guild to build within your city. Effects Vary. (Max 3)
Church 3 7 Gold A tennet religion Your city has access to Clerics and can train specialised units. (Max 1)
Bank 3 8 Gold 6 Wealth +1 Wealth. At the end of each turn, your unspent gold gains 10% interest
(Max 3.)
Manor House 3 10 Gold 8 Wealth Max Pop. +1. +1 Wealth (Max 2)
Cathedral 4 11 Gold, 7 Pop. 7 Your city becomes the center of your religion and will attract pilgrims (Max
Food 1)
Fortress 4 9 Gold, 8 Food 5 Strength, 5 Units formed within your city are begin at tier 2 (max 1)
Defense
Palace 5 24 Gold. Pop. 10 You gain +2 to diplomacy actions. Attendees may offer tithes (Max 1)

Example Units
Unit
Name Tier Cost (Upkeep) STR TOU EFF.
Guard 1 2 (1) 1 4
Archer 1 2 (1) 2 2 Always attacks first.
Apprentice 1 2 (2) 1 2 At the start of each round, deal 2 damage to an opponent.
Mercenary 1 3 (3) 3 5
Knight 2 4 (2) 2 8
Crossbowman 2 4 (2) 4 3 Always attacks first
Catapult 2 5 (2) 2 6 Inflicts double damage to Kingdoms
Cleric* 3 8 (1) 2 6 At the start of round, restore 2 toughness to an ally.
Arbalest 3 6 (3) 6 4 Always attacks first
Commander 3 6 (3) 3 12
Trebuchet 3 8 (3) 4 7 Inflicts double damage to Kingdoms
Archmage* 4 10 (4) 2 4 At the start of each round, deal 5 damage to an opponent.

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