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VARIANT KINGMAKER

COMBAT
This variant to the combat rule tries to give a bit more power to the strongest type of fighter (the
armoured knight) and a bit less to the weakest (the armed peasant)

1. Combine the forces:


Nobles count double for combat (x2)
Mercenaries count the same for combat (x1)
Other count as half for combat (x0.5)

2. Find the ratio between the forces, draw a card and look at the odds
Majority is 1:1 ratio. 3:2 and 5:4 is 1.5 ratio

3. Consult the table to find out the result

1:5 (3:2) 4:1


3:1
1:1 2:1 3:1
1:1 1:5 (5:4) 2:1
1:5 2:1
(Majority) 1:1 1:5
1:1 1:5
1:1
1:1
Bigger force
All except those All except All except All except All except
wins with the All
below those below those below those below those below
following cards:
Smaller force - Mercenaries go - Plague (1)
- Storm at - Storm at
wins with the home (3) - Storm at sea - Plague (2) none
sea (3) sea (1)
following cards: - Peasant revolt (2) (3)

SIEGE
A force inside a fortress, castle or fortified place becomes too strong in Kingmaker and very difficult to
attack. This rule focuses on the most likely way to conduct a successful siege: by isolating and starving its
population, rather than assaulting it. Sieges were rare in the Wars of the Roses anyway.

A force of 100 men minimum can siege any town or fortress, regardless of the strength
of the force inside the town.

Draw a card and look at the odds:


A result of Bad Weather is inconclusive

A force of 100 Men captures the town and any noble inside with 4-1

A force of 150 Men captures the town and any noble inside with 4-1 3-1

4-1
A force of 200 Men captures the town and any noble inside with 3-1
2-1
4-1 3-1
A force of 250 Men captures the town and any noble inside with
2-1 5-4
4-1
3-1
A force of 300 Men captures the town and any noble inside with 2-1
5-4
3-2
350 4-1 3-1
A force of or Men captures the town and any noble inside with 2-1 5-4
more 3-2 Maj
PARLIAMENT
This is a variation to make the Parliament rule simpler

A Writ card allows the king to force or stopping a noble from attending.
Only present Nobles can vote
Add Commons and Lords votes together
The king distributes all cards to Nobles and then all Nobles vote

VICTORY
Victory conditions in Kingmaker are notoriously tedious to achieve. This rule, along with the variant on
Sieges narrows the objective and forces players to be more aggressive.

The player that owns a sole crowned king in England for 3 turns wins

TREACHERY
Treachery played an important part in the outcome of a few battles and it was decisive in some of them.

At the beginning of play, separate all Noble cards and give 1 to every player in secret.
Players write down the name and return the card. This will be the traitor. Once all players
have written down their traitor, cards are added back to the Crown deck and shuffle. Use
as normal.

In a battle, if a traitor turns up on the enemy side, the owner player may choose to
declare it -after seeing the odds. If declared it, the Noble with all its men will not fight in
the battle. Calculate the number of men again. If the owner player wins the battle, the
Noble with all its retinue passes to the player, if the owner player loses the battle, the
Noble is killed.

AMBUSH
Smaller forces laying in ambush had a chance to disrupt or even defeat a bigger force, or to capture or
kill Nobles.

Ambush can occur only when one force is in wooded terrain and another force enters
the same square.
The ambushing force cannot be smaller than 1:2
Draw a crown card per Noble in both forces: any Noble named in the cards is killed or
captured.
After the ambush, both forces remain in the same square.

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