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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 and endings. The game will also require you to permanently sign cards,
moral choices related to sensitive topics that could upset your sensitivity stickers, and player screens, and the game board will also be irreversibly
or that of the people playing with you, such as injustice, violence, altered as game events unfold. The number of games you will be able
slavery, and discrimination. 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.
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Story card spaces


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Chronicle area
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“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
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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
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considered as acceptable by the publisher, designers, scriptwriters, needed on a single match, making it also possible to have new people _20v
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DILEMMA CARD SYSTEM


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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
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This Rulebook
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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 and your enjoy the wealth /19
06/05

Stability Track Resource Track


ing you time to
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

72 Coin tokens 65 Power tokens

1 Map (double sided)


Event area
King’s Death space
I
A E 1 Cover tile 5 Resource markers 12 Outcome markers
J
B F
K Balance area
C G
L
H
AYE space
KID_MYSTERY_v02_20190426.indd 5
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KID_MYSTERY
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Middle space
NAY space
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_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) Realm Board
4 5

KINDS OF CARDS GAME OVERVIEW


In The King’s Dilemma, players become the representatives of various influential families (or “Houses”) and
Story cards 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.
# Story Card Title

Each round, you will draw a card from the bottom of the Dilemma deck and experience the game story
10

10 Ehentotaqui tem. Odit, Story cards are always the


unfold. Each card is unique, and it will pose you a problem (or Dilemma) that the Council will have to solve on
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first card in their envelopes.
They may have a special ability
the King’s behalf. You will have to discuss, bargain, and make decisions that will shape the story of the game
quae ipsam tua parva fuga.
Ut quundit atibus, qui rem
Ending cards doluptia con non sed qui
and/or a Signature space on
and determine the fate of the Kingdom of Ankist. Each time a Dilemma card is resolved, it is permanently
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are marked nonsedis es sitatib eriores


rem re, conserro mo dest their front, and they explain a
removed from the Dilemma deck. Occasionally, though, your decisions will result in the addition of completely
uta quiaerchicia parum
with a golden ex essinct uriorro comnis
que non sero mincta tem. portion of the game story on
banner in their back. Ending cards are a
new cards to the deck, unlocking new events that will happen in the future as a consequence of your decisions.
Taquas est cum sic volenis
asiniendae es ubi aborpor
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
page 27).
You will have to keep the kingdom going while also seeking an advantage for your own House; this power
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: SPECIAL POWER : SPECIAL POWER Occum quas audis re vollab idus di ommollest,

struggle may lead the kingdom into war, famine, or riot, or it could generate wealth and well-being. It will
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depend on your choices! Each decision has consequences, though: what is good for the kingdom as a whole
Front side Front side Back side may be bad for your House. Will you act for the greater good, or will you think only of yourself?
(regular Story card) (Ending card)
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
Dilemma cards Crave Points that you must record on your House screen. Both are “endgame points” that will help you
This is what happens if you choose to answer
“yes” to the question asked on the front
shape the ultimate fate of Ankist, and determine the overall winner of your campaign.
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
BEFORE YOUR FIRST GAME
: SPECIAL POWER -3 21
question, and shows a preview
19 -4
of the two possible outcomes
(AYE or NAY). Their back side
1. Prepare Your Starting Dilemma Deck
Welcome to the Kingdom of Ankist: A
place of daring expeditions, gruesome describes the two outcomes
battles, mischievous schemes, and
intriguing mysteries. You are the in detail. To determine which 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,
rulers of the kingdom, deciding the decision.
fate of all. Every decision you make has
consequences.
also describes the outcome effects of your
outcome will be chosen, you
shuffle the remaining Dilemma cards (e) and cover them with the Cover tile (r). This will be your starting
of this Dilemma card. The red bar below
“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).
Dilemma deck; use it when you are asked to take the Dilemma deck from the box during Step 7 of the Game
Front side Back side 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

Event cards Trigger cards 30/0


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you ha b y t h e f a c t t h a t life
n d . Y o u a re h a u nted i ty t o lu x u r y a n d b ea
la s p e c i a l s e n sitiv
m d e v e lo p e d a a lt h , a n d y o u 7oft
6
Gam a e ffi c i e n c y a n dw e
a r e p r o u d o f y o u r e l t h a t y o u r r e la t
2. Choose a House Screen GAME SETUP Yo u h i n t a x e s . Y ou f e
SIGNING

t y o u p a y t o o m u c i s o n e - w a y : y ou
Once you choose a House screen, it will always be your House screen, and you will The game will occasionally ask to sign something
t h a e n t o f t h e k ingd o m
(Story cards, Chronicle stickers, and so on). Signing
q c e n t r a l g o v
Place the Realm board in the middle of the table. Then
e r n m b a c k b u t m o re
thing
have to use it in every subsequent game of your campaign. It will allow you to track
the n y
Chronicle stickers and Story cards indicates that you are

of the center row of the Resource Track. Randomly determine ut receiving a


your Prestige and Crave scores while you progress through the game story place each Resource marker in the corresponding space
fu
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
is e C r o w n , w i t h o g , a r ro g a n t , a n d
For more details on the achievements available on your House screen, see page 13.
Dilemmas you have faced during the game, and how the which side of each markerh
t facing up (throw the pieces like a
a re s e e n a s d e m andin a n d
u
game story will progress as a result.

t h e o u t i d
coin to get random color results, white or black).
s e , y o c api t a l c i ty i s c le a n
Note: You can add new players to your campaign even after you’ve played some
Place the Stability marker on the middle space of h theisticated. You
r that
w Stability Track. elegant and sop la i n
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
y our f a m i ly, c o m p
game at its best, we strongly suggest that you always play the game with the same
i n c lu d i n g y o u a n d e t i m e t o e n
group of people, from the start to the end of the campaign.
pe o p le , t h i n g t o hav e m o r
g iv e a n y
soon. You would ring your hard-working life.
Before proceeding, write the name of your House on your screen. When you choose The Resource markers represent the overall status of your
kingdom,TS condensed into 6 values: Influence, Wealth,
the name of your House, feel free to use your real family name (e.g., “House Smith”), ACHIEV EMENWelfare,

Smeethe you accumulate du


Morale, Knowledge, and Stability.
a fantasy-like variant of it (e.g., “House Smeethe”), or a completely fictional name , Dukes of Gamam
of your choice (e.g., “House Humblescore”). Keep in mind, though,RYthat this will also House nexed NInfluence
arrative achie represents the strength of your army, your
eNt
vem
y of Gamam was an
VICTO POINTS kingdom, the Duchthat kingdom surrounded Embrace Immort in the eyes of other countries, how effectively
reputation
be the name you will have to use every time the game will ask you to Sign something nt
ind ep en de ality.
Formerl y an y of
r 130, after the arm the people of you enforce the law, and the respect the people of Ankist
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 have
: +1 for+1your leadership.
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 Wealth through Open the amount of money in
or morerepresents the royal
you ha ve no tim
ACthe facEM that life is too sho beautiful things.
t EN Score 2 game.

Crave
ha un ted by HIEV an d treasury, the
end of the amount of luxury resources you have, the
md. Yo u are to lux ury as at the
, Dukes of Ga
lan am cial sensitivity and you often compwith
lain Ag end
Gama m developed a spe ana d wealth, quality of life for the upper classes, and your power to buy
exed proud of your efficieNncy ationship n 5 during a
chievemeNt
House m was ann
u are
Yorounded
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INTS of Ga ma
m, the Duchy t kingdom sur in tax braceYo
Emes.
lity.
give a lot to : If youresources inother
2 . countries.
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 Vote and you r side wins, ga
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 Morale represents the happiness of your people, how
the lobster, you r labor and youthe
spend a lot

“Work is life”
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 f of the Stabili
the top halthey
is in positive are about
ty
their lives and their condition, how
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, at the end of the game.
much they believe in a better future, and how much they
h including yo and your
com Tra ck
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 .
can find relief in religion.
that you pay tooernment of the
kingdom is one but more tax
k
es. FroYo
soo
alsoumulate during your ha
rd-working life : +3
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.
Welfare represents the health of your population and the
elegant and soping you and your family, com re time to enjoy
the wealth
people, includ give anything to have mo life. amountre at and of the game.
the endavailability of necessity resources, like food
Crave soon. You wouldduring your hard-working
: +3
Have 18 or mo
you accumulate and water; it’s also the lack of maladies and the amount of
“Woror katis
more
lifofe”
the end the game. people :in+3your kingdom.
Have 18
Crave
“Work is life” : +3 Rebel
Knowledge represents the quantity and quality of
Rebel
Extremist Opportunist Opportunist the technological and medical advances achieved by

Extremist
Extremist your kingdom, the measure of your cultural and artistic
Opulent use Number Opulent Greedy Greedy
House Number Ho 06/05/19 11:5
3 expressions, and how much you know about the past
Moderate Moderate 06/05/19 11:53
history of the world.
u u

Opulent
ens_v13_190506.indd
2 Stability represents the equilibrium of your society. It is at
KID_House_Scre

0506.indd 2
its best when it is in the middle of its track, meaning that

BREAKING TIES OF PRESTIGE KID_House_Screens_v13_19


the realm is perfectly balanced. When it nears the lower
end of its track, things are going extremely badly, causing

House Number
social tensions. When it nears the top end, on the other

Moderate
During the game, you may be asked who has the highest or the lowest Prestige. hand, some factions are accumulating more power than
others, creating instability.
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 e Place the rest of the tokens and markers near the Realm
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 9

Place your House screen in front of you, then take 1 AYE, 1 NAY, and 1 PASS card Take the Dilemma deck (composed of Dilemma cards and Trigger cards) from the Dilemma Save slot (q) and shuffle it (w), then cover
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
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)!
SS Chronicle
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
stickers

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! Tokens Envelopes

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 Setup slot
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 ACHIEVEMENTS
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
Narrative achievemeNt
Story Save slot Dilemma Save slot
authority struggles to survive, tormented by incursions from barbaric Skaram Free the World From Evil.
q w
tribes that live in the hills at the foot of the Fola Fuar Mountains. Your House has several long-term
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. : +2
decades Thickor even generations will
clouds cover your homeland during winter, when extremely long nights produce 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
have passed in game history), but

consequences.
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 is highest on the Resource Track at
t in the countryside, and shadows agitate the vast forests. Torkans, of however,
your House,are and it is in your the end of the game.
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 : Whenever your side wins a Vote and
have joined its warriors in battle on the front lines for generations. person You each game, with their own
often
moral alignment and personal you are not Leader, you gain 2 . q
lead hunts for cultists and other horrors to protect the population. Despite your
Welco
place me to the
battles,of darin Kingdom
kist: AW mischg expeditio of Ankis

ideals. These are represented


of An esomepl elco intrig
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

fighting skill, you never find pleasure in taking someone’s life andby youthefight onlyAgendas. During a
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

Secret
mys vo diti of u ma
rig n sequ l. the teri us 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

to defend your people. No one is sent to die in battle lightly, as your population
fate of . , de
an e
uences
sion ar
conseq youcidine th
d

Alexandra: 8 Julia: 8 vastness of your territory. Everyone does game, as “John Smeethe the First,”
makg th e
e h e

Score 2 or more through Open


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

is scarce compared to the theirbepart


q With 5
looks at the rest, and chooses to take the “Moderate” Secret to
intakes
, Mark is the player with the lowest Prestige, so he Tork,the
Agenda
from the warriors
six Secret
bless card.
Agenda to
w The next
the soldiers. In some
the randomly
cards,
playerrare,
priestesses,
to choose
extreme
who 1often
removes
1 of the remaining
cases,
you may
card,go on the
the next
they even join Second”
a Moderate, but during
battlefield
game “John Smeethe the
the fight.may Your be an Extremist.
i
Agendas at the end of the game.
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
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
: +1
end of the :Voting
+2 Phase).
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.
THE SAVE SLOTS
 he player with the lowest Prestige (in case of a tie, see page 6)
T
HOUSE ALIGNMENT
When choosing your Secret Agenda, keep in
“Hit hard, we can take it” Have the mosto takes
at the endthe Moderator
of the
ties during a vote).
game. token (which can be used by its owner to break After you have completed your first game of The King’s
Dilemma, you will use the Dilemma Save slot inside
mind that using the same Secret Agenda in the game box to store the Dilemma deck in its current
more than one game will allow you to unlock : +1 : +2 state (including all active Trigger cards), and the Story
a small achievement (see page 13). Each Extremist Rebel 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
House screen also shows the “Alignment” of
House
your House, i.e., your Number
two “favorite” Secret
Agenda cards. Unlocking the corresponding
Opulent Opportunist a or more legacy setup effects (for more details, see the next page).
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!
e
achievements will give you a bigger bonus,
compared to the others.
Moderate Greedy
Otherwise, your setup ends here.
...you’re ready to start!

D_House_Screens_v13_190506.indd 6 06/05/19 11:53


10 11

LEGACY SETUP EFFECTS Apply Resource Legacy


For each Resource, count how many Positive Chronicle stickers are attached to the Chronicle area of the
Setup Story and Event Cards 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
Take the Event cards and the Story cards stored in the Story Save slot of the game box (if any were present). attached to the Realm board, and move the matching Resource marker down on the Resource Track an
Set up the Event cards following the rules described on the cards themselves. Then, divide the Story cards by equal number of spaces.
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: Leave the Stability marker in the middle of the Stability Track and don’t flip Resource markers during this step.

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!
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
EVENT
TITLE move it up 1 space).
THIS IS
A SPEC
DO NOENVELOPE!
T
CARDS SHUFFLE TH
INT
Read the O THE DECK E
IAL

ES
There are also 2 Wealth Chronicle stickers, 1 Positive and 1 Negative (so the
then tur story below .
to read n this card ov ,
the
for this special rules
er
Wealth marker actually stays still), and 2 Negative Morale stickers (so the
Fugia no
envelop

sit et od bit et as aut


e.
Morale Resource marker must be moved down 2 spaces).
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

Apply Power Legacy


ur?
: SPECIAL POWER

S.39.0.F

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
Chronicle Stickers 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).
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 Negative Chronicle # Positive Chronicle #
Realm board, apply the following Legacy effects before starting the game: This text reminds you of something bad that
happened in the past, causing an enduring
damage to your realm. The person who was
This text reminds you of something good that
happened in the past, bringing an enduring
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
Chronicle Aging Tony

G.0.3.Y

H.1.2.Y
Negative Chronicle #
Mark 1 space on each Chronicle sticker that is attached to the Chronicle area of the Realm board.
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.

The marks indicate how old the event that triggered that Chronicle is, and how likely it is that people will forget Tony

H.2.2.Y
about it.
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
Negative Chronicle Positive Chronicle Example: Tony signed 3 Positive Chronicle stickers
This text reminds you of something bad that This text reminds you of something good that and 1 Negative Chronicle sticker, so he gains
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 3 - 1 = 2 Power at the beginning of the game.
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 Catherine only signed 2 Negative Chronicle
Leonard Carlton
G.0.3.Y

H.1.2.Y

left) now has a total of 2 marked stickers, so she needs to discard 2 Power from
spaces, while the newer Positive her pool at the beginning of the game.
one (to the right) has just 1.
12 13

Assign Open Agendas House Achievements


For each Resource, check the signatures on the stickers attached to the Chronicle area of the Realm board. Each House screen lists several achievements. Each
achievement has a condition that has to be met (one
The player participating in the current game who signed the most recent Positive Chronicle sticker for that or more times) in order to unlock the corresponding q This is the condition to achieve.
Resource (i.e., the one with the fewest marks on it) receives the corresponding Positive Open Agenda token. special ability. Whenever a condition is met, you must w
In case of a tie, the player who signed the rightmost sticker among the ones that are tied wins the tie. The mark 1 of the spaces for that achievement. You usually
player participating in the current game who signed the most recent Negative Chronicle sticker for that do this only at the end of the game, with the exception e : This is the ability you gain.
resource receives the corresponding Negative Open Agenda token. In case of a tie, the player who signed of Narrative achievements (see below). When all
the rightmost sticker among the ones that are tied wins the tie. Stickers signed by players not participating spaces for an achievement have been marked, the
in the current game are ignored during this step. 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
Place any Open Agenda tokens you have received
OPEN AGENDAS unlock a special ability (e).
in front of your House screen, so that all players Note: The top achievement on each House screen is
can always see them. Open Agenda tokens will People remember those who did something that ended a Narrative achievement. They are unlocked if certain
contribute to your end game score, determining the up being beneficial (or detrimental) to the kingdom. specific story events happen during the game. Some
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 of these story events are mutually exclusive: if another
in a previous game, people will blame you if the economy player unlocks theirs, it may mean you’ll never be able
Each player can only be assigned up to 2 Positive keeps going down at the end of the current one. On to unlock yours! The condition indicated on your screen
Open Agenda tokens and up to 2 Negative Open the other hand, if you passed good laws that improved
gives you a clue: whenever you see the events of the
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 game going in a direction you think goes against your
assigned more, at the end of this step, they must penalty) Agenda Points at the end of the game. narrative achievements, try to turn them to your favor
choose which 2 they want to keep, and discard the instead!
rest. The Open Agenda tokens discarded in this way
are not assigned to any player during this game, Some special abilities give instant, one-time bonuses
and can be put back into the box. when they are unlocked. Others change the amount of
Power or Coins you start the game with. Finally,
Note: It can be useful to read the available Chronicle some special abilities are proper abilities that you can
stickers at the beginning of each game, to remind activate at will, or that can be triggered when specific The top achievement on the right side of your House screen
all players of the events that occurred in the past in game conditions are met. You will find a quick overview
is always the Narrative achievement for your House, which is
your kingdom, and who was responsible for them. It 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.
is extremely recommended that you do so if you’re House screen in the box on the next page.
introducing new players into an ongoing campaign!
TS
Example: Laura signed 1 Positive Influence ACHIEVEMEN
am
Chronicle sticker. Charles also signed 1 Positive , Dukes of Gam emeNt
Influence Chronicle sticker, but he’s not participating Narrative achiev
Positive Chronicle # Positive Chronicle # House am was annexe
d
in this game, so it is ignored and the Positive Open INTS m , the Duchy of Gam m surrounded Embrace Immo
rtality.
VICTORY PO
This text reminds you of something good that This text reminds you of something good that
ki ngdo
happened in the past, bringing an enduring happened in the past, bringing an enduring
dependent that kingdo
Agenda token for Influence is assigned to Laura. No Formerly an in e year 130, after the army of known as the people of
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 by Ankist in th of Golden Harbor. Also d hard workers. You are : +1 +1
H.1.2.Y

H.1.2.Y

the capital cityu are skilled tradesmen ant of time complaining that
to the Realm board, so the Negative Open Agenda Prestige the lobster, yo people, and you spend a lo labor and your generous ugh Open
token for Influence is not assigned to anyone. 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
Looking at the Morale Chronicle stickers, Martina, land. You are haped a special se
nsitivity to lu and you often complain
h, ring a
Valentine, and Noah are all tied with 1 Negative 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
Morale Chronicle sticker signed by each of them. that you pay to rnment of the kingdom is ck but more taxes. From
# # # Martina’s sticker is the oldest with 3 marks, so she the central govethout receiving anything barogant, and fussy, but also
Negative Chronicle Negative Chronicle Negative Chronicle

e Stability
the Crown, wi u are seen as demanding, ar is clean and safe. All your p half of th
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 happened in the past, causing an enduring happened in the past, causing an enduring
loses the tie. The other two stickers both have only is in the to
the outside, yophisticated. Your capital city mplain that life ends too
damage to your realm. The person who was damage to your realm. The person who was damage to your realm. The person who was
th e ga me .
end of
Track at the
responsible for this event signed the space below. responsible for this event signed the space below. responsible for this event signed the space below.
1 mark (they were attached during the previous elegant and so ng you and your family, co e time to enjoy the wealth
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 people, includi d give anything to have morlife. : +3
rightmost one), so he wins the tie and he is assigned soon. You woule during your hard-working
the Negative Open Agenda token for Morale. you accumulat
.
end of the game
Have 18 or more at the
Crave
“Work is life” : +3

Rebel
14 15

Story Legacy PLAYING THE GAME


Many Story cards show special abilities, similar to the Legend of Special Abilities The game is played in rounds, with each round divided into 5 phases:
ones you can unlock with the achievements on your
House screen. Only the special ability of the top Story 1. Draw and Read a Card from the Dilemma Deck.
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 2. Place the Outcome Tokens on the Balance.
immediately deactivated. the corresponding Story card is played on the
board. 3. Vote of the Council.
Like House achievements, the special abilities granted
These abilities are triggered at the start of
: 4. Vote Resolution.
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). 5. Dilemma Resolution.
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
:  They are all related to the card drawn from the Dilemma deck at the beginning of the round. In most cases
be triggered when specific game conditions are met. condition is met during or at the end of a game this will be a Dilemma card that will describe a problem the kingdom faces, then it will ask you a question
(abilities on Story cards that are not the top card that you will have to simply answer either AYE or NAY through a vote (see page 16). The card will then be
Here’s a quick overview of all the kinds of special abilities of their pile are ignored). flipped over, revealing the consequences of the choice you have made (see page 23).
you may find on your House screen or the Story cards.
:
Abilities with marking spaces are only found At the end of the round, the drawn card will be put on the Time Counter to mark the passage of time, then a
on Story cards. When a special ability has 1 new round will start by drawing another card from the Dilemma deck. The game can end in two ways:
or more of these marking spaces, you must
mark 1 space each time the ability is used • The King Abdicates if reaches either end of the Stability Track (for more about Stability, see page 24).
or activated. When all spaces have been
marked, the ability can’t be used anymore. • The King Dies if the card was placed on the final space of the Time Counter and certain conditions are
met (see page 29).
+X / : Immediately mark the indicated
number of Prestige / Crave The score for each player is determined by their Secret Agenda cards (see page 30) and their Open Agenda
points on your House screen (only tokens (see page 32). Bonus Agenda Points are also awarded for the players with the most Power and/
the Signer in case of a Story card). or Coins remaining in their pool at the end of the game. The player with the most points is the winner.
+X : Take the indicated number of Coins from
the general pool and add them to your

+X
pool (only the Signer in case of a Story card).

: Take the indicated amount of Power from


PHASES OF THE ROUND
the general pool and add it to your pool 1. Draw and Read a Card from the Dilemma Deck
(only the Signer in case of a Story card).

+X / :
These abilities are only found on This is the first thing you do each round. Draw 1 Dilemma card from the bottom of the
Ending cards (see page 27). All the deck (always make sure you look at it with the front side face up, and that
Cohesion and Dissent values you don’t accidentally show the back to the other players!) and
on the Ending cards will count during read it aloud, so that all players can clearly hear it. It’s
: THE SIGNER OF THIS CARD GAINS 2 . the Grand Finale of the campaign. not really important who reads the card to the other
: IF YOU GAIN FOR THE POSITIVE OPEN
AGENDA FOR , YOU GAIN 1 ADDITIONAL .
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
S.99.0.F 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

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).
16 17
Legend of Dilemma Outcomes
2. Place the Outcome Tokens on the Balance Resource Outcomes: When one of these Pass and Gather Power
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 You do not support nor oppose the proposal at the end of the Dilemma card, and you spend
PASS
NAY spaces of the card, and place the corresponding Outcome tokens on the two scales of corresponding Resource will increase (positive your energies to gather more Power for future votes. Take 1 Coin from the general pool
the Balance (see picture). They indicate the most obvious consequences of both possible outcomes) or decrease (negative outcomes) if and put it on your PASS card. You will participate in the distribution of Power placed on
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. the middle space of the Balance at the end of the Voting Phase. This Power will be equally
far away from the Dilemma card and do not have an eye on it. The possible outcomes that may distributed between all players who opted to PASS AND GATHER POWER (see page 21).
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 GENERAL POOL
outcomes

Chronicle Stickers: When this symbol AY


E
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 SS
PA
chosen during the Voting Phase.

n hit on
by Positive Negative 1. To PASS AND GATHER Y 2. At the end of the
has bee t Chronicle Chronicle NA
uch y o f Natar suggests a cusurer
ne Tre a POWER, immediately Voting Phase, you
The D The Tribu t the Royal l treasury. sticker sticker
famine.taxation, bu ge the roya elfare of take 1 from the will participate in the
bread it will dama amage the w cut? general pool and put partition of Power
thinks ng it may d prove the tax
Rejectior. Do we ap it on your PASS Vote from the middle space
the po
card. of the Balance.
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 Pass and Become Moderator
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
side of a Dilemma card. You should analyze the
consequence represented by a Negative Sticker (NAY outcome).
text of each Dilemma card carefully, to predict You do not support nor oppose the proposal at the end of the Dilemma card, and you give
PASS
The corresponding Outcome tokens are placed on the two scales of the Balance. potential unexpected outcomes. 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
3. Vote of the Council them both on your PASS card.
You immediately become the new Moderator (and can use its effect right away). No other
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
player can take the Moderator token away from you for the rest of this Voting Phase. But, you
Leader token) and going clockwise, declare if you will VOTE AYE, VOTE NAY, PASS AND GATHER POWER, or PASS AND BECOME MODERATOR:
will not participate in the distribution of Power at the end of the phase.

+ Vote Aye
You vote to support the proposal at the end
To VOTE AYE, take 1 or
NA
GENERAL POOL

AYE more Power from your


Y E
of the Dilemma card. To do so, you must pool and place them on AY

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
PA

SS

SS
PA
You can only PASS AND

+ Vote Nay
PA

BECOME MODERATOR
SS

if no other player has


Y
NA

Y
AY

NA
You vote to reject the proposal at the end of already done so in this

E
NAY To VOTE NAY, take 1 or Voting Phase. If you do,
the Dilemma card. To do so, you must place
AY

more Power from your immediately take 1


E

1 or more Power tokens on the NAY pool and place them on from the general pool
card in front of your House screen. your NAY Vote card. and the Moderator token
and put them both on
your PASS Vote card. PREVIOUS MODERATOR
18 19

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 Julius
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
NAY PASS AYE

The next player to vote is Diana. She


Leader token may move during the Voting Phase, it is possible that some (or all) players will have multiple decides to VOTE AYE (r) and places
turns to vote, as you continue to take turns going clockwise until the phase ends, even if the Leader token Theodore Armin 1 Power on her AYE card. Julius still
changes hands. Remember: You instantly become the Leader when you become the player who played the keeps the Leader token, but the AYE
front is now in the lead, 2 Power
most total Power during this Voting Phase. NAY PASS AYE NAY PASS AYE
to 1. The only player who still has
to perform their first voting turn is
When your turn comes around again, you cannot change your vote (so, if you opted to PASS on your first turn, Frances, who opts to VOTE NAY (t)
you can’t decide to VOTE AYE or NAY in a subsequent voting turn this round and you do nothing on your turn). by placing a whopping 4 Power on
her NAY card! Since she is now the
All you can do is add more Power to your vote or “stay” and do nothing. If you do “stay,” you are not out y
Frances Diana player with the most Power invested
of the voting and you can still add more Power if you get another turn. The Voting Phase will proceed for in the vote, she becomes the Leader
as many “voting rounds” as needed, until the end of the turn of the player to the right of the Leader. and immediately takes the Leader
NAY PASS AYE NAY PASS AYE token from Julius (y). NAY now leads
Bargaining t r 5 Power to 2, but the Voting Phase
isn’t over yet.

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
Julius Theodore passed during the first
even ask them to PASS instead of joining the vote, in exchange for Coins . You could also “buy the right” voting round, so he is out of the vote.
Julius increases the strength of his
to Sign something from the Leader, or you could pay the Moderator to break a tie in your favor. NAY PASS AYE

u vote by placing 3 additional Power


(u), for a total of 4, enough to get the
Note that once the players have agreed to the terms of an arrangement and Coins have been exchanged Theodore Armin two sides tied 5 to 5, but not enough
to mark the deal, the agreement is binding. Beware though: more informal declarations of intention, without to take the Leader role from Frances.
an actual exchange concluded, could be bluffs and are not binding! 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
Theodore has the Leader token, so end of Diana’s turn.
Julius he takes the first turn of the Voting NAY PASS AYE NAY PASS AYE
o The tie will have to be broken during
Phase. He’s not invested in any of
the outcomes of the current Dilemma the Vote Resolution Phase.
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.
20 21

4. Vote Resolution Perform Cleanup after the Vote


The Voting Phase ends when the player to the right of the Leader ends their turn. Add up the total If, during the Voting Phase, one of the players opted to PASS AND BECOME MODERATOR, make sure
Power played on all AYE and NAY cards respectively. The side that has the most Power wins, which that player removes the Moderator token from their PASS card and places it on the table in front of their
determines the Outcome of the Dilemma card. In case of a tie, the Outcome must be determined by the House screen so that is easily visible to all players. The PASS AND BECOME MODERATOR vote option will be
Moderator, who gets to decide the winning side of the Vote. If all players opted to PASS during the Vote, available again during the next Voting Phase.
the Moderator decides the winning side of the Vote; they also assume responsiblity for this decision and
take the Leader token. All players who opted to PASS must remove the Coin from their PASS card and add it to their pool
(behind their House screen).
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 After this, if there are Power tokens in the middle space of the Balance, they must be equally
are tied, the ownership of the Leader token must be determined by the Moderator, who can bargain with the distributed between all players who opted to PASS AND GATHER POWER. Any leftover Power must be
tied players about who will be assigned the Leader token, if they so desire (see page 18). left on the Balance.

Julius
w
NAY PASS AYE

Rita and David both opted to PASS AND


Theodore Armin Since the Voting Phase is ending with GATHER POWER during this Voting Phase.
a tie, Diana asks Theodore, who is the There is 5 Power on the middle space of the
Moderator, if he is willing to break Balance; at the end of the Voting Phase, Rita
NAY PASS AYE NAY PASS AYE the tie in her favor in exchange for and David will each take 2 of these Power .
3 Coins (q). Theodore is only The remaining Power can’t be shared, so it
willing to accept the offer if he remains on the middle space of the Balance.
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 Rita David
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 NAY AYE NAY AYE
PASS PASS
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).
22 23

Finally, all players who opted to vote for the losing side take the Power they placed on their AYE/NAY card 5. Dilemma Resolution
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 Once the outcome of the vote has been determined, you need to resolve the current Dilemma. This process
Balance. These tokens are not shared between the players who opted to PASS AND GATHER POWER this has several sub-phases:
round; they will be available to players deciding to PASS AND GATHER POWER during the next Voting Phase.
A. Read the outcome for the winning side of the vote (AYE or NAY) on the back of the Dilemma card.
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! 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).

E
NA

AY
Y

A. Reading the Outcome and Applying the Effects of the Dilemma Card
PA

SS
SS

PA
q
AY 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,
E Y
NA

apply its effects (see below).

Nay
w 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.
NA
Y AY
E other hand, take the corner corresponding to the NAY space and
flip it vertically.
SS -1 43
PA
PA
SS

-3
Y
NA
AY
E

q
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

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

All players who voted for the winning


side of the vote take all the Power
they placed on their chosen Vote card -3
and put them on the middle space of
the Balance (q).
43 -1

All players who voted for the losing


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

side of the vote take all the Power


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
corresponding to the NAY space and flip corresponding to the NAY space and flip
they placed on their chosen Vote card
also describes the outcome effects of your
of this Dilemma card. The red bar below it vertically. it vertically.

and put them back into their pool


“no” to the question asked on the front
This is what happens if you choose to answer

behind their screen (w).


24 25

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 In this example, the outcome of a Dilemma card makes the
Morale Resource marker go down 2, while Knowledge must go
to move the marker an additional 1 or 2 spaces depending on its Momentum (see below). Also, each time up 1. Since the Morale Resource marker has Negative Momentum
you move a Resource marker, check if you have to update its Momentum afterwards. 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
Whenever a Resource is moved, the Stability marker must also be moved up or down an equal number of 4 spaces, and this brings it to the bottom of the Stability Track.
spaces (including any additional spaces due to Momentum, see below). The end of the game is triggered. The Dilemma effect regarding
Knowledge must still be applied, but the Stability marker does
Beware: If a Resource marker reaches either end of the Resource track, its movement stops, but the Stability marker not move because the King has already abdicated.
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. C. Apply Chronicle Stickers
Momentum 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
Each Resource tends to continue going up when it is rising, or down when it is dropping. This is called
card and read it aloud. The current Leader must Sign this Sticker (see box on page 6) and will be
Momentum, which is indicated by the color of the Resource marker: If the marker is white-side up, it has
responsible for its effect (whether it had a positive or negative effect for the kingdom).
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. 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
If a Resource marker moves in the same direction as its Momentum (such as due to the effects of a Dilemma),
space furthest to the left in that row. If no empty spaces are available, you must attach it over the sticker with
it moves 1 additional space and adds a Momentum marker of the same color (white = up, black = down).
the most squares marked (i.e., the oldest sticker in that row); in case of a tie, you must attach it over the tied
As long as it has the Momentum marker attached to it, if it moves in the direction of its Momentum again, it
sticker furthest to the left.
moves 2 additional spaces instead. A Resource marker can never have more than 1 Momentum marker.
The Chronicle stickers award you Power bonuses and penalties and will determine how the various Open
But, Momentum is lost if the Resource changes direction. Flip the Resource marker over to show the other side
Agenda tokens will be assigned at the beginning of the next game, but they have no immediate effect
and remove any Momentum marker attached to it. For example, if a Resource with Positive Momentum and a
during the current game.
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 This is w
“no” to hat happens if
1 space, the Momentum marker is removed, and the Influence of this the question you choose to
also des Dilemma card asked on theanswer
Resource marker is flipped to the white side to reflect its change decision cribes the outc. The red bar front
. ome eff b
of Momentum. The Stability marker is also moved up 1 space. ects of elow
your

The Morale Resource marker has Negative Momentum too, but it


has no Momentum marker on it; so, the Morale Resource marker Example
Example
Example
Example Sticker
Sticker
Sticker
Sticker 43
43
43
43 Example Sticker 43
is moved down 1 space because of the effect of the Dilemma -1
43 This sticker
Placeholder
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consequences. The player who signs the sticker that followed your decision and its long-term
had Negative Momentum. Additionally, a black Momentum 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
marker must be placed next to it: if it is moved down again will be considered responsible for them.

H.1.3.N
next time, it will move 2 additional spaces (1 for the Negative

H.1.3.N
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move the Morale Resource marker, the Stability marker must be ome eff
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Ending card, the specified amount of Cohesion or Dissent count
optam, nia conet ommos dolorepra qui aut aut odi
Story Card Title
iberit, solo illuptas aut rendestis doloren deliquis aliti
will

00 during the Grand Finale of the campaign (see page 35).


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67
00 0

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it unlocks the Narrative achievement for one of the Houses. These story
21:7
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409
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102
If you forget to open an
swer

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

v_e
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pole
envelope when you should,

vne
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the game will get stuck!
mean another player will never be able to unlock theirs!
67 lucibus omnimpe
SPECIAL POWER

Angelasitiun- q
r Majority Signer Bonus: When an Ending card is first played on dant,
ddn
i.01
409
the ommost volendanis
When you open a standard Envelope, you must follow these steps:
102 67
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board, check all the other Story cards of that Storyline and see which
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q Read the Story card. player Signed the most of them (including the Ending card itself): quas that audis re vollab idus
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player immediately receives the Majority Signer Bonus shown on the di ommollest, quost quis
conserum sanda cum quia
w The Leader must sign the Story card (if needed). 00
1/40
00 /03
21:7 00 67 ddni. Ending card. In case of a tie, all tied players receive the bonus. Ut aute tuo quo experibus
molecearist ex et volestem
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1 9 0140 9102_20v
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e Place the Story card on the matching Storyline space of the Realm board. 00
67
ddni
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0910
2_20
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audionsed quid ut estdant,re-
pediam nam endantent.
10
lucibus omnimpe sitiun-
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r Shuffle the remaining 3 cards from the Envelope you just opened into the Dilemma deck. Ehentotaqui tem. Odit,
ne_D
IK di ommollest, quost quis
conserum sanda cum quia
consequodi cuptatum et
67
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pediam nam endantent.
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10

1 Story Ca
rd Title
e “Narrative achievement”
Majority Signer Bonus: +3 r
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 : SPECIAL POWER : SPECIAL POWER
“Narrative achievement”
Lex Angela
danis abo epudia sinven-
quo experibrio. Ut aut
e tuo
ex et vol us molecearist
ipsam et estem natem lab
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Majority Signer Bonus: +3
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ribus. Occendanis nonecto
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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 : SPECIAL POWER : SPECIAL POWER

John John
am
ipsum, quaeperum cus. Up . Odit, cume am nam

Lex only signed 1 card of this storyline. Angela


: 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
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 29

E. Place the Dilemma Card on the Time Counter TRIGGERING THE END OF THE GAME
Unless the Dilemma card explicitly tells you otherwise, put the The game can end in two ways:
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
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
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
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factions of the kingdom, the Council


s is the ma outc
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43

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choo th belo
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n. e w The King is Dead: If the last Dilemma card was placed on the Time Counter space marked with , check
w 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.
EVENT T
ITLE If the card placed on the space does not trigger the King’s death, all Dilemma cards are added to that
THIS IS A PE!
SPECIAL
ENVELO E THESE
space for the rest of the game (until the King’s Death is triggered by a card with a symbol or the fifth card
SHUFFL
DO NO T
TO THE
CARDS IN story below,
Read th
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DECK.
is played to this space; the end of the game may also still be triggered if the King abdicates, see above).
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OVER ANNS.
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43
eliquam, estempos simagnaut adic tem quam re velenitae IS CARD
S.3

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TURN THTHE INSTRUCTI
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• any unlocked Chronicle sticker must be
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• any unlocked Envelope (regular or


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decision.
43 questionasked
“no”totothethequestion
“yes” 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

There are two kinds of special Dilemma cards that must never be placed on the Time other cards into the Dilemma deck);
-3
Counter: Event cards (w) and Trigger cards (e). Both are placed in the Event
• any Event triggered by that card must be
-1

area of the Realm board, instead. Follow the instructions on the cards themselves
43

when you encounter one of these cards! resolved;


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 before moving to the End of Game procedure.
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
30 31

END OF THE GAME


The end game procedure is divided into 5 steps:
1. Calculate Scores. SCORING STRATEGIES
IN DIFFICULT SITUATIONS
2. Mark Scores on the Realm Chronicles.
It may happen that no Dilemma card
3. Check House achievements. involving the Resources you are interested
Martina in moving is drawn from the deck and you
4. Update House Alignments. can’t change the situation in your favor.
If this happens, remember that the less
you are getting, the more likely it
5. Final Cleanup. 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
1. Calculate Scores King abdicate in order to decrease the
Prestige and Crave scoring gaps
The score for each player is determined by their Secret Agenda cards and their Open Agenda tokens. Bonus Agenda between players at the end of the game
(see the table on page 33).
Points are also awarded to the players with the most Power remaining in their pool at the end of the game.
Finally, remember that what matters for
A. Secret Agenda Cards Valentine the purpose of the whole campaign is
not the amount of you score during a
Each Secret Agenda card shows two different scoring conditions: a Resource Goal, related to the position of the Resource This 3-player game ended because the single game, but the sum of the Prestige
and Crave you will obtain over
markers at the end of the game, and a Money Ranking Goal related to how many Coins you have at the end of King abdicated ( reached the lower
several games. Always think long term.
end of the Stability Track).
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. Valentine was playing as a Moderate.
The area marked on her Secret Agenda
RESOURCE GOAL card contains 3 Resource markers,
so she gets 10 . With 4 Coins
behind her screen, she only ranks 3rd
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 for number of Coins , so she scores
MODERATE w Resource Goal Diagram 1 additional , for a total of 11 .
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
MODERATE
1
other players and deduce their Secret Agenda to gain an advantage during
10
state can only
“A fair and balanced
2 7 be achieved through
equilibrium.”

each Voting Phase. 3 10 RESOURCES

1 6
4 13 7
MONEY RANKING GOAL 2
10
5 14 3
13
4
The bottom of each Secret Agenda card also lists the number of Agenda 14

1
5
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
RANKING

I 5 I 5
3
to money; for example, Greedy makes a lot of for the Money Ranking Goal, so II 3 II
1
III
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).
32 33

B. Open Agenda Tokens 2. Mark Scores on the Realm Chronicles


Each Open Agenda token is associated with a specific Resource (Welfare, Morale, Influence, Knowledge, or Using the next available unused scoring table in the Realm Chronicles section of this rulebook (see page 44), write down all the Agenda
Wealth) and it can be either Positive or Negative. 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
• For each Positive Open Agenda you have, you gain if the corresponding Resource marker is the chooses which of the tied players has the privilege of marrying into the royal line.
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.
PRESTIGE POINTS
King Harald V Date 08/04
• For each Negative Open Agenda you have, you lose if the corresponding Resource marker is the AND CRAVE POINTS
lowest (-3 points) or the second lowest (-1 point) marker on the Resource track of the Realm board. In # House
Secret
Agenda
Open
Agenda Coins Power Tot. In addition to determining Even though Crave points are scored
case of a tie, all tied Resources give the same penalty. 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
With the final status of the Resource
Track and the assigned Open Agenda
3° Charles +12 -3 0 0 9 House screens.
did to increase the prestige and well-
being of the kingdom, and the glory
tokens depicted, at the end of the game
the Positive Open Agenda token for
2° Theodore +7 +1 +1 +1 10 your House obtained as a consequence.
Crave , on the other hand, represents
Influence is worth 3 , while the ones the “crave for power” of your House. It is
for Morale and Knowledge, which are tied to selfish acts you performed in the
tied for second place, are worth 1 . 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 The sum of the two kinds of points


The King Died
On the other hand, the player who has at the top end of the Track at the bottom end of the Track represents the power of your House and
been assigned the Negative Open Ranking during you will need both to win, but depending
Prestige Crave Prestige Crave Prestige Crave
Agenda token for Knowledge loses 1 on your choices during the game, at the
even though the Knowledge Resource this game Points Points Points Points Points Points
very end of the campaign they will have
marker is in second place: it is also second different values. If the kingdom prospers
to last! Finally, the players who were 1° - - - through progress and cooperation
assigned the Negative Open Agenda between different people, a higher
tokens for Welfare and Wealth, which are Prestige for your House will grant you
tied for last place, lose 3 . 2° - - - a higher bonus. Should the history of the
kingdom lean towards social inequality,

(only with 4-5 players) - - hatred and chaos, the bonus you will
receive will depend on the Crave of
your House instead.

(only with 5 players) - -
C. Majority of Power Tokens
Last - - -
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. 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
Valentine Martina Armin Charles Theodore 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
Valentine had the most Power tokens left 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
behind her screen at the end of the game,
so she gets 2 additional . Armin and
during the game, the Prestige and Crave scores you obtain during the campaign will have different values (see box above).
Theodore, tied for second place, each get
1 additional . 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 Open
34 You are proud of your efficiency and wealth, and you often complain
Agendas at the end of the game.
35
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
the outside, you are seen as demanding, arrogant, and fussy, but also
: If you play more than 5 during a
Vote and your side wins, gain 2 . TRIGGERING THE END OF THE CAMPAIGN
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,
Sometimes, a card from the Dilemma deck will ask you to attach a Mystery sticker. Mystery stickers are
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 Stability contained in “dossiers” and hidden behind doors marked with letters from A to L. When you are instructed
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. to attach a Mystery sticker, open up and tear off the dossier door matching the letter shown on the card, using
ability is unlocked, you accumulate
it may have to beduring your
applied hard-working
immediately (seelife.
page 14).
the precut corner, then attach the sticker hidden behind it to the space with the matching Storyline symbol
4. Update House Alignment : +3 in the Mystery Stickers section of this rulebook, starting on page 42. You will attach exactly 6 Mystery
stickers during your campaign.
Mark 1 space for the achievement corresponding to the Secret Agenda you used during this game in the House When the sixth Mystery sticker has been attached, after you complete the resolution of the Dilemma card
Alignment section of your House screen. If the achievement was already unlocked, do not mark any space. that made you attach that sticker, you must immediately open Envelope 70, which contains the events of the
“Work is life” Have 18 or more at the end of the game.
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.
Extremist Rebel : +3
Both the Prestige and the Crave scores that you marked on your House screen during the various
Opulent Opportunist 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.
Moderate Greedy
To avoid “spoilers” to the campaign story, the exact meaning of all these “end game points” will only be
Catherine played as Opulent. She marks the last space of the matching achievement, unlocking 2 that she must revealed during the Grand Finale of the game!
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 11:53

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 A-
Mystery Sticker
procedure before putting the game back into the box: l power would
religion—and
ever rise above the message
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
ch captured
q Take the Trigger cards that were placed in the
onicles 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
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Event area during this game (if any) and shuffle


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KID_envelope_v02_20190410.indd 76 30/04/19 17:12
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36 37

THE WORLD OF THE KING’S DILEMMA 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
The Council discussing the most important theories. They don’t
have a real hierarchy, except the one given by their
You are members of the Council, a governing body ruling in the name of the King located in Lybra, the capital reputation and the funds that they manage to collect
city of the Kingdom of Ankist. You represent one of the twelve noble families who rule the Duchies and the from the rich and the nobles to pursue their studies.
Marks into which the kingdom is divided. Your main interest is obviously to make Ankist prosper; however, However, they do have a sort of “leader” in the figure
you are also trying to increase the power and the prestige of your own family over the others. The game of the Rector, a life-lasting honorific position given
campaign spans decades and generations, so you will assume the role of a different representative of your to the most eminent scholar of their time through
House each game—you won’t be the same person over multiple games. election, tasked with bringing cultural issues to the
attention of the Council. The Rector also appoints
The Kingdom of Ankist THE RECTOR
the Librarian Chancellor, who assists the Council in
Ankist is one of the largest states in Lywik, but it’s not making decisions regarding all scholarly matters and
the only one. Ankist itself is the result of the union of also acts as “court physician.”
many formerly independent kingdoms, conquered
in wars or united by diplomacy, that were incorporated
THE L
over the centuries as Duchies or Marks. The north IBRAR
IAN C
HANC
and the south of Ankist have uncertain borders: the ELLOR

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. ER
MAND
COM
GH
Ankist has a complex and vibrant society, divided into THE HI
five main social classes: The Army: Recruited by the Dukes and Marquises
but under the direct orders of the Council, the army
The Merchants: They are entrepreneurs who run keeps peace and order in the kingdom. The Council’s
commercial activities and finance trading expeditions. strategic orders are executed by two generals: the
They generally have a large income or fortune that High Commander, who reports directly to the Council
they can rely on. To pursue their commercial interests, about external threats and commands the army
the merchants of Ankist unite themselves into local during wars, and the Royal Marshal, who leads the
guilds. They don’t usually behave as a united faction, King’s Guard and intervenes in case of riots or other
because the various guilds may have diverging MISTRE
SS internal troubles. Only a minority of the soldiers THE
GUILD
interests, but they periodically elect a Guild Master are regulars: most of them are conscripts, men and ROYA
LMARSH
or Mistress, who is considered neutral by all the women called to serve in times of need that go back
AL

guilds and speaks to the Council for all of them. to their homes in times of peace.
38 39

The Common People: With their numbers and The Rest of the Known World
resiliency, they are the backbone of the kingdom. They
mostly have humble jobs like farming, woodcutting, Despite Ankist being one of the most influential and powerful kingdoms of the world, it is not the only one.
tailoring, or mining. They do not own any significant Two continents are known to the people of Ankist: the northern continent of Lywik, where the kingdom of
wealth and the fruits of their work serve them just to Ankist is, and the mostly unknown southern continent, only known for the fierce Ivory Desert and the tales
get by. Their interests are defended by the Tribune, an and legends shared by the few foreign travelers venturing to our lands.
elected figure with a mandate of ten years who reports
the problems of the common people to the Council. The Kingdom of Mhuir
The Cult: The most influential High Priestesses of the Ankist shares a border with Mhuir to the northwest. The two kingdoms used to be almost comparable in size
Cult sit on the Circle of the Blessed. Among them, a few decades back, but Mhuir is now much smaller after they lost a war against Ankist in the year 143. Still,
a Prior Mother is selected as the leader of the Cult THE
TRIB
UNE it is culturally and technologically more advanced.
through a specific ritual: it is said that the Mother
herself guides this decision. While not considered The Kingdom of Cidlada
divine herself, the Prior Mother deals with doctrinal
issues and is considered the voice of the Mother The small and poor kingdom of Cidlada, to the south of Ankist, does not
in our world. Another extremely important figure of really have much to offer. Despite being completely harmless, it has not yet
the Circle of the Blessed is the Holy Attendant, who been conquered by any of its neighbours only because its stingy lands are
deals with material problems of the Cult and often even more onerous to administer than they would be easy to conquer.
sits on the Council, to report on Cult-related issues.
The Republic of Kauppias
Justice
The Republic of Kauppias, despite ruling over the cold and rocky territories
With the conviction that each wrong must be located to the northeast of the Kingdom of Ankist, has commercial abilities
followed by an equal and opposite reaction to beyond imagination that more than compensate for the harshness of their
restore balance, justice in the kingdom of Ankist is TTEND
ANT homeland. Their leader, the Doge, is elected every five years among
OLY A
commonly based on the law of retaliation: the more THE H the most talented merchants, and despite having only limited powers,
serious the felony, the more harsh the punishment. The THE PRIO
R MOTHE they are the head of their army of mercenaries and, most importantly,
more common crimes are dealt with by local judges, they can veto the decisions of the Bank of Cards, one of the most
R

although the duke, marquis, or even the king may be influential banks in the whole world.
consulted to ask for a pardon. On the other hand, the
most ambiguous cases are brought to the attention of The Kasuk Empire
the First Judge, an expert and wise man of law at the
head of the Justice Court of Lybra, who studies these Beyond the Cheile Sea, the Kasuk Empire extends its territories for
matters and submits their advice to the Council. 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 FIRST JUDGE
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
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40 41

The Cult of the Mother 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
The Cult of the Mother is the only religion in the kingdom of Ankist and in most of the other known lands.The space, where all the believers gather and assist in the rites, and a private space, where the priestesses live
Mother is considered the only true goddess, and she is worshipped as a benevolent figure together with her and perform special rituals. Only priestesses can enter this space, but while lay women may occasionally be
eight Saint Daughters. However, especially in remote places, paganism is sometimes still present, but the Cult welcomed as guests, access is never allowed to men. The biggest monasteries are lead by an elected figure
treats it as superstition, claiming that the pagan gods are likely misinterpretations of the Saint Daughters. called the High Priestess.

Dogma History of the World


The religion of the Cult is based on the fact that all is created and regenerated by the Mother. When you die, At the present time, Ankist is one of the strongest and largest kingdoms in the world, and has enjoyed several
you go back to the Mother’s womb where you will be regenerated before being born again. Birth and death decades of peace. But less than two centuries ago it was divided into many small kingdoms and raider
are equally important: birth can’t be prevented in any way and corpses must be buried in order to go back tribes. Little is known about what happened before this age of fragmentation, but what we know for sure
to the Mother. The Cult claims that the Mother once walked in this world in human form to elevate humanity is that the lands of the current Kingdom of Ankist, as well as most of the other known lands, were ruled by
above the beasts, but she was not human. several lost civilizations throughout the ages. The monumental vestiges they left behind are present in most
of the cities of the kingdom.
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 Salaan Union (around 800 years ago)
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 All that remains of this great civilization are a few vestiges on the coasts of both the Siar Ocean and the Cheile
be her sisters, and the Mother herself would be the aforementioned ninth. Yet another one says that the Saint Sea, such as gigantic lighthouses in ruins or shipyards readapted throughout the centuries and still in use in
Daughters were actually the ancient pagan gods who were defeated by the Mother and submitted to her will. some cities of the kingdom. Some say that in ancient times their rule spanned over the whole world.
These heresies are all vigorously denied by the Cult.
The Sabbiyan League (around 1100 years ago)
The Eight Saint Daughters of the Mother
Older ruins are present across the south of Ankist. Many market squares in the southern cities are built around
The Cult worships the Mother and her Saint Daughters as a unity, but commoners may ask the favor of a these structures, and a few obelisks made from sculpted sandstone survived the test of time. The bas-relief
specific Daughter according to what they need. The Saint Daughters have a dual nature: They each represent scenes represented on these obelisks mainly depict scenes of trade, suggesting that commerce was the main
a virtue they gifted to the world and the avoidance of a vice that could be fostered by an excess of that same strength of this civilization.
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 The First King (around 1400 years ago)
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 Historians agree that all of the most ancient and timeworn monasteries of our kingdom (and beyond) were built
stop. Aire is the patron of love, but she is mindful to avoid jealousy. Those by Ommad, the legendary First King, a historical yet almost mythical figure. His rule allegedly spanned over
who need their business to thrive will ask Raela to intercede for them the whole world, and even though it ended hundreds of years before our kingdom was even born, our royal
and they will be granted wealth as long as they are generous with it. family claims to have a direct lineage from him. At the present time, he’s praised more for bringing the Cult
Caerthas brings justice, but always with mercy. Those who seek rest of the Mother to our continent and converting the northern pagan tribes than for his considerable military
or think they deserve to feast after a great effort will pray to Myhir, successes. He was so illustrious, that every state claims to be his birthplace.
without ending in laziness.
Mythical History
Structure of the Cult
Some historians suspect there was another forgotten Empire that might have been the cradle of civilization.
The Cult of the Mother only allows women to join its ranks. The This belief comes from the many spurious copies of a legendary artifact that has been lost for centuries, called
priestesses of the Cult informally call each other “Sisters” and live the Golden Map. We’ve been seeking this item for decades to no avail.
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.
42 43

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!
44 45

REALM CHRONICLES King Harald V Date King Date King Date


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

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

King Date King Date King Date King Date


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

King Date King Date King Date King Date


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

King Date King Date King Date King Date


Secret Open Secret Open Secret Open Secret Open
# House Agenda Agenda Coins Power Tot. # House Agenda Agenda Coins Power Tot. # House Agenda Agenda Coins Power Tot. # House Agenda Agenda Coins Power Tot.
46 47

King Date King Date INDEX


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

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
King Date King Date Cards, Drawing from the Deck..................... 15 Kingdom of Cidlada..................................... 39 Setup, Regular............................................7
Secret Open Secret Open
# House Agenda Agenda Coins Power Tot. # House Agenda Agenda Coins Power Tot.
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

King Date King Date Components................................................... 2 Outcome Effects........................................... 23 Special Abilities, Story Cards........................ 14
Secret Open Secret Open Chronicle Stickers......................................... 10 Outcome, Placing Tokens............................. 16 Ties, Achievements, Resource Position........ 34
# House Agenda Agenda Coins Power Tot. # House Agenda Agenda Coins Power Tot.
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
King Date King Date End of the Campaign, Triggering.............35 Power, Majority............................................. 32 Ties, Scoring................................................. 33
Secret Open Secret Open
# House Agenda Agenda Coins Power Tot. # House Agenda Agenda Coins Power Tot. 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
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Scan the QR code to access our Troubleshooting Tool and we’ll get you back .in
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on track in no time!

Morano, a rich merchant from a remote


desert city called the ‘’City of Tents,” wants
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Credits 00
Game Design: Lorenzo Silva, Hjalmar Hach
Artwork: Giorgio Baroni
Additional Artwork: Giulia Ghigini
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Art Direction: Lorenzo Silva
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Graphic Design: Noa Vassalli, Rita Ottolini
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Game Story: Carlo Burelli, Lorenzo Silva, Hjalmar Hach _D
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Worldbuilding: Giuseppe Lapadula, Carlo Burelli, Lorenzo Silva, Hjalmar Hach


Card texts: Carlo Burelli
Additional Card Texts: Alessandro Pra‘ 21
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www.horrible-games.com
Rulebook: Alessandro Pra’
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Editing: Alessandro Pra‘, Flavio Mortarino, Laura Severino


03

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 Distributed by Luma Imports, Inc.
Marinoni, Giulio Panfilo Vassalli, Alexandra Zanasi, Heiko Eller, Charlie Cleveland, David Preti, Andrea Marinetti, 1201 North Market St., 18th Floor, PO Box 1347
Lucaricci, Andrea “Sgananzium” Bianchin, Franchino Barone, Giuliano Acquati, Marco Brera, Alessandro Wellmington, Delaware 19801
Adduci, Anna Chiara Ogliari, and many more!
www.lumaimports.com
If you have any issues, please contact us at:
info@lumaimports.com
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