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God Emperror Rulebook Rewrite

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0% found this document useful (0 votes)
84 views

God Emperror Rulebook Rewrite

Uploaded by

nadeja3204
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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God Emperor

A blood-stained fantasy Megagame of Power, Lies, and Regicide.

Ten thousand years ago, The God Emperor and The God Emperor grows weak. They are seen
their infinite army came down from Heaven. In a little, and make few decrees. Soldiers desert
single night they took over the continent, slew their armies. The old religions, almost forgotten
the demon who ruled here and built the now, are re-sprouting like trees after a fire. You
mountains from its bones. They have ruled with are a member of a Noble House. As the God
an iron fist ever since: perfect, infallible, and Emperor rots, your House has grown strong.
eternal. You know this because everyone says so, Soon, the Empire will be yours. You will
in public. There’s nothing to contradict it. He command armies. Make laws. Plan treason. You
burnt all the history books. Now, though, you will bring down the God Emperor. You will
hear the same people also whisper blasphemy: become Divine Sovereign.

1
Overview
Your goal is to overthrow the God Emperor and seize the throne as Sovereign
for your Noble House.

The game takes over 10 months (rounds) , you are a noble from one of the Great Houses of the
Empire. You need to work with the other members of your House to seize the throne.

To seize the throne, you’ll need Power. Each month, you can try to win Power by going to one of the
three core sections of the game.

On the War Map, you’ll muster armies, investigate rumours and take over castles (See page
INSERT_PAGE)

In the Court, you will propose and vote on binding laws to affect the Empire (See page INSERT_PAGE)

In the Underground, you will plot schemes affecting other Houses ranging from bribery to assassination
(See page INSERT_PAGE).

When the Sovereign dies or is deposed by Political Coup, the House with the most Power will take
control. However if there is a Military Coup, the House that leads the coup will take control, even if they
don’t have the most Power.

Whoever is the Sovereign in Month 10 (Winter Solstice) will be declared the Divine Sovereign, and rule
the world for the rest of time. If there is no Divine Sovereign in time for the winter solstice, it is said that
the Leviathan will rise once more to own and consume all.

What is the Leviathan?


It is forbidden to ask.

Why is –
It is forbidden to ask.

2
Underground. The Sovereign is mostly

Nobles and Houses concerned with affairs at Court so will most


likely spend their time there.

Each player takes the role of a noble. Each noble


If the God Emperor were to die, the highest
belongs to one of the 9 Great Houses. Each
ranking noble from one of the Houses becomes
noble will receive a name tag, with their name,
the sovereign and is entitled to all the same
House sigil, House rank and number of Wounds
privileges the God Emperor had.
taken.

Your House Rank shows your standing within Power


your own House, with Rank 1 being the highest
and Rank 5 being the lowest. You can decide Power represents your influence within the
your starting ranks within your House however empire. Power is generated mainly from the
you wish. The highest ranking member of your Court and from controlling Castles. When
House at each location (War, Court and Power is generated it is given to a specific
Underground) will have additional Noble. If the Noble dies any Power or Favours
responsibilities each month. they were holding is lost. Power tokens can not
be shared between Nobles of the same house.
If you ever receive 3 Wounds you die. You lose
any Favour or Power tokens you were carrying At the end of each month, Nobles can deposit
and immediately respawn as the new Rank 5 Power at the Power Bank. At the beginning of
member of your House (with all other members each month, the Power Bank is tallied and the
bumped up a Rank). total Power of each House is announced. This
Power value is used to determine which House
Anyone running the game will will next inherit the throne if the Sovereign dies
have a name tag saying “Control”. or is deposed. If Power needs to paid by a Noble
Please talk to control if you have and they cannot afford it, the Power is deducted
any questions or issues! from their Power Bank

The Sovereign Favours


At the start of the game, the Empire is ruled by Every section of the game gives you a way to gain
the God Emperor. The God Emperor is played Favours. These cards represent influence with
by a member of control. As Sovereign, the God the major factions that rule the Empire. You can
Emperor is entitled to special privileges use them for their special ability, or trade them
whenever they attend the War Map, Court or for powerful upgrades.

3
At the start of the game you can’t trade Favours When you have three Favours, you can cash
with other Houses but can you trade them freely them in to construct a building.
within your House

Each Favour card has:


● Ability: What you can use this card to do.
● Faction: Who you’ve earned a favour
from.
● Name: The name of the card.
● Timing: When you can play the card.
● Location: Where you can use the card:

Favour Factions

Our Lady of The Rat King The Silk Hand Cult of the Outcasts
Infinite Repose God Emperor

Keepers of the secret Ruthless mercenaries Traders who smuggle Zealots with The strange mad
funeral rites who will do anything opium and forbidden undying loyalty to people who follow
for a price coffee. the God Emperor the crooked path.

Upgrade - when you have three cards from this faction

Spy Tower Tunnel Roads Chapel Arena

Each month, you You may place two You may place two Road Your House may Your house may
may replace 1 tunnel markers. markers. Your units can now perform now challenge
minion from your These let you move move along connected Marriages with players to Duels
deck with a Master through the regions with one Move Nobles from in the Court.
Minion of your Mountain. Order other Houses.
choice. These are See Court
more powerful See War Map See War Map (INSERT (INSERT PAGE)
versions of the (INSERT PAGE) for PAGE) for more details for more details
normal minions. more details

4
Weddings ● If you dies, your partner inherits your
Power and Favours,
Unlocked with the Chapel. Once a House has
built a Chapel they can perform Weddings. ● If the Sovereign dies, their spouse
Anyone can be married to anyone else by signing becomes Sovereign.
a marriage certificate.

Marriage has the following effects:


Hostages
● At the marriage ceremony, your Houses
must exchange hostages. Each House When you take a Hostage from a House, take 1
must be left with at least one hostage Favour and 1 Power from the House and place
from the other. These are placed in the it in the “Hostages” section of your House
“Marriage” section of your House playmat. You may choose to kill the hostage at
playmat, and cannot be rescued. any time by discarding the 1 Power and 1
Favour, or release the hostage by giving the
● If you attack your married House at the Power and Favour back to the House. You
War Map, you must give them 1 Power. cannot use the Power and Favour yourself.

● If you target your married House with a


Scheme, you must give them 1 Power. Month Breakdown

5
War

All the Houses have started stockpiling armies.

No-one mentions it, or asks why.

They all know.

6
present of each house will get a 1 on their crest, the
Overview second highest will get a 2 and so on.

Move orders are all carried out first, higher ranking


At the War Map, houses will compete with one
orders override conflicting orders from lower
another over control of Castles, to gain Power
ranking members.
and investigate Rumours, to gain powerful
Favours. They will accomplish this by moving
If you Move all your units out of a region, you lose
and recruiting Units, forming and breaking
control of it. Unless it is your Home Castle
alliances, and engaging in combat with the other
Houses.
Recruit
Every House starts with 3 units, one Home
Castle, your ancestral home and 7 units in your
Reserve. Every month each player who attends
Units can be ordered to recruit one more unit to
the War Map may give two Orders to their
your cause. One Unit is taken from your Reserves
Units. Each Order will either be a Move Order or
and placed in the specified region. If there are no
a Recruit Order.
Units in your Reserves, you may not Recruit. You
can only do this in a region where you already have
You can’t show anyone else what orders
at least one Unit. You may recruit in a region your
you’re planning - but you are free to discuss
Units just moved into this turn. If you lose control of
them.
a region before the Recruit order takes effect - the
Recruit order is wasted.
Move You may recruit in your Home Region even if you
have no other Units there - as long as there are no
Units from other Houses present.

Units can be ordered to move from one Region


to an adjacent one. Each player will specify: If you have no Units on the War Map, you may

● How many units they want to move recruit a single unit in any empty space.

● What Region they are moving units from


● What Region they are moving units to Alliances
Units can only move ONCE per month - any
further move order that would affect those units
As well as making Move/Recruit Orders - each
is wasted.
player will also need to tick the boxes of any
Houses they plan to Ally with this month. If you
When Units are moved a numbered Housecrest is
do not tick a box, you will Oppose that House
placed on top of them, the highest ranking member

7
and your Units will attack them if they ever If you send no players to the War map, your
share a Region. units ally with everyone.

Units will always follow the Alliances of their If one House allies with another, but that House
Commander (the owner of the numbered does not also ally with them - the House that
Housecrest placed on them), even if they differ tried to ally has been Betrayed. A house that is
from other Alliances from their House. Units Betrayed receives a -2 to their Attack in any
without direct orders will follow the Alliances of regions where they were Betrayed for the rest
the Supreme Commander (highest ranking of the month.
member of the House present).

8
Neutral Castles
Rumours
Neutral Castles contain remnants of the God
Rumours represent precious resources and Emperor’s army. Each Neutral Castle has 1
strange occurrences happening across the land. Unit guarding it. These Units attack everybody
At the start of each month Control will notify and cannot be allied with. If the region is ever
Houses about any new Rumours that have empty of units, it will regenerate 1 Unit.
appeared on the map. Rumours will stay on the
map until they are claimed by a House/Houses. While they wear the uniforms of the God
Emperor, they are now little more than bandits.
After all Orders are resolved, any region Attacking the Neutral Castles will not be viewed
containing a Rumour controlled by a House will as an attack against the God Emperor.
receive 1 Favour card and the Rumour will be
removed. Allied Houses controlling a region will
each receive 1 Favour card. If your House won a
Battle
Battle this round in the region, you will receive
an additional Favour card as a reward. After all Move Orders are resolved, regions with
multiple Houses without mutual Alliances
The Favour card(s) will be given to the engage in a Battle for control of the region. In a
Commander of the forces that claimed it. If the Battle each House calculates their Attack as
troops do not have a Commander, the rewards follows:
will go to the Supreme Commander. ● +1 for each Unit
● +1 for each Unit from Houses that they
have a mutual alliance with
Castles ● -2 if they have been Betrayed by another
House
Castle are monuments to your House’s Power ● +1 if the battle is taking place in a region
and military might. At the end of each month, where they control a Castle
every Castle your House controls will generate 1 The House with the highest Attack value is the
Power. If multiple Houses are in control of a winner. They kill all enemy units in the region.
castle, they will each get 1 Power. If your House
won a Battle over the Castle they will receive an If there is a tie in Attack values, the House with
additional 1 Power as a reward. Power rewards the most Alliances in the combat is the winner.
will be distributed in the same way as Rumour If there is still a tie, all forces from all sides are
rewards - either to the Commander or the destroyed.
Supreme Commander.

9
If you attack a House into which, any of your 6. Military Coups (1 minute) - If any
House members are married, you must them Houses elected to Betray the Sovereign,
give 1 Power a Battle occurs between them and the
Sovereign.

Phase Breakdown
7. Rewards (1 minute) - All Houses get
rewards for Castles and Rumors they
Each month the following will happen in order: hold.

1. Updates (1 minute) - War Control points 8. Recruit (1 minute) - All Houses must
out any changes that have occurred on execute any Recruit orders
the map, including any new Rumours.
9. Upkeep (1 minute) - If you have more
2. Orders (5 minutes) - All players must than 3 Units in a single region, you must
finish writing orders for their units. lose units down to 3.
Finished orders must be placed in your
House Section.
Buildings
3. Favours (2 minutes) - Players can place
Favour cards face down in their House There are two buildings players can create on
Section. Each player may only use one the War Map.
Favour each month. Once all Favours are
played, War Control will reveal and enact 1. Road (3 Silk Hand Favours) - Place two
Favours. Road buildings on the borders between
two adjacent regions. Units may Move
4. Move (2 minutes) - Players execute any between regions that are connected by
Move orders. Roads in a single movement.

5. Battle (3 minute) - War Control will 2. Tunnel (3 Rat King Favours) - Place two
check the Alliances in each region Tunnel buildings in different regions.
wherever 2 different Houses occupy it. If These must be placed against the
all the Houses in the region chose to Ally Mountain. Units may move in-between
with each other in the region, the units regions connected by tunnels in a single
live together in peace. Otherwise, a movement.
Battle occurs.

10
Immortals both choose Betray the Sovereign together,
they will need to decide which House will take
power.
The Court is guarded by four Immortals. These
are the last of the divine golden soldiers that Only Houses that both tick Betray the
came down from Heaven with the God Emperor. Sovereign are considered allies. Allying with a
house in regular battles does not mean you are
Each Immortal provides +2 Attack Strength, also allying with their Military Coup.
and can move to any space on the map. If they
are defeated they kill one opposing Unit and are
removed from the board for one month before
Tips
respawning back at the Court. The Immortals
are not hostile to other Houses unless directly
commanded to attack by the Sovereign or are ● Be wary of your ‘allies’, while sharing
defending against a Military Coup. If the Rumors/Castles gives 1 Favour/Power.
Sovereign chooses to go to the War Map, they Winning a battle in those regions gives an
may give orders to the Immortals, otherwise the extra Favour/Power. The added rewards
Immortals can be moved to different regions to may be enough for them to stab you in
accomplish Military Actions voted on by the the back.
Court (see Court section for more details).
● Military Coups are the only method of

Military Coups becoming Sovereign that does not rely


on Power. However, holding onto control
may prove difficult.
Each month, one Castle will host the Court. See
page INSERT_PAGE to see where the court is ● While the Upkeep phase reduces all
moving to. armies down to 3 strength, there is
nothing to stop you moving 4, 5 or 6
If a House with units at the Castle hosting the troops into a region to win a crucial battle.
Court chooses to Betray the Sovereign, a
Battle occurs between them and any Immortals ● You can never show your Order forms to
at the court. If the betraying house is able to any other players, but there is nothing to
defeat the Immortals, the Military Coup is stop you discussing what you are
successful and the highest ranking member of planning to do, and also nothing stopping
the House becomes the new Sovereign. you from lying about it.
Immortals will not respawn while a Military
Dictator is the Sovereign. If multiple Houses

11
Court
Always remember, the God Emperor is Self-Preserving, Greedy, Wicked, Vain,
Arbitrary
every month. The large Sigil is the House Castle
Overview which hosts the Court that month. The Court is
bound by tradition, so even if you gain or lose
Castles in different provinces, the order of who
The Court is the part of the game where you’ll
gets to propose laws does not change.
bluster and bargain to pass binding
commandments that affect the Empire.
In Month 10: The Court meets in GOD (see map).
All Houses may propose laws.
The Court moves across the 3 different
provinces, meeting in a different Home Castle
In Month 11: The Court meets in the Home
every month. If the Court is meeting in your
Castle of the Sovereign.
province, your House may propose laws. See the
table below to see where the Court will meet

12
Each month when the Court assembles, 2 Power law. The other assembled Nobles may ask
and 2 Favour are faced in front of every House. further questions and debate the proposal,
This is the pool that you use to pay for before a Vote is called.
implementing new laws.
During a Vote all Nobles who are in favour of
If the Sovereign is not at Court, the highest the proposal must raise their hands. If a majority
ranking member of the House hosting the Court votes in favour of the proposal, it is passed as a
takes control. new Law. Ties are decided by the Sovereign.

Proposals Cost

Each player who attends the Court will fill out a When a law is passed, the Sovereign states who
proposal form, selecting one of the available will pay the cost. The cost is taken only out of the
proposals. On each form it should be made Power and Favours provided to the Nobles at
clear: the start of that Court round; that is, to a
maximum of 2 Power and 2 Favour per House.
1. What will the Law accomplish? For example, a Law with a cost of 4 could be
2. Who will it target? paid with 1 Power from one House, and 1
3. How much will it cost? Power and 2 Favours from another.

You may not show your proposal to any other If a Law negatively impacts a specific House,
player, but you are free to discuss them. Once all they cannot be made to pay for it.
players have submitted proposals. They will be
submitted to the Sovereign for approval. At the end of the month, every House keeps any
Power and Favours remaining in front of them.
The Sovereign will choose three of the
submitted proposals to go before the court. The
Uprising
Sovereign reveals these proposals in order they
like, and the 2nd/3rd proposal is not revealed
until after the voting for the previous proposal. At any time during the Court, any Noble may
stand up and declare an Uprising. If a 2 ⁄ 3rds
majority of the assembled Nobles stand up with
Voting them, the current Sovereign is cast out. The
House with the most Power chooses a new
Once a proposal is revealed, the person who Sovereign. If a 2/3rds majority does not stand
submitted it should briefly explain the proposal up, the Sovereign may punish the transgressors.
to the Court and why it should be passed into

13
Military Actions Duels

Certain laws are marked as Military Actions. Once your House has built an Arena building,
When the court passes one of these Laws an you may challenge any other Noble at court to a
Immortal must be moved out to the region Duel during the Challenge phase of Court.
where the action needs to be completed. The
Immortals will need to remain in the specified If that Noble refuses, they must give you 1
region for at least one month and will be Power, you can keep challenging Nobles until
unavailable to defend the Court from any one is brave enough to accept. If a Noble
Military Coups. If the Military Action has an accepts your Duel, they may decide what the
ongoing effect, the Immortal will need to remain winner of the Duel will receive, and how the duel
in the region in order for the Law to remain in will be fought (nerf guns or head–to-head dice
effect. rolls). Duel rewards could include things such as
Favours, Hostages, control of Castles etc. If you
The Sovereign can bypass the Court and directly refuse their terms, you will have to give them 1
order Immortals to regions if they wish to. Power.

Duels are fought to the death, or until one party


surrenders to the other.

14
Available Proposals

Name Law Cost

Remove Remove an existing Law 3

Fines A House must lose X Power or Favours 1 per Power/Favour

A House must give X Powers or Favours to another House 2 per Power/Favour

Tax Up to 3 Houses must give you 1 Power or Favour each month 6

Take Food Up to 3 Houses enter famine, and lose 1 Unit each month 6

Crackdown Choose a table, all Houses must pay 1 Power or Favour to go 6


there.

Geas 3 Nobles from a House are banned from a specific table 6

Forbid Up to 3 Houses may never enter a certain region of the map 6


again

Trade Embargo Up to 3 Houses cannot trade cards or Power with any other 6
House

Immortal Up to 2 Houses may command Immortals next month 6

Build Create a building 5

Financial Aid Generate Units/Favour/Power to a House 2 per item

Recruitment Up to 2 Houses can advance a scheme for half the cost in the 6
Underground

Famine Aid Remove famine from all Houses 6

Crackdown Choose an Underground scheme. That scheme becomes twice 6


as expensive

15
Available Military Actions

Name Law Cost

Hostages Force one House to release their hostages/give hostages to 3 per hostage
another House

Enforced A House must not kill units from another House 3 per month
Ceasefire

Enforced A House must ally with another House 4 per month


Alliance

Execution Execute 2 Nobles 6

Disband Destroy Units owned by a House 1 per unit

Military Aid Choose 2 Houses. Their units have 2 Attack each next month. 6

Propaganda A House may recruit 2 units per Recruit Order next month 5

No Man’s Land No Units can enter a certain region on the War map 3 per region

Demilitarized No battles may occur in a certain region on the War map 3 per region
Zone

Raze Building Destroy a building 6

Existing Laws 2. No Houses may trade Power or Favours.


3. The God Emperor owns 4 hostages from
each House.
When the God Emperor descended into the
world, he spoke thirteen sentences. Every word
4. owns 1 hostage from
he spoke fell to the ground as gold. These gold
tablets now hang above the Court at all times.
They represent the eternal, immutable truths of 5. owns 1 hostage from
civilisation. They are often updated.
6. owns 1 hostage from
1. You shall have no other Gods before me.

16
3. Challenges (1 minute) - Any Nobles
7. must give 1 Power or Favour
whose House has an Arena may
each month.
challenge other Nobles to a duel.

8. must give 1 Power or Favour


4. Proposal Reveal (2 minutes) - The
each month.
Sovereign reveals the selected proposal
and invites the proposing Noble to
9. must give 1 Power or Favour explain the Law to the Court.
each month.
5. Debate (2 minutes) - The Court debates
10. shall send food to the law, with discussion being controlled
by the Sovereign.

11. shall send food to


6. Voting (30 seconds) - All Nobles vote for
or against the law. If a majority voted for
12. shall send food to the proposal, it becomes a Law
a. Each month, the three Houses in
famine (sending food) will lose a 7. Payment (1 minute) - If the Law passed,
unit and the three Houses being the Sovereign decides who will pay for
sent food may use one additional the Law. The Houses chosen lose
Build Order for free. Power/Favours, up to a maximum of 2
Power and 2 Favours.
The Court can annual any of these laws.

Steps 4-7 are repeated until 3 proposals have


Phase Breakdown been put before the Court.

1. Updates (1 minute) - Court Control Tips


alerts the Nobles to any changes to the
Court and how who will be allowed to ● Each Noble present counts as 1 vote,
propose Laws this month. bringing multiple members of your House
to Court could help swing important
2. Proposals (2 minutes) - Nobles votes.
proposing laws fill out theirProposal ● The Sovereign’s will is absolute,
Forms and hand them to Court Control. displeasing the Sovereign will result in
Court Control gives them to the your House being picked to pay for Laws.
Sovereign for consideration.

17
The Underground
Some may play as Generals or Politicians, true power is often decided in the dark.
Some schemes are also traps that will trigger if
Overview another House attempts to foil them.

If the Sovereign goes to the Underground they


The Underground is the part of the game where
can sit at any table. They may also look at 2
you will try to advance schemes against other
Schemes before the Round begins, suffering no
Houses while also trying to foil theirs against
ill effects for traps.
you. Unlike the War Map and the Court, the
Underground is split into three tables, one for
each province. Only by owning castles in a Schemes
province will a House be able to attend that
province's Underground table.
Each Round each Noble who attends the
Underground can choose a scheme from the
At the beginning of the game, the Underground
list below. They will then fill out the
tables split as follows:
Underground Scheme form specifying the cost
of the scheme, which House(s) are targeted by
the scheme, and in some cases which specific
1. ranks of the House are affected. Once you have
filled in a form, show it to Underground Control
before placing it face-down in front of your
2. House's Sigil at your Underground table.

You can only plot schemes against Houses at


your table.
3.

Additionally each round, the highest ranking


Each month, each Noble who goes to the
member of your House will draw 2 and choose 1
Underground can attempt one Scheme. This is
scheme from the Scheme Deck which they can
a secret plan like assassinating a rival Noble,
also choose to place face-down. These schemes
taking a hostage, or bribing Court members.
are similar to written schemes but the target

18
only needs to be decided when the scheme is has a deck of 18 cards. Minions have three
completed attributes:

You are allowed to look at any schemes being Type: Rock, Paper or Scissors
planned by your House but you can never show Colour: Red or Blue
your schemes to members from other Houses. Reveal Effect: An ability that triggers when the
minion is activated.
Schemes are advanced each round by playing
minion cards on top of them. Once a scheme
has minion cards placed on them equal to the
scheme’s cost, it is completed. Each House may
have a maximum of 4 Schemes placed in front
of them. Each round after scheme planning,
your House can choose to replace any existing
schemes with new ones - abandoning any
minions back to your minion deck.

Schemes, advancement and protection stay on


the table between months allowing you to
complete schemes over multiple rounds.

Minions

Minions are cards that are drawn each round


from your House’s minion deck. Each House

19
Phase Breakdown 6. Attack (2 minutes) - Each House in turn
has one of their Nobles launch an attack.
Each Noble can only attack the same
1. Updates (30 seconds) - Underground scheme once per round. This process is
Control alerts everyone of any changes to repeated until all Nobles pass on the
the Underground. opportunity to attack. Attacks unfold as
follows:
2. Schemes (1 minute) - Everyone shows a. The attacker chooses a Scheme
their Scheme forms to Underground to attack and plays 1 minion
Control and places them face down, b. The defender reveals the
along with schemes drawn from the outermost protection in front of
scheme deck. the Scheme, if any.
c. Both players compare minions,
3. Minions (2 minutes) - Each nobles draws with normal Rock, Paper, Scissors
minions from their House’s minion deck rules apply.
as follows: d. If both minions are the same type
a. Highest Rank: 4 minions the colour is compared, if they
b. Second: 3 minions match the attacker wins.
c. Third: 2 minions e. The Win/Lose effects of the 2
d. Fourth & Fifth: 1 minion minions activates
f. If there is no more protection, the
4. Advancement (2 minute) - Each House Attack is successful. Otherwise
in turn has one of their Nobles place any the attacker can continue the
number of minions on any schemes as attack by playing another minion.
Advancement. This is repeated until all g. If the attack was successful the
Nobles have either placed or passed attacker can view the Scheme. If it
is a trap scheme the negative
5. Protection (1 minute) - Each House in effect happens. If it is not a trap
turn has one of their Nobles place any the attacker can either choose to
number of minions in front of any foil the Scheme, discarding it or
scheme as Protection. They must return the Scheme facedown and
discard 1 minion for each minion already allow it to continue
in front of the scheme. Therefore playing
a second layer of defence for a scheme 7. Complete (1 minute) - Any Schemes
costs 2 minions. This is repeated until all with advancement equal to their cost are
Nobles have either placed or passed revealed and completed. Underground
Control will carry them out.

20
Available Schemes

Name Scheme Cost

Assassinate Deal two wounds to one Noblefrom the target House. 3

Spread rumours Take 1 Power from the target House. 3

Slander Look at the Favours of one noble from the target House, and steal 3
one of them

Espionage Gain 1 true secret about the target House from Underground 2
Control.

Capture Capture a hostage from the target House 3

Rescue Rescue a hostage owned by the target House 3

Mass Poisoning Kill units from the target House. You must specify a region 2 per unit

Forged Order The target House must ally with you on the War Map next month. 5

Secret Roads Move an army from the target House to an adjacent region. You 2 per unit
must specify the region to move it to.

Black Powder Give a +1 attack bonus to the target House next month. 3
Weapons

Delay Choose a table: War, Court or Underground, and a player from the 4
target House. That player cannot go to that table next month. You
cannot block a player from going to every table.

Capture Capture a building owned by the target House. 8

Corrupt Convert one unit from the target House into one of your units. You 7
must specify the region.

Sabotage Destroy a Castle owned by the target House. You must specify the 12
region.

Bribes Target House gains +1 vote for or against a single Proposal in the 2 per vote
Court next month.

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Destroy Proposal You may destroy a single Proposal from the target House in the 4
Court next month.

Leverage Choose one Proposal the target House has put before the court. The 2
Sovereign must read out that proposal next month, if able.

Drag the Gods Down Remove a single Immortal from the War map. It returns at the end of 5
next month.

Sow dissent Target House gains +1 vote towards an Uprising next month. 2 per vote

Trap: Exactly as The attacker must discard 2 advancement. Draw 1 Favour.


planned

Trap: Ambush The attacker takes one Wound. Draw 1 Favour

Tips ● When you successfully attack a scheme


you get to choose whether to foil it. There
is nothing stopping you extorting the
● Scheme Forms need to specify the exact victim for Power/Favours in order to
region/House/person they affect, if you leave it untouched.
take too long to complete a scheme it
could be rendered useless. Complete ● Schemes are only completed at the end
your schemes quickly or use schemes of the round, after placing advancement.
from the Scheme Deck for more You will still need to defend your schemes
flexibility. against one more round of attacks before
reaping the rewards
● The more Nobles from your House
present, the more minions you will draw, ● Traps can still receive advancement, an
bringing many members to the unprotected scheme may be a trap in
Underground will let you attack, protect disguise.
and advance schemes more easily.
● Building a Spy Tower with favours allows
● Each Minion Deck only contains 18 you to recruit Master Minions. This
cards, if you try to advance too many requires 3 Favours from Our Lady of the
schemes at once you may run out of Infinite Repose.
minions to use. You can always abandon
schemes to return their advancement
and the protection to the Minion Deck

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