NOT YET KING!
The crown sits on your head, but it isn't yours yet. Build your city with cards, pass judgment at court, and prove to everyone that you deserve this throne.
WRITE YOUR NAME INTO HISTORY
Name yourself and your kingdom. History will remember you by that name; your decisions will write the rest.
BUILD WITH CARDS
Every building is a card, every card a move. Where you build matters as much as what you build: when zones of influence overlap, factions prosper together.
HOLD COURT, PASS JUDGMENT
At court, two things await you: the requests of those seeking an audience, and the matters your advisor lays before you. Every ruling raises you in one faction's eyes and lowers you in another's.
GROW YOUR POPULATION, EXPAND YOUR KINGDOM
As your population rises, the map opens up and new buildings unlock. Your village grows into a town, your town into a fort, your fort into a castle, and your castle into a city.
BY WHAT TITLE WILL HISTORY REMEMBER YOU?
You chose your name; your decisions will choose your title. Will it be the Merciful, the Cruel, or the Steadfast? How you shall be known from now on is up to you.
WEATHER EVERY DISASTER
The counter fills a little more each turn, until disaster strikes. Plague, famine, or earthquake: whichever comes, you must keep your kingdom in balance.
FEATURES
• Dozens of buildings, with zones of influence that overlap to create synergies
• Hundreds of choices, and most crises spring from the buildings you raise
• Four factions; the People, the Military, the Clergy, and the Merchants, each dangerous whether too weak or too strong
• Decisions that come back to haunt you, turns later
• Titles earned through your decisions, from the Merciful to the Cruel
• Disasters from plague to earthquake, from a coup to a statue weeping blood
• Nine ways to lose your crown, and only one to earn it.
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