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KINGDOM QUEST Mel Brooks - Its GOOD to be the King! ;-) Table of Contents 1. Introduction 2. Setup 3. Expansion 4.

Income/Upkeep 5. Unit Types 6. Terrain 7. Random Events 8. Communications 9. Popularity 10. Combat 11. Infrastructure 12. Submitting Turns 13. Game Concepts

1. Introduction Kingdom Quest is a game of nation building. The player controls the political, economic, and military future of his kingdom. The object of the game is not necessarily to conquer the world, which can be a goal, but to build as large and powerful nation as possible. Rule wisely. 2. Setup Each kingdom begins with one hex. This hex contains the capital, which is a city with a population of 2,500. Inside the city is the King/Queen and 10 cavalry, The Kings Guard. Each kingdom has 500gp in the royal coffers. Starting popularity is set at 60%. The tax rate is 10%. 2. Players decide what race to play. Monsters (Lizardmen, Orcs, Goblins, Hobgoblins, or something similar), Demihumans (Dwarves or Elves), or Humans. 3. Expansion Growth is one of the keys to the game. Players expand their nations by purchasing hexes that are adjacent to the ones they already control. This is done by paying a set price for the particular type of land. Kingdoms can also increase the hexes owned through treaties negotiated with other kingdoms. Once the players kingdom reaches 10 hexes in size, a village of 50 people will randomly appear. Villages will continue to appear every 10 hexes afterwards. Players increase the population of their cities/villages by spending gold pieces on infrastructure. For every 100gp spent on a city/village, the population will increase. The number of people who will move in is based upon the race of the kingdom. 4. Income/Upkeep Kingdoms raise money through taxation, trade, mining, fishing, stealing, or reparations/tribute from other nations. Taxation is determined by taking the population X the tax%. Each hex owned generates taxes. Trade income is generated by having a mutual land border with another kingdom or by establishing an overseas trade route. Mining income is received from mineral deposits found in mountain hexes. Fishing income is collected from fishing ships. Stealing is accomplished by raiding other nations merchant ships traveling an overseas trade route. Reparations/tribute are won through treaties and negotiations. Upkeep fees are paid monthly to cover the maintenance of infrastructure, ships, armies and whatever else the kingdom pays for. Upkeep is automatically paid each month. Any money left over is what the King/Queen has to spend for the next turn.

4. Land Trade - Generates 100gp a turn. Trade commences after each King agrees to open overland trade, via an agreement sent through the game master. Commencing overseas trade depends on the distance between coastal towns/villages/cities. Overseas trade income will occur every turn after the first ships arrive. Merchant ships have 10 movement points and are owned by private citizens. 4. Tariffs Tariffs can be levied against a particular nation. Tariffs allow a kingdom to raise extra money from trade. Example: a 10% tariff will generate 110gp a turn. For every 5% of tariff, popularity will decrease once by 1%, due to higher prices. The other nation will only make 90gp, with a 10% tariff, from the trade. The other nation has three options: 1. Do nothing and continue with the unfair trade, 2. Levy an equal or greater tariff to balance the trade, 3. Suspend trade. Tariffs can be a powerful tool and could even de-stabilize another nation, should their popularity be marginal and they attempt to counter the tariff. 4. Banks are an infrastructure that nations may build within their villages/towns/cities. Each bank costs 200gp and upkeep of 20gp. Banks raise popularity +1% for each bank built. Banks in Kingdom Quest are strictly lending institutions. The banks funds come straight from the royal coffers. The king must decide how much money to place in each bank. Once the amount is placed in the bank, it will begin to lend money to the people. Interest is collected each turn. The interest rate charged (up to 5%) by his highness determines how much money the bank makes. Example: at 5% interest, a bank with 200gp will produce 10gp a turn. This is extra money above and beyond taxes, trade, etc. The rate of interest also affects popularity. The affects are equal to the interest rate charged. Lowering interest does not raise popularity. Raising it again lowers popularity. 5. Unit Types There are several different types of units in Kingdom Quest. Each has different movement values, costs, and abilities. The following list displays the units: 1. Explorer - Each kingdom is allowed one explorer. The explorer represents a group of brave adventurers dispatched by His Majesty to expand the borders. Explorers are able to see into the hexes adjacent to the hex they occupy. This is their mapping/scouting ability. A player can only purchase hexes that can be seen on their map. Explorers will stop automatically at the edge of the players known world and map the surrounding hexes. Explorers may cross over rivers without a bridge or without costing additional movement. Each hex not owned by a nation that an explorer moves into has the potential to generate a random event!!! (Good or Bad) Explorers have 100 combat strength points. Damage done to an explorer unit will heal at a rate of 10 points per turn, if the explorer stays put and rests. Explorers can participate in battles and function as cavalry. Cost 500gp, Upkeep 50gp, Movement 10 points, Strength 100, function as cavalry during battles.

2. Infantry/Archer/Cavalry - Each infantry/archer/cavalry represents one fighting man. For every infantry/archer/cavalry raised, an equal number is subtracted from the population of the city/village where they are raised. Infantry/archers can only see what is in the hex they occupy. Cavalry may see into the adjacent hexes if there are 10 or more cavalry in the hex. If units from another nation are in an adjacent hex, the cavalry will provide information on the makeup of those troops. Accuracy of the report is based on a dice roll. Cavalry help increase the chances of successfully engaging in a battle. Infantry - Cost 5gp, Upkeep 1gp, Movement 6 points, Strength 1. Archer - Cost 10gp, Upkeep 2gp, Movement 6 points, Strength 1. Cavalry - Cost 15gp, Upkeep 3gp, Movement 12 points, Strength 2. (Elite troops have +5gp cost, +3 Upkeep, +1 to combat dice roll, +5% to morale rolls.) 3. Warships/Fishing Ships - A kingdom can maintain a limited number of ships. The amount is based upon the number and size of any coastal city/village. Villages can support one ship. Towns can support two ships. Cities can support three ships. Warships are used to attack other nations vessels, carry troops, and they can explore the oceans. Fishing ships generate revenue only in a hex adjacent to a city/village. Each type of ship requires a crew. The number of crewmembers is subtracted from whichever city/village the player designates. (The crew does not have to come from a coastal city/village, but the ships are built in a coastal city/village.) Warships - Cost 500gp, Upkeep 50gp, Movement 12, Carry 100 infantry/archers or 25 cavalry, Crew 50. Fishing - Cost 100gp, Upkeep 10gp, Movement None, Crew 10, Generate 30gp in revenue. 4. Spies - Information is power. Spies are sent to a designated village/town/city in another nations land or they operate in a village/town/city within the borders of their homeland as counter-spies. A spy can also serve a ambassador to another nation. Counter-spies make it more difficult for foreign spies to complete their mission. Spies need to be given instructions before they leave. Instructions may be changed only by sending a second spy to deliver the message. Examples of instructions are: troop numbers and movements, popularity rating, income of a nation, or other things the King/Queen may think is important. Assassinations of other Kings/Queens is allowed. Success and failure of a mission is based upon a dice roll. Spies in a bordering nation will send back reports the same turn they get the information. Spies overseas must find an overseas trade route or other means of sending a message. (Game master discretion applies to the method used by the spy.) Spies have a 75% morale level. Spies - Cost 100gp, Upkeep 10gp, Movement 12, Strength 0. 5. Generals/Admirals - These units are single commanders that give a +1 bonus to the

combat dice roll and a +5% bonus to morale rolls. Only one general/admiral is allowed per army/ship. Generals/Admirals - 100gp, Upkeep 10gp, Movement 12, Strength 0. 5. Elite infantry and elite cavalry have +1 strength. 5. Elite cavalry +10% damage bonus. 5. Warships can see into adjacent hexes. 5. Catapults 100gp/10upk, placed on ship +1 combat roll. Placed on a coastal hex +1 combat roll toward preventing the landing of troops from enemy vessels. 5. Siege Engines 500gp/50upk, negate +1 provided by defenses of walls, forts, etc. 5. All movement occurs at the same time. Ships, armies, etc. can run into each other at any point during their move. This is how battles begin. Cavalry and warships see into adjacent hexes and can alter the movement path to intercept the enemy if the army or warship has orders to engage in combat with a particular nation. Players note the hexes they want to move to. Example: Explorer moves to hex 10,20 10, 21 10,22 10,23. To get the road movement rate units must move in the direction of the road.

6. Terrain/Movement The types of terrain, petitioning cost, taxes generated, and cost to move through are listed below: 1. Plains - Petition 100gp, Taxes 10gp, Movement Cost 1. 2. Swamps - Petition 10gp, Taxes 1gp, Movement Cost 2. 3. Forests - Petition 200gp, Taxes 20gp, Movement Cost 2. 4. Mountains - Petition 50gp, Taxes 5gp, Movement Cost 2, possible mineral wealth present. 5. Rivers - Petition +50gp, Taxes +5gp, Movement Cost (Bridge needed) (Note: Taxes come from people living in the hex and the resources they produce.) 6. Elves get +10gp from forests, Dwarves get +10gp from mountains. 7. Random Events Each turn the game master determines if a kingdom is subjected to a special event. These are randomly generated by die-roll. (Good or Bad!!!)

7. All mystical beasts have hit points and therefore can be killed. 8. Communications Players will find it necessary to communicate with their neighbors. If a nation shares a common border with another, communications maybe sent freely. A player simply sends a letter to the other player when they submit their turn, via the game master. The game master will automatically dispatch the letter to the receiver during the next turn. Communicating with nations across the ocean is conducted by sending the message via a warship or overseas trade route. The distance to travel will determine when the message will arrive, if it ever does. (Remember: Do not send e-mail to the other players. This ruins the flavor of the game. The game master will relay everything. If he doesnt read about something, it doesnt exist.) 9. Popularity Popularity is affected by tax level, random events, outcome of battle, and special events: Popularity Percentage - 0-25% Rebellious, 26-50% Restless, 51-75% Satisfied, 76-100% Ecstatic. Each level has a certain amount of tax revenue lost due to corruption. Taxes - 5% +1 to popularity each turn, 10% +0 to popularity, 15% -1 to popularity each turn, 20% -5 to popularity each turn, 25% -10 to popularity each turn, 30% (Dont do it!) Random events - Wait and see! Outcome of Battles - Battle won +5% popularity, Battle lost -5% popularity Special Events - Are events His Majesty can fund to increase popularity. +1% popularity for every 100gp spent. Here are some pre-approved examples: 1. Royal Wedding - 300gp, +5% popularity 2. Announcement of the Planting of the Royal Seed - +5% popularity (die roll for effectiveness of the seed) 3. Announcing the Birth of an Heir - +5% popularity (9 turns after number 2s success above) 4. Aristocrats - 100gp, 10gp upkeep, per aristocrat, +1% popularity (these are NPCs run by, guess who?) Adult aristocrats help rule the nation and may answer one question per turn about an idea the King/Queen has about improving the nation. Aristocrats also can serve an ambassador to another nation. (Special events are not limited to the above list, just ask if you have an idea.)

9. An aristocrat can be designated as a child to serve as a hostage, to provide daughters/sons for royal weddings, or to serve as parts of a treaty with other nations that are cemented by a marriage. 9. Aristocrat personality types are: (A) aggressive, (N) neutral, (P) peaceful. This will be reflected in any advice asked of these people. 10. Combat (I know youve been waiting for this.) 1. Land Combat - A battle is complete when one side routs. Each turn consists of up to 3 phases. The breakdown is listed below: Turn 1 Phase 1 - Archers fire at randomly selected enemy unit, unless the player gives previous targeting instructions. (Example: shoot at enemy cavalry) Damage dealt equals 25% of their total strength. Elite archers do 35% damage. Casualties from archer fire are removed. Phase 2 - Infantry formations conduct combat. Base damage equals 10% of their total strength. Each side rolls 1d6. A tie results in each side inflicting the base 10%. A difference of 1 on the die rolls results in 15% being inflicted on the side with the lower die roll and 10% on the side with higher die roll. A difference of 2 results in a 20%-10% difference and so on. Any bonuses due to elite troops or generals are added to the above die roll. Elite troops may only apply their bonus if there are 25 or more of them present. Damage is spread evenly throughout the elites and the normal infantry. Casualties are removed. Go to phase 3 if cavalry is present or conduct a morale roll for each side. Phase 3 - Cavalry formations attack each other if both sides have cavalry. If only one side has cavalry, then the cavalry attack the remaining enemy infantry. Cavalry inflict a base damage of 20% of their strength. Die rolls are made by each side and the difference is figured like in phase 2. If there is overkill, meaning the cavalry does more damage than there are remaining infantry strength points, the enemy archers will bare the brunt. Casualties are removed and a morale roll is made. Any applicable bonuses apply. Morale Roll - The game master simply figures out what is the percentage of the army remaining and rolls percentile dice against it. If the die roll is equal to or below, the army does not rout. If the die roll is greater, the army routs. Should both armies make their morale rolls, the battle goes on to Turn 2. Generals and elites apply their morale bonuses at this time. Example, if 60% of the army survived, then 60% is the base die roll. (Note: If the King is present, he applies his bonus instead of the general. +10%) Leader Casualties - After phase 2 and 3, there is a random die roll to see if the General or the King dies from battle wounds. (1 on a 1d10)

2. Naval Combat - Naval battles depend upon the orders given to ships before they leave port. More than one order may be given to warships. Orders cannot be changed unless the warship returns to port. Orders are as follows: 1. Attack certain or all ships of a certain nation or all nations. Also, whether to ram enemy ships or to attempt to capture them. Player designates. 2. Patrol an overseas trade route or protect a fishing ships. Escorts will attack any attacking vessels. 3. Exploration. 4. Transport troops from A to B. Point of troop embarkation must be in a coastal city/village. Disembarkation can be in any hex. (The player moves his warships each turn.) If combat occurs, the following rules apply: 1. Warships with no troops onboard may try to ram or board enemy ships. Warships with troops may also attempt to capture the enemy vessel or ram it. 2. Die-rolls are made on 1d6 for each side. Admirals present apply their +1. If a tie results, neither ship was able to get the advantage and no battle results. The side with the highest die-roll gets the advantage. If the order was sink the enemy, the enemy is automatically sunk, NO SURVIVORS. If the order was to capture, then the ship with the advantage will attempt to board and capture the other. The land battle rules are applied. (Just like in Ben Hur) Admirals apply their bonuses like Generals. Archers perform as normal. Cavalry function as infantry. (Note: The crew does count as infantry ONLY when defending against boarding parties.) Political Cost of Land Battles: For every 100 casualties (total) the prestige of the battle will be + or 1% for the victor and loser. If the battle takes place in an area that has a border between kingdoms, news of the battle will be automatically transmitted via the grapevine. If the battle takes place on an island, with only one owner, then news of the battle will automatically reach the owner of the land. News will eventually reach the other kingdom. This method will be fair and will be at the discretion of the game master, or the winner can communicate it to the losing King and the grapevine will take over. The news WILL reach the other kingdom. Please do not try and send lies. This will not be allowed because I dont want this to be any more complicated than it has to be. The same goes for sea battles. Battle with less than 100 losses will default to + or 1%. This is added to the +/- 5% listed in popularity above. Political Cost of Sea Battles:

For every ship sunk or captured (total) there will be a + or 1% popularity shift. The winning nation will hear the news when the ship or ships return to a home port. The loser will find out about the news in the same way as above. The winning King, who has to in some manner as the ships captain, will decide if the ship will continue sailing or return to port. The winning player will automatically know of the victory, but the population wont find out until the warship arrives home. Political Costs of Capturing/Losing Villages/Towns/Cities/Forts/Keeps/Castles: For every village/fort lost or taken there will be a + or 1%. For every town/keep lost or taken there will be a + or 3%. For every city/castle lost or taken there will be a + or 5%. If the capital is lost or taken there will be a + or 10%. These prestige points do not include any land battles that were fought for the place. These will be added on. 10. Elite cavalry do 25% base damage. 10. Monster infantry fight at a 1 combat roll modifier, Dwarvish infantry fight at a +1, Elven archers add +10% to their base damage. Elven archers have a strength of 2. 10. Occupying enemy land. Hexes with no city/village require 10 troops. Villages require 50 troops. Towns require 100 troops. Cities require 200 troops. The other nation does not collect taxes from occupied land. Occupied cities cannot grow or produce troops. The occupier only collects taxes from the land after it is annexed by a treaty. However, the occupier can plunder villages/towns/cities, ONCE. The amount of gold plundered is determined by size and die-roll.

11. Infrastructure The following is the list of infrastructure improvements: 1. War College - Allows the training of elite troops and special troops. Cost 200gp, Upkeep 20gp. 2. Mines - Allows minerals to be mined from mountains. Cost 200gp, Upkeep 20gp. 3. Bridges - Allows units to cross over rivers. Cost 100gp, Upkeep 5gp. 4. Roads - Allows 1/2 movement cost through terrain. Cost 100gp per hex, Upkeep 5gp per hex. 5. City Walls - Gives +1 to defending armys combat die roll. Cost 100gp per village 10 Upkeep, 300gp per town 30 Upkeep, 500gp per city 50 Upkeep. Walls take 3 turns to complete. 6. Fortifications - Allows troops to be stationed defensively in non-city/village hexes. +1 combat bonus. Troops stationed in a fortification must be given orders to stop/attack

foreign troops that enter the hex. If not, foreign armies can bypass the fort, just like they do in real life. Fort Cost 200gp, Upkeep 20gp, Keep 300gp, 30gp upkeep, Castle 500gp, 50gp upkeep. 7. Miscellaneous - Submit ideas for other infrastructure to the game master. 8. Population increases. Humans +75, Monsters +100, Demihumans +50 per 100gp spent. 9. Forts hold 100 troops and take 1 turn to complete. Keeps hold 150 troops, +1 bonus, and take 2 turns to complete. Castles hold 200 troops, +1 bonus, and take 3 turns to complete. 10. Building a road. The player needs to say which hexes are being connected by a road. 11. Converting swamp to plains costs 200gp and takes 3 turns to complete. 12. Building a new village costs 500gp. 50 people. 13. Village upkeep 10gp, Town upkeep 25gp, City upkeep 50gp. 14. Embassy 200gp, 20gp upkeep, needs approval of host nation. 15. Population Levels - <500 = village, 500 - 2499 = Town, >2500 = city. 12. Submitting Turns The game master will attach a due date for the players to send their returns to the game master. Game turns will include a bitmap of the world as each king knows it. Messages to other nations should be in the body of the e-mail. The game master will send out a basic format to serve as a guideline for turn submissions. The game master figures on completing 1 to 2 turns a month. The game master will be reviewing these rules for errors, omissions, and clarification. Please submit any questions to me. I would like to answer as many as possible before the game commences. 13. Game Concepts 1. Battles Land or Sea battles occur automatically if the armies or navies of nations at war enter the same hex at anytime during a turn. Battles also occur if one nation orders its army/general/navy/admiral to attack the forces or population centers of another nation they are not currently at war with. Formal declarations of war are not required for hostilities to commence, though a declaration can be used for the sake of game flavor. Its the players call. 2. Orders Here are examples of orders that can be given to armies/navies/generals/admirals: a. Retreat If your military forces were given an order to retreat, prior to the battle, and

win the initiative roll during battle, your troops/ships will retreat one hex in the direction of the nearest friendly hex or population center. If you dont win the initiative, then your troops/ships will fight for one turn and then retreat. b. Retreat after one combat turn Your troops/ship will fight for one turn and then retreat one hex. 3. Cavalry If there are 10 or more cavalry units in a hex, then the cavalrys scouting ability goes into effect. Cavalry can see into the adjacent hexes. This can increase the chance of provoking a battle. If two opposing armies move into adjacent hexes, armies with orders to engage in battle and have 10+ cavalry present, will move into the hex occupied by the enemy and fight. The battle will be fought even if either armys movement path for the turn would take them in another direction. Note: each warship has a built in scouting ability. 4. Orders for Spies Here are examples of espionage orders: a. Gather Military Information the spy will count troops and report on any troop movements going through a hex. b. Gather Political Information the spy will report on popularity and population numbers. The spy will also pass along any grapevine gossip he/she hears. c. Assassination A spy can attempt to assassinate an opponents people, including the King/Queen. d. More Specific Orders If a King/Queen wants a spy to gather some specific information, an order must be given, or sent, to the spy. Example: steal some important document. 5. Counter Spies If your counter spy discovers a foreign agent one of several things will occur: your counter spy is killed, the foreign spy is killed, the foreign spy is captured. Multiple counter spies in a hex will each have a chance to uncover a foreign spy. If a foreign spy is captured, your counter spy can be ordered to interrogate the spy. You may have your counter spy ask three questions per turn, submit these questions to the game master. If the foreign spy fails his/her morale roll on a question, you will gain truthful information from the spy. For each turn the foreign spy is held prisoner, his/her morale falls by -5%. 6. Warship movement Warships can sail off of the edge of the map. The world is round, so theres no hiding in the corner with flanks protected. Warships sailing off the north/south edges reappear in the same vertical row on the other side. Sailing east/west, a warship has one of two hexes to choose from, because of how the hex grids run. Warships are the only unit that can sail into unknown hexes on the map. For example: order a warship to sail 12 hexes due north. Warships moving into unknown hexes will automatically stop if they encounter land. The player can then change the warships movement orders, but not any combat orders given to the warship. For example: when a warship leaves port, a player must order it to raid overseas trade routes of kingdom X for three turns, or attack fishing ships of kingdom X for two turns, or attack warships of kingdom X, or any combination of orders likes this.

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