Down with the King
Down with the King Rulebook
Table of Contents
Table of Contents
- 1. Introduction
- 2. Components
- 3. Prepare for Play
- 4. Sequence of Play
- 5. First Player Designation
- 6. Offices
- 7. Political Problems
- 8. Crown Events
- 9. Royal Succession
- 10. Player Turns
- 11. Loyalty Counters
- 12. Opportunity Counters
- 13. Activities
- 14. Event Cards
- 15. Counseling
- 16. Office Holders
- 17. Henchmen
- 18. Romance and Marriage
- 19. Dueling
- 20. Abroad
- 21. Assassination
- 22. Scandal
- 23. Wrongdoing
- 24. Hiding
- 25. Extradition
- 26. Hearings
- 27. Interrogation
- 28. Trials
- 29. Banishment
- 30. Imprisonment
- 31. Execution and Death
- 32. Monarch's Support
- 33. Government in Crisis
- 34. IPs
- 35. PPs
- 36. Usurpation
- 37. Victory Conditions
1. Introduction
Down with the King is set in the hypothetical kingdom of Fandonia under the benign rule of King George whom everyone wants to overthrow. Each player takes the role of a Fandonian noble. The object is to build a powerful, political faction and eventually place a member of the Royal Family, loyal only to you, on the throne.
For two to six players.
2. Components
2.1 There are four decks of cards: the Royalty Deck, the Nobles Deck, the Office Deck and the Event Deck.
2.1.1 The Royalty Deck contains eleven royal character cards (hereafter referred to as RCs).
- King George-S10, 2dx3, 55-66
- Prince Alan-S10, 2dx2, 53-54
- Princess Anne-S10, 1d, 51-52
- John (the Brother)-S9, 1dx3, 41-46
- Edward (the Uncle)-S8, 1dx3, 31-36
- Phillip (the Nephew)-S8, 1dx2, 25-26
- Almery (the Cousin)-S7, 1dx2, 23-24
- Queen Catherine-S10, 1dx2, 11-16
- Alfred (the Bastard)-S5, 1d, 21-22
- Thomas (the Pretender)-S4, 1/2d (rounded up)
- Jane (the Mistress)-S5
2.1.2 The Nobles Deck contains thirty-six character cards (hereafter referred to as 'characters').
- 11-Sir Drew (1, 6, 1)
- 12-Sir Guy (1, 5, 2)
- 13-Sir Malcolm (1, 5, 3)
- 14-Sir Richard (1, 4, 3)
- 15-Sir Michael (1, 4, 4)
- 16-Sir Robert (1, 3, 3)
- 21-Sir Donald (1, 3, 4)
- 22-Sir James (1, 2, 4)
- 23-Sir Jeffrey (1, 2, 5)
- 24-Sir Charles (1, 1, 6)
- 25-Knight Dale (2, 2, 6)
- 26-Knight William (2, 3, 5)
- 31-Knight Simon (2, 4, 4)
- 32-Earl Maxwell (3, 1, 2)
- 33-Earl Francis (3, 2, 2)
- 34-Earl Duncan (3, 3, 2)
- 35-Lord Mortimer (4, 2, 3)
- 36-Lord Arthur (4, 4, 2)
- 41-Lord Perceval (4, 6, 1)
- 42-Duke Roland (5, 4, 5)
- 43-Duke Henry (5, 5, 4)
- 44-Duke Marley (5, 6, 3)
- 45-Magistrate (3, -)
- 46-1st Judge (6, *1-3)
- 51-2nd Judge (6, *4-6)
- 52-Sheriff (3, 6)
- 53-General (4, 4)
- 54-Admiral (4, 3)
2.1.3 The Office Deck contains thirteen cards.
- Monarch-S+4, Head Of State
- High Minister-S+3, Domestic Policies
- Minister Of Justice-S+3, Law & Wrongdoing
- Minister Of State-S+3, Foreign Policies
- Minister Of The Army-S+2, Military Conflicts
- Minister Of The Navy-S+2, Pirates
- Minister Of The Treasury-S+2, Economic Policies
- Minister Of Trade-S+2, Agriculture Policies
- Ambassador To Sandarkan-S+1
- Ambassador To Epalin-S+1
- Ambassador To Cronos-S+1
- Ambassador To The City States-S+1
- Ambassador To Besyzan-S+0
2.1.4 The Event Deck contains one hundred and twenty cards.
- Down With The King-6
- Clergy Support (1dx2 or 1dx3 if Archbishop is a FAC)-1
- Peasant Support (1dx4 or 1dx8 if Sheriff is FAC or there is Peasant Unrest)-5
- Townsmen Support (1dx3 or 1dx5 if Magistrate is a FAC or there is Townsmen Unrest)-3
- Trade Guild Support (1dx2 or 1dx3 if there is a Famine)-1
- Army Support (1dx7 or 1dx10 if General is a FAC or there is a Famine)-2
- Navy Support (1dx4 or 1dx5 if Admiral is a FAC)-1
- Merchant Support (1dx2 or 1dx3 if there is a Famine)-1
- Foreign Support Sandarkan (1dx3 or 1dx4 if the Ambassador to Sandarkan is a PC or FAC)-1
- Foreign Support Epalin (1dx3 or 1dx4 if the Ambassador to Epalin is a PC or FAC)-1
- Foreign Support Cronos (1dx2 or 1dx3 if the Ambassador to Cronos is a PC or FAC)-1
- Foreign Support The City States (1dx2 or 1dx3 if the Ambassador to The City States is a PC or FAC)-1
- Monarch's Counselor-5
- Pardon-2
- Amnesty-2
- Henchman-14
- Intrigue-4
- Assassination-8
- Personal Guards-2
- Palace Guards-2
- Treachery-9
- Informer-9
- Escape-4
- Prison Guards-2
- Port Guards-1
2.2 There are three sets of counters: Loyalty Counters, Opportunity Counters, and Marker Counters.
2.2.1 There are thirty-six Loyalty Counters, one for each character (the number on each counter matches one character's ID number).
2.2.2 There are twenty-four Opportunity Counters.
- Any Activity-2
- Intrigue-5
- Gain One IP-4
- Duel-1
- Favor-2
- Scandal-4
- Free Counsel-2 (see 12.3.9)
- Gout-1
2.2.3 There are two hundred Marker Counters. Influence Point denomination counters (hereafter referred to as IPs) and Prestige Point denomination counters (hereafter referred to as PPs) are interchangeable like money.
- Hiding In Fandonia-2
- Hiding Sandarkan-1
- Hiding Epalin-1
- Hiding Cronos-1
- Hiding The City States-1
- Hiding Besyzan-1
- Travel Sandarkan-4
- Travel Epalin-4
- Travel Cronos-4
- Travel The City States-4
- Travel Besyzan-4
- Banished Sandarkan-1
- Banished Epalin-1
- Banished Cronos-1
- Banished The City States-1
- Banished Besyzan-1
- Imprisoned-4
- Awaiting Execution-1
- Knight-10
- Earl-6
- Lord-5
- Duke-4
- Duchess-4
- One IP-16
- Two IP-16
- Five IP-12
- Ten IP-12
- One PP-12
- Two PP-12
- Five PP-20
- Ten PP-24
2.3 Two dice are provided, one red and one white. Whenever a player must roll two dice during the game, both dice are rolled. When the rules call for a "dice count", the dice are read red die first and white die second to form a two digit number 11-66. When the rules call for a "dice sum", the dice are added together and read as a total of the two dice. Whenever a player must roll one die during the game, either one of the two dice may be rolled. Whenever a player can modify a dice roll (or a die roll), he must state if he will modify the roll, and if so, if he will add or subtract his modifier, before the dice are rolled.
2.4 A Record Sheet Pad is provided. One player should be appointed to keep track of the Monarch's Support, Prestige Table modifiers, Court Ball Table modifiers, characters who are banned from Court Balls, the number of times a political problem goes unresolved, Foreign Wars, the Status Rating of a former non-RC Prince Consort/Queen Consort, and counsels to the Monarch on the Record Sheet.
2.5 Not included in the game but necessary for play is a pen or pencil.
3. Prepare for Play
3.1 Form a deck with cards 11-44 and 56-66. Shuffle these twenty-nine cards and deal one to each player. That is the player's 'player character' (hereafter referred to as PC). PCs are placed in front of the respective player.
3.1.1 In a two-player game a PC for each player is selected as above, but using only cards 11-24 and 56-66. In a two-player game all female player characters are Countesses with a status of '3' each.
3.2 Lay out the thirteen cards of the Office Deck in sight of all the players.
3.3 Form a deck with character cards 11-44 (minus the cards dealt to each player per 3.1). Shuffle these cards and place one on each of the twelve Office cards (all except the Monarch Office card). These are the beginning Office Holders. Place the rest of these cards in a pile in sight of all the players. This is the Office Holder pile.
3.4 Place character cards 45-66 (minus the cards dealt to each player per 3.1) in another pile in sight of all the players. This is the Non-Office Holder pile.
3.5 Place King George on the Monarch Office card. Place Queen Catherine next to King George.
3.6 Place the other nine cards of the Royalty Deck in sight of all the players. This is the Royalty pile.
3.7 All characters except PCs are considered neutral characters (hereafter referred to as NCs) at game's start. All royal characters are considered neutral royal characters (hereafter referred to as NRCs) at game's start. During the game, characters may become friendly aligned characters (hereafter referred to as FACs) or enemy aligned characters (hereafter referred to as EACs). Similarly, royal characters may become friendly aligned royal characters (hereafter referred to as FARCs) or enemy aligned royal characters (hereafter referred to as EARCs). Characters and royal characters that become FACs and FARCs are placed in front of the respective players. A player's PC, all FACs, and all FARCs are part of a player's faction and are always placed in front of the respective player.
3.8 Give each player Two IP and Ten PP.
3.9 Remove the six DOWN WITH THE KING cards from the Event Deck and give one to each player. The remaining DOWN WITH THE KING cards are not used in the game. Shuffle the rest of the Event Deck and deal nine cards to each player. Place the remaining cards of the Event Deck in sight of all the players. This is the Event pile.
3.10 One player rolls the dice to get a dice sum. Multiply this number by ten (x10). This is the Monarch's Support. Mark this on the Record Sheet.
3.11 Remove the PC's Loyalty counters and place these on the respective PCs. Take the rest of the Loyalty counters and place them in a separate container. Take the Opportunity counters and place them in a separate container. Separate the Marker counters into three piles, one for IP counters, one for PP counters, and one for the remaining counters.
4. Sequence of Play
4.1 First Player Designation Phase. (See 5.)
4.2 Office Phase. (See 6.)
4.3 Political Problems Phase. (See 7.)
4.4 Crown Events Phase. (See 8.)
4.5 Player Turns Phase. (See 10.)
5. First Player Designation
At the beginning of each turn, each player rolls two dice. The player with the highest dice count is the "first player" for that turn. The first player conducts the actions in the Office Phase, Political Problem Phase and Crown Event Phase. He conducts all actions for NCs or NRCs during the turn. He also goes first during the Player Turns Phase. Play then passes to the first player's left and so on clockwise around the table until all other players have taken their Player Turn. This is the player order for that turn. Whenever players can play Event cards or modify dice rolls (or die rolls), they do so in player order.
6. Offices
6.1 During the Office Phase, each vacant office must be filled.
6.1.1 The first player selects a vacant office. Each player, starting with the first player and following the player order, is given the chance to fill this office. To fill the office, a player must pay Two IP and then place his PC or any FAC in the vacant office. After the office is filled, or each player has been given the chance to fill it and it remains vacant, the first player selects another vacant office and follows the same procedure. And so forth, for each vacant office.
6.1.2 Any offices still vacant are then filled randomly. To fill each office, roll two dice to get a dice count and place the character with the corresponding ID number in the office. There is no IP cost for an Office Holder who is selected randomly. If the character cannot be an Office Holder, cannot currently fill the office, or is an Office Holder already, roll again.
6.2 A player may move his PC or any FAC who already holds an office to fill a vacant office. He must still pay Two IP. The office the PC or FAC is moved from is then vacant and must be filled in the Office Phase of this turn. A player may move his PC or any FAC who is a Monarch's Counselor to fill a vacant office; the 'Monarch's Counselor' Event card is discarded.
6.3 Characters who are banished, imprisoned, in hiding, or stuck in a country at war with Fandonia may not fill vacant offices.
6.4 The Office Phase is skipped on turns when there are no vacant offices.
7. Political Problems
7.1 During the Political Problem Phase, an attempt is made to resolve all unresolved political problems. The first player selects the order in which these attempts are made. The Minister who must resolve the political problem and the Ministers who can modify the attempt are listed on the Political Problems Table. The Political Problems Phase is skipped on turns when there are no political problems.
7.2 If the Political Problems Table result is a problem that is currently unresolved, roll again until the result is a new problem. When the Crown Events result is 'Two Political Problems', use this same procedure. There may never be two of the same unresolved political problem.
7.3 An attempt must be made to solve each unresolved problem each turn, but only one attempt may be made to solve each problem each turn. If the Minister who is attempting to resolve the problem is a NC, the first player makes the attempt. If the Minister is a PC or FAC, the respective player makes the attempt.
7.4 NCs must always attempt to resolve the problem. PCs or FACs may choose to deliberately let the problem remain unresolved; this counts as an attempt to resolve the problem. If there is no Minister in the office, the political problem is automatically unresolved that turn.
7.5 To resolve a problem, the player rolls one die and compares this to the Minister's Ability Rating. If the number rolled is less than the Ability Rating the problem is resolved. If the number rolled is equal to or greater than the Ability Rating, the problem is unresolved. If the number rolled is a '6', the problem is automatically unresolved that turn, regardless of modifiers to the die roll.
7.6 Players may modify political problem die rolls. For most problems, there is a Minister (or Ministers) who can modify the attempt. See the Political Problems Table. If a listed Minister is a PC or FAC, the respective player may modify the die roll by one. If a listed Minister is a NC, his modifier is ignored. Note that in all cases the modification can be either plus or minus, the modifying player choosing to add or subtract one from the die roll. If more than one Minister can modify the die roll, these modifiers are cumulative.
7.7 To show an unresolved problem, turn the appropriate Office Card face down. Keep track of the number of times a problem goes unresolved on the Record Sheet.
7.8 If a Minister fails to resolve a problem three turns in a row he is discharged. If he is a NC, he is placed in the Office Holder pile. If he is a PC or FAC, he remains in front of the respective player. The problem remains unresolved and the new Minister must attempt to resolve it on the next turn.
7.9 The Monarch's Support goes up by 10 for each problem that is resolved. The Monarch's Support goes down by 10 for each problem that goes unresolved each turn. Each turn there are no unresolved Political Problems and the Crown Events result is "Court Ball" or "Intrigue" the Monarch's Support goes up by 10. The Record Sheet is adjusted accordingly.
7.10 If the Political Problems Table result is a 'Foreign War', the first player rolls two dice to get a dice sum and consults the Foreign War Table to see which country/countries Fandonia is at war with. The war ends when the political problem is resolved. Keep track of Foreign Wars on the Record Sheet.
7.10.1 Characters may not travel to or be banished to a country that is at war with Fandonia. Characters who are already in countries at war may not return to Fandonia nor can they be extradited. Characters who are stuck in a country at war with Fandonia may not be recruited in any manner, seduced, or assassinated. A character accused of wrongdoing, sent to a hearing, or sent to trial is not returned to Fandonia till the war is over. A character may not acquire a Title, attend a Court Ball, or fill a vacant office. A character in hiding may not be extradited.
7.10.2 A player may not count a character's Status Rating during a usurpation attempt if the character is stuck in a country at war with Fandonia.
7.10.3 Each turn a player's PC is stuck in a country at war with Fandonia, the player loses his Player Turn.
7.10.4 The Ambassador to a country at war with Fandonia is expelled and returns to Fandonia. He loses his office and the office ceases to exist until war with the country in question ends.
7.10.5 While Fandonia is at war with any country, the Usurpation Value of the 'Army Support' Event cards is 1dx4, even if the player has the General as a FAC.
7.10.6 If a Minister is in a foreign country when a war starts with that country, the Minister is expelled and returns to Fandonia.
7.11 While Fandonia is having trouble with Pirates (the 'Pirates' political problem is unresolved), the 'Navy Support' Event card's Usurpation Value is 1dx2, even if the player has the Admiral as a FAC.
7.12 A player with a FARC Monarch may add or subtract one (+1 or -1) from all political problem die rolls.
8. Crown Events
8.1 Each turn, the first player rolls two dice to get a dice sum and consults the Crown Events Table.
8.2 The Crown Events Table is consulted only once each turn. It may not be consulted during Player Turns.
8.3 No modifiers are ever applied to the Crown Events Table.
8.4 Crown Events Results.
8.4.1 Royal Death. The first player rolls two dice to get a dice count. This number corresponds to a RC's Death Number. If this RC is alive, he dies and is permanently removed from the game; his 'Royal Alignment' Event card is also removed. If the RC is already dead, roll again. (See 9.)
8.4.2 Famine. All of the following Event cards have their Usurpation Value increased (as listed on the cards) for this turn only: Trade Guild Support, Merchant Support, and Peasant Support. No player may spend any IPs for any purpose this turn. No counseling is allowed this turn. (See 14.5.2.)
8.4.3 Intrigue. The first player may draw one Event card from each opponent's hand. If the card is a legal card it is discarded. If the card is an illegal card (DOWN WITH THE KING, Assassination, Treachery, Intrigue), the owning player keeps the card but is accused of wrongdoing. A player with three or less Event cards may not have a card intrigued from his hand. A player with a FARC Monarch may not have cards intrigued from his hand.
8.4.4 Court Ball. All characters who can attend a Court Ball must attend, including all RCs and NCs. Characters cannot attend a Court Ball if they have been banned, been banished, are imprisoned, are abroad, or are in hiding. Each attending player, using the player order for that turn, rolls two dice to get a dice sum and consults the Court Ball Table. The result contains an action and a modifier. These modifiers are cumulative to a maximum of plus two (+2), and are applied to any subsequent rolls on the Court Ball Table by the same player; keep track of such modifiers on the Record Sheet. Any player who rolls '8' or higher, may make a free counsel to the Monarch. If the result bans a player from attending future Court Balls, a player's PC is banned unless he has a henchman who was attending the Court Ball, in which case the henchman suffers the ban instead of the PC. A character who is banned is banned for the rest of his life during the game. If a player's PC is banned, the player may not roll on the Court Ball Table and the player loses Two PP each Court Ball. However, all FACs who are not banned must still attend. (See 9.4, 36.6, 36.9, and 36.10.4.)
8.4.5 Political Problems (Two Political Problems or One Political Problem). The first player rolls two dice to get a dice sum and consults the Political Problems Table. The result lists the specific problem, names the Minister who must attempt to resolve the problem, and lists any Ministers who can modify this attempt. If the result is the same as a current unresolved problem, roll again. There may never be two of the same unresolved problem. The Minister must then immediately attempt to resolve the problem. This procedure is repeated for the second problem, when the result is 'Two Political Problems'. (See 7.)
8.4.6 Scandal. The first player rolls two dice to get a dice count. The character with the corresponding ID Number is the object of the scandal. If the character is a PC or FAC, the respective player rolls two dice to get a dice sum and consults the Scandal Table. If the character is a NC, the first player rolls two dice to get a dice sum and consults the Scandal Table.
8.4.7 Plague. The first player rolls two dice twice to get two different dice counts (roll again if the second count is the same as the first). The two characters with the corresponding ID Numbers die. PCs and characters who are abroad may not die as a result of a plague; if a dice count corresponds to such a character, roll again. No counseling is allowed this turn. (See 31.)
9. Royal Succession
9.1 A RC may die as a result of the Crown Events Table, an assassination, or a usurpation attempt. RCs who die are permanently removed from the game.
9.2 When the Monarch dies, he/she must be succeeded. The RC who is next-in-line becomes Monarch. The succession to the throne is as follows: George, Alan, Anne, John, Edward, Phillip, Almery, Catherine, Alfred. If the RC next-in-line is a FARC, the RC immediately becomes a NRC and succeeds to the throne. If this RC is married, his/her spouse becomes Prince Consort/Queen Consort and also becomes a NRC. A non-RC that becomes Prince Consort/Queen Consort cannot succeed to the throne.
9.3 Thomas (the Pretender) may gain the throne only through Usurpation. Jane (the Mistress) may never be Monarch.
9.4 When a new RC succeeds to the throne, the RC's Royal Alignment card is permanently removed from the game (because the RC can then never be a FARC). The Monarch's Support is reestablished. (See 32.4.) All Office Holders are discharged. (See 16.) Each player must discard two Event cards from his hand. The turn then ends immediately (as all players are in mourning) and play proceeds to the next turn. The Crown Events result for the next turn is automatically 'Court Ball'. This procedure is not followed when the Monarch dies as a result of a successful usurpation attempt. (See 36.6 and 36.9.)
10. Player Turns
Each turn, beginning with the first player and following the player order, each player takes his player turn, which consists of three steps. First, he draws one Loyalty counter, one Opportunity counter, and one Event card. Second, he may perform two activities. Third, he may counsel the Monarch. These steps must be performed in order.
11. Loyalty Counters
11.1 Each turn, a player draws a Loyalty counter, which has a number on it that is treated as a dice count. This number corresponds to one character's ID number. The player may make this character a FAC; this is an activity.
11.2 If the character becomes a FAC, the counter is placed on the FAC's card. Otherwise, the counter is returned to the Loyalty counter container at the end of the player's turn. (See 13.4.13 and 35.4.)
11.3 FACs always have their Loyalty counters placed on their cards. If a FAC dies or becomes a NC, the Loyalty counter is returned to the Loyalty counter container. If the character becomes a EAC, the Loyalty counter remains with the character. (See 13.4.14 and 13.4.15.)
11.4 If there are no Loyalty counters left in the Loyalty counter container, the player gains One IP.
12. Opportunity Counters
12.1 Each turn, a player draws an Opportunity counter. This counter may enable the player to perform a certain activity or activities or prevent the player from performing a certain activity or activities.
12.2 The counter is returned to the Opportunity counter container at the end of the player's turn.
12.3 Opportunity Counters.
12.3.1 Any Activity. The player may perform any one of the following activities: Render A Pardon, Announce An Amnesty, Conduct An Assassination Attempt, Expose A Scandal, Escape, Extradite A Wrongdoer, Intrigue An Opponent's Card, Recruit A Character By Treachery, or Seduce A Character. No other counters or Event cards are required. This does not enable the player to perform an extra activity.
12.3.2 Extra Activity. The player may perform one extra activity this turn.
12.3.3 Intrigue. A player may perform any of the following four activities: Conduct an Assassination Attempt, Intrigue An Opponent's Card, Recruit A Character By Treachery, or Seduce A Character. Note that a player must have an 'Assassination' Event card to Conduct An Assassination Attempt, must have A 'Treachery' Event card to Recruit A Character By Treachery, and must have a female PC or FAC to Seduce A Character. (See 13.4.8, 13.4.12, 13.4.14, 13.4.15, and 14.2.7.)
12.3.4 Scandal. A player may perform the 'Expose A Scandal' activity. (See 13.4.9.)
12.3.5 Favor. The player receives One IP. In addition, if the player performs the 'Court The Favor Of A FARC' activity, he may add five (+5) to the Royal Favor Table dice roll. (See 13.4.4.)
12.3.6 Duel. The player may not perform any activities this turn, but must designate his PC or a henchman to fight a duel. (See 19.)
12.3.7 Gout. The player loses One IP. The player may not perform any activities this turn.
12.3.8 Gain One IP. The player gains One IP.
12.3.9 Free Counsel. A player may make a free counsel in the Counsel phase of his player turn, on any current Crown Event or Political Problem.
13. Activities
13.1 Normally, each player may perform two activities each turn. He may choose to perform any two of the nineteen possible activities. A player may choose to perform only one activity or no activities at all. A player cannot perform the same activity more than once in each turn. Note that for certain reasons, a player may be able to perform more than two activities, only one activity, or no activities on some turns. Activities may be performed in any order. When a player may only perform one activity because his PC is banished, imprisoned, or in hiding, he may not perform more than one activity until the turn after his PC is returned to a normal situation, regardless of cards held or counters drawn.
13.2 To perform some activities, a player needs to have certain Event cards, to have drawn a certain Opportunity counter, or a combination of the two. (See 12. and 14.)
13.3 Certain activity dice rolls may be modified by players as stated.
13.4 Activities.
13.4.1 Acquire A Title. There are five male character Titles and two female character Titles. Most characters have Titles ranging from Sir to Duke and Lady to Duchess. Any PC or FAC less than a Duke/Duchess may be awarded a higher Title by paying the appropriate IP cost shown on the Title Table and taking the appropriate Title marker counter and placing it on the character's card. Characters who are banished, in hiding, imprisoned, or stuck in a country at war with Fandonia may not acquire a Title. A character may only be awarded one Title per turn, and must follow the Title progression: Sir to Knight, Knight to Earl, Earl to Lord, and Lord to Duke; or Lady to Duchess. Characters may not skip a Title during this progression. Each higher Title permanently increases a PC's or FAC's Status Rating by one (+1). A character may never decrease in Title (except as a result of death). The following characters may not acquire titles: Magistrate, both Judges, Sheriff, General, Admiral, Archbishop, and all RCs. Any number of characters may acquire Titles in one turn if a player performs the Acquire A Title activity.
Designers' note as printed on the web page: "We are increasing the number of possible female character titles from two to five. The new titles are Baroness, Countess, and Marquise. The female titles correspond to the male as follows: Lady/Sir, Baroness/Knight, Countess/Earl, Marquise/Lord, Duchess/Duke. Female titles are acquired in the same way as male titles and at the same cost. They enhance Status to the same degree."
13.4.2 Fill A Vacant Office. A player may pay Three IP and then place his PC or any FAC in a vacant office. A player may only fill one vacant office per turn. (See 6. and 16.)
13.4.3 Become a Monarch's Counselor. A player may play a 'Monarch's Counselor' Event card and make his PC or any FAC a Monarch's Counselor. Place the card under the PC or FAC. An Office Holder may not be a Monarch's Counselor. A Monarch's Counselor may not be an Office Holder. A player may not voluntarily discard a 'Monarch's Counselor' Event card once it has been used to make a character a Monarch's Counselor, except if the character takes an office. If a Monarch's Counselor is imprisoned, banished or goes into hiding, the Monarch's Counselor Event Card is discarded. A female character may never be a Monarch's Counselor. A Monarch's Counselor card gives the character holding it a Status increase of +2. (See 15.)
13.4.4 Court The Favor Of A FARC. A player who has a FARC may attempt to gain the favor of this FARC. If a player has more than one FARC, he must state which FARC's favor he is courting. Roll two dice to get a dice sum and consult the Royal Favor Table. Any player may play a 'Treachery' card and this subtracts two (-2) from the dice roll. No more than one 'Treachery' Event card may be used to modify a Courting The Favor Of A FARC attempt. If the player has drawn a 'Favor' counter, he may add five (+5) to the dice roll.
13.4.5 Render A Pardon. A player may play a 'Pardon' Event card and then pardon any one character who is banished, imprisoned, or a wrongdoer. The pardon returns this character to a normal situation.
13.4.6 Announce An Amnesty. A player may play an 'Amnesty' Event card and all characters who are banished, imprisoned, or wrongdoers are returned to a normal situation.
13.4.7 Create A Henchman. A player may play a 'Henchman' Event card and make any FAC a henchman. Place the card under the FAC. A player may not voluntarily discard a 'Henchman' Event card once it has been used to make a character a henchman. A female character may be a henchman. (See 17.)
13.4.8 Conduct An Assassination Attempt. To conduct an assassination attempt, a player must have drawn an 'Intrigue' Opportunity counter. A player must then play an 'Assassination' Event card, designate a henchman or his PC as the assassin, and point out the character he will attempt to assassinate. A character who is imprisoned, in hiding, or stuck in a country at war with Fandonia cannot be assassinated. A character who is abroad can only be assassinated if the assassin is also abroad in the same country. Otherwise, the attempt may be made against any character or RC; neutral, friendly aligned, or enemy aligned. Roll two dice to get a dice sum and consult the Assassination Table. The player attempting the assassination may play more than one 'Assassination' Event card, with each additional card adding two (+2) to the dice roll. Any player may play a 'Treachery' Event card and this subtracts two (-2) from the dice roll. No more than one 'Treachery' may be used to modify an assassination attempt. Any player may play an 'Informer' Event card and this adds or subtracts two (+2 or -2) from the dice roll. No more than one 'Informer' card may be used to modify an assassination attempt. If the target of the assassination attempt is a Non-Office Holder character, any player(s) may play a 'Personal Guards' Event card and each subtracts two (-2) from the dice roll. If the target of the assassination attempt is a RC or Office Holder, any player(s) may play a 'Palace Guards' Event card and each adds or subtracts two (+2 or -2) from the dice roll. More than one 'Personal Guards' or 'Palace Guards' Event card may be used to modify an assassination attempt, and one player may play more than one card (including more than one of the same card). If the target of the assassination attempt is the Monarch, subtract one (-1) from the dice roll. Because an 'Any Activity' Opportunity counter allows an assassination attempt to be made without an 'Assassination' Event card, if a player does have 'Assassination' Event cards he may use each as an additional card (add two (+2) to the die roll for each). (See 12.3.3. and 21.)
13.4.9 Expose A Scandal. To expose a Scandal, a player must have drawn a 'Scandal' Opportunity counter. A player may then point out the character who will be the object of the scandal. The attempt may be made against any character in any situation; neutral, friendly aligned, or enemy aligned. RCs may never be the object of a scandal. Roll two dice to get a dice sum and consult the Scandal Table. The player exposing the scandal may play one or more 'Informer' Event cards and each subtracts one (-1) from the dice roll. The player who is the object of the scandal may play one or more 'Informer' Event cards and each adds one (+1) to the dice roll. (See 14.5.12 and 22.)
13.4.10 Escape. A player may play an 'Escape' Event card and allow any one character to escape from hiding in Fandonia or imprisonment to any country abroad. A player may play a 'Prison Guards' Event card and allow any one character to escape from prison. A player may play a 'Port Guards' Event card and allow any one character to escape from hiding in Fandonia. If the escaping character is hiding in Fandonia, any player may play a 'Port Guards' Event card and negate the escape. If the escaping character is imprisoned, any player may play a 'Prison Guards' Event card and negate the escape. An escaped character is considered to be in hiding in the foreign country.
13.4.11 Extradite A Wrongdoer. A player may play an 'Extradition' Event card and then extradite any one character who is a wrongdoer in hiding (either in Fandonia or abroad). The extradition immediately returns this character to trial in Fandonia. A character in a country at war with Fandonia may not be extradited.
13.4.12 Intrigue An Opponent's Card. To intrigue an opponent's card, the player must have drawn an 'Intrigue' Opportunity counter or must play an 'Intrigue' Event card. The player may take one Event card from one opponent's hand. If the card is a legal card, it is discarded. If the card is an illegal card (DOWN WITH THE KING, Assassination, Treachery, Intrigue), the owning player keeps the card but is accused of wrongdoing. A player with three or less Event cards may not have a card intrigued from his hand. A player with a FARC Monarch may not have cards intrigued from his hand. (See 14.5.7.)
13.4.13 Recruit Characters. To recruit a character, the player must have drawn that NC's Loyalty counter. In addition, the player must have enough PPs to recruit the NC. A NC who is imprisoned, in hiding, or stuck in a country at war with Fandonia cannot be recruited. If a player has drawn two Loyalty counters (See 13.4.19), he may recruit both as part of the same one activity if he has enough PPs to recruit both. (See 11. and 35.4.)
13.4.14 Recruit A Character By Treachery. To recruit a EAC or EARC character by treachery, a player must have drawn an 'Intrigue' Opportunity counter. In addition, the player must have enough PPs to recruit the character. A player must then play a 'Treachery' Event card and point out any EAC or EARC character who he wishes to recruit and that player automatically becomes a FAC or FARC. A character who is imprisoned, in hiding, or stuck in a country at war with Fandonia cannot be recruited. A character who is abroad can only be recruited if the player's PC or a henchman is also abroad in the same country. Married characters may not be recruited by treachery. King George or Thomas (the Pretender) may not be recruited by treachery. A FARC Monarch may not be recruited by treachery. (See 12.3.3.)
13.4.15 Seduce A Character. To seduce a character, a player must have drawn an 'Intrigue' Opportunity counter and must have a female (character cards 56-66) PC or FAC. In addition, the player must have enough PPs to recruit the character. A player may then point out any male EAC or NC (except the Archbishop or a married male). Married females may not perform seduction attempts. A character who is imprisoned, in hiding, or stuck in a country at war with Fandonia cannot be seduced. Female characters that are imprisoned, in hiding, or stuck in a country at war with Fandonia cannot seduce. A male character who is abroad may only be seduced if the female character is abroad in the same country. Roll one die. If the number is less than the female character's Seduction Rating, the male automatically becomes a FAC. If the number is equal to or greater than the female character's Seduction Rating, there is no effect. If the number rolled is a '6', the female character is won over by love and becomes a EAC (if the opponent does not have enough PPs, she remains a FAC). Female RCs may never be used for seduction attempts and seduction attempts may never be made against male RCs. Any player may play a 'Treachery' Event card (before the die roll) and negate the seduction. If a NC is successfully seduced, remove the character's Loyalty counter and place it on the character's card. (See 12.3.3.)
13.4.16 Hold A Wedding. A player may only marry two characters if one has proposed to the other and the proposal has been accepted. The player must have enough PPs to marry the characters if the marriage increases one of the characters' Status Ratings. (See 18.8.) Both characters must be in Fandonia and neither can be imprisoned or in hiding. If any player performs the 'Hold A Wedding' activity any and all players who choose to attend may attend. Each player who does attend (including the hosting player if his PC attends) must consult the Socializing Table; players must modify this dice roll with any existing modifiers they have on this table; this dice roll is not an activity and costs no IPs. Any new modifier is added to the player's current modifier. If the PC is getting married, the player rolls twice, once for his PC and once for his PC's spouse. If an opponent receives a 'Proposal Automatically Accepted' result on the Socializing Table during a wedding, he must designate characters immediately or he loses the free proposal. (See 18.)
13.4.17 Consult The Prestige Tables. A player may consult a Prestige Table. He must first choose which Prestige Table he wishes to consult. A player with a female PC may never consult the Sporting Table. Some tables have a cost which must be paid if the player wishes to consult this table. He then rolls two dice to get a dice sum, and consults the chosen table. Each result also gives a modifier. These modifiers are cumulative to a maximum of plus two or minus two (+2 or -2), and are applied to any subsequent rolls on the same table by the same player; keep track of such modifiers on the Record Sheet. A player can pay Two IP and buy a plus one (+1) modifier to use on any Prestige Table on which he currently has less than a plus two (+2) modifier. This bought modifier may only be used once though (on the current turn) and a player may buy no more than one modifier per turn. A player may not consult the same table more than once nor consult more than one table in the same Player Turn.
13.4.17.1 A player may use the Privateering table only on those turns in which there is an ongoing Foreign War or Pirates problem. The player may choose a "captain" for his privateer-either a noble Henchman or an anonymous, non-card represented character. If an anonymous character is used, he has an ability rating of '3'. If a Henchman becomes a captain, the Henchman's Ability rating is used whenever an Ability roll is called for. Once a Henchman is made captain of the privateer, he continues in that role until the cargo is turned over to the player who originally sent him out, or until the voyage ends unsuccessfully. While he serves as captain it does not make any difference whether the Henchman has remained in his faction, or become neutral or enemy-aligned. Any change in status he has undergone becomes apparent only after the voyage ends. While at sea, the Henchman cannot take part in any other action, nor can he be assassinated.
The IP cost of initiating a voyage is paid only at the start of the voyage, although the voyage may last several turns. In turns subsequent to the launch of the privateering venture, rolling on the Privateering Table does not cost additional IP, nor does it count against the limit of possible activities the player may undertake in his turn. On the other hand, rolling each turn on the Privateering Table is mandatory as long as the ship is on the 'high seas'. This free, mandatory roll is the first activity the player does in his player turn.
While the ship is on its cruise, it will probably capture "prizes". The loot from these prizes becomes the "cargo" of the privateer. The cargo stays with the privateer until it comes back to a Fandonian port. When it comes to port, it ceases to be cargo and is immediately added to the IP total of the controlling player. The privateer returns to Fandonia immediately if there ceases to be a Foreign War or Pirates problem. The privateer will also return if a '7' is rolled on the Privateering Table. A single player may not have more than one privateer in action at the same time. If a voyage ends, the player may launch a new venture on his next turn.
13.4.18 Travel. A player may designate his PC and/or any FAC/s to travel abroad to any other country or to return to Fandonia from any other country. A PC or FAC who is banished, imprisoned, or in hiding may not travel. A character may not travel to a country at war or return to Fandonia from a country at war. Any number of characters can travel in one turn if a player performs the Travel activity. The following characters may never travel: Magistrate, both Judges, Sheriff, Archbishop, and all RCs. (See 20.)
13.4.19 Draw A Counter Or Card. A player may pay One IP and draw an Opportunity counter from the Opportunity counter container, draw a Loyalty counter from the Loyalty counter container, or draw an Event card from the Event Deck. He may only do one of the three on any one turn. This is in addition to the free counters and card each player draws at the beginning of his player turn. If a player draws a 'Gout' or 'Duel' Opportunity counter, he loses any remaining activities (and if he has drawn the 'Duel' counter, he must fight a duel). A player may not draw a Loyalty counter if there are none left. (See 11., 12., and 14.)
13.4.20 Bribery.
13.4.20.1 Taking Bribes. A PC who holds an office or counselorship may, as a free activity that will not count against his total number of permitted activities, solicit one bribe per turn. To solicit a bribe, the player announces the amount (from one to six IP) that he wishes to illegally receive that turn. Then a die is rolled. If the result of the die roll is greater than the demanded bribe, the player adds the IP of the bribe to his total. If, however, the result is less than or equal to the demanded bribe, the IP are not received and the PC is accused of wrongdoing. Add the amount of the demanded bribe to the wrongdoing die roll (23.1). If this roll sends the PC to a Hearing, add the amount of the demanded bribe to the hearing die roll as well.
13.4.20.2 Bribing Officeholders. Once each turn, the player may attempt to bribe a NC Office Holder. In order to bribe the NC, the player announces the character he is trying to bribe as well as the amount of the bribe (in IP). Then a die is rolled. If the result is less than or equal to the demanded bribe, the bribe has been accepted (and the offered IPs are deducted from the player's total). If, however, the result is greater than the amount of the bribe, but is less than '6', the bribe is rejected and no IPs are lost. On a '6', the bribe fails and the NC Office Holder is accused of wrongdoing, as well as the PC or Henchman who tendered the bribe. The demanded bribe serves as a modifier for the wrongdoing and hearing die rolls. A NC Officeholder can be bribed at any time during the player turn. An NC Officeholder who accepts the bribe will modify a problem-solving or counseling die roll by +1 or -1 as the PC desires, provided that the Officeholder could normally influence the die roll if he were an FAC. Each NC Officeholder can only be bribed successfully once per turn. Briber and Bribee must be in the same country.
14. Event Cards
14.1 During activities, when any players are allowed to play certain Event cards, the player order is followed, beginning with the first player until each player has had a chance to play a card (or cards) or the maximum number of cards that can be played have been played.
14.2 Discarding Event Cards.
14.2.1 A player may not have more than twelve Event cards in his hand. Cards that have been played (Support, Henchman, Monarch's Counselor, Royal Alignment) do not count. At the end of his Player Turn, a player with more than twelve Event cards in his hand must immediately discard enough cards to get down to the twelve limit. A player may voluntarily discard any number of cards at any time during his Player Turn.
14.2.2 Discarded cards must be shown to all players. A card that is intrigued from a player's hand must be shown to all the players.
14.2.3 The following Event cards are discarded when played: Pardon, Amnesty, Intrigue, Assassination, Personal Guards, Palace Guards, Treachery, Informer, Escape, Prison Guards, Port Guards, Extradition, Evidence, Alibi, and Extra Activity.
14.2.4 A Henchman card is discarded if the character dies or becomes a NC or EAC. A Monarch's Counselor card is discarded if the character dies, is imprisoned, is banished, goes into hiding, becomes a NC or EAC, or takes an office.
14.2.5 A Royal Alignment card is discarded if a FARC becomes a NRC. When a RC succeeds to the throne, his Royal Alignment card is permanently removed from the game (because the RC can then never be a FARC). The card is permanently removed from the game if the RC dies.
14.2.6 Support cards are discarded as a result of certain tables, Opportunity counters, or the player losing a usurpation attempt. When a counsel dictating the discarding of Support cards is accepted, only Support cards in the players' hands are discarded. If the cards are still in the Event deck, they are not immediately discarded when drawn.
14.2.7 A card that is drawn from a player's hand is discarded unless it is an illegal card. Illegal cards are DOWN WITH THE KING, Assassination, and Foreign Support. A player with three or less Event cards may not have a card intrigued from his hand. A player with a FARC Monarch may not have cards intrigued from his hand.
14.2.8 One DOWN WITH THE KING card is always a part of each player's hand; it is never discarded or lost.
14.3 Discarded cards are placed in a pile next to the Event Deck. Players may not examine the discard pile. When all the Event cards are gone, the discards are reshuffled and become the new Event Deck.
14.4 Event cards in a player's hand may be kept hidden. Event cards may not be traded or sold. Event cards may be bought. (See 13.4.19.)
14.5 Event Cards.
14.5.1 DOWN WITH THE KING. A player may never play this card. If it is drawn from the player's hand, the player is accused of wrongdoing and two is added (+2) to the wrongdoing die roll. (See 8.4.3 and 13.4.12.)
14.5.2 Support Cards. All Support cards have the same function. A player may play them during a usurpation attempt and they count towards the player's Usurpation Rating. If the usurpation attempt is successful, the cards that were played remain in front of the player. If the usurpation attempt is unsuccessful, the cards that were played are discarded. Otherwise, these cards are held in a player's hand. A player is not required to play any or all of his Support cards during a usurpation attempt. The Usurpation Value of all Support cards is increased (as stated on the individual cards) if 1) a player has a specific FAC, 2) as a result of the Crown Events result for that turn, or 3) because there is a specific unresolved Political Problem. Foreign Support cards are illegal. (See 36.)
14.5.3 Monarch's Counselor. A player may play this card and make a PC or FAC a Monarch's Counselor. A Monarch's Counselor may not be an Office Holder. A player may not voluntarily discard a Monarch's Counselor Event card once it has been used to make a character a Monarch's Counselor, except if the character takes an office. The card increases a character's Status by +2. (See 13.4.3 and 15.)
14.5.4 Pardon. A player may play this card and pardon one character who is banished, imprisoned, or a wrongdoer. (See 13.4.5.)
14.5.5 Amnesty. A player may play this card and grant amnesty to all characters who are banished, imprisoned, or wrongdoers. (See 13.4.6.)
14.5.6 Henchman. A player may play this card and make any FAC a henchman with this card. PCs and RCs may not be henchmen. A player may not voluntarily discard a Henchman Event card once it has been used to make a character a henchman. (See 13.4.7.)
14.5.7 Intrigue. A player may play this card and perform the same activity as if he had drawn an 'Intrigue' Opportunity counter (See 12.3.3, 13.4.12, and 14.2). The card may not be used as an Assassination, Treachery, Informer, Escape or Alibi card and it is not illegal.
14.5.8 Assassination. If a player has drawn an 'Intrigue' Opportunity counter, he may play this card and make an assassination attempt against any character or RC. Each additional Assassination card played by the player attempting the Assassination adds two (+2) to the assassination attempt. If it is drawn from a player's hand, the player is accused of wrongdoing. (See 8.4.3, 13.4.8, and 21.)
14.5.9 Personal Guards. A player may play this card and subtract two (-2) from an assassination attempt against a non-Office Holder character. (See 13.4.8.)
14.5.10 Palace Guards. A player may play this card and add or subtract two (+2 or -2) from an assassination attempt against an Office Holder or RC. (See 13.4.8.)
14.5.11 Treachery. A player may play this card and negate a seduction, recruit a character by treachery, subtract two (-2) from an Assassination Table dice roll, subtract two (-2) from a Royal Favor Table dice roll, add or subtract one (+1 or -1) from a Dueling Table dice roll, or subtract one (-1) from an Interrogation Table dice roll. The Treachery card is not illegal. (See 8.4.3, 13.4.4, 13.4.8, 13.4.14, 19., and 27.)
14.5.12 Informer. A player may play this card and add or subtract two (+2 or -2) from an Assassination Table dice roll, add or subtract one (+1 or -1) from a Hearing dice roll or a Trial Table dice roll, or add or subtract one (+1 or -1) from any Scandal Table dice roll. (See 13.4.8, 13.4.9, 13.4.15, 22., 26., and 28.)
14.5.13 Escape. A player may play this card and allow any one character who is imprisoned or hiding in Fandonia to escape abroad to any other country. (See 13.4.10, 24., and 30.)
14.5.14 Prison Guards. A player may play this card and allow a character who is imprisoned to escape abroad to any other country, to negate an escape from prison, or to add or subtract two (+2 or -2) from an Interrogation Table dice roll. (See 13.4.10, 24., 27., and 30.)
14.5.15 Port Guards. A player may play this card and allow a character who is hiding in Fandonia to escape abroad to any other country or to negate an escape from hiding in Fandonia. (See 13.4.10 and 24.)
14.5.16 Extradition. A player may play this card and extradite one wrongdoer from in hiding (either in Fandonia or abroad). The character is immediately sent to trial in Fandonia. (See 13.4.11 and 25.)
14.5.17 Evidence. A player may play this card and add one (+1) to a Hearing dice roll or a Trial Table dice roll. (See 26. and 28.)
14.5.18 Alibi. A player may play this card and subtract three (-3) from a Hearing dice roll or subtract one (-1) from a Trial Table dice roll. (See 26. and 28.)
14.5.19 Royal Alignment. A player may play this card and make the specified NRC a FARC. He must have enough PPs to recruit this character although this is not an activity and not the same as recruiting a character. This can be done at any time during a player's turn. FARCs are placed on the Royal Alignment card in front of the respective player. If a RC dies, the Royal Alignment card is permanently removed from the game. If the FARC becomes a NRC, the Royal Alignment card is discarded. A player may not play Queen Catherine's Royal Alignment card (she may not be a part of any player's faction) while King George is Monarch. A player may keep the card in his hand. When a RC succeeds to the throne, his Royal Alignment card is permanently removed from the game (because the RC can then never be a FARC).
14.5.20 Extra Activity. A player may play this card and perform one extra activity this turn. A player may play more than one of these cards in one turn.
15. Counseling
15.1 Each player who is eligible may counsel the Monarch at the end of his player turn. A player's turn ends after he has counseled the Monarch or has declined his chance to do so. Note that a player may counsel the Monarch even on turns when he loses his activities.
15.2 Only players who have at least one PC or FAC who is an Office Holder (See 16.) or Monarch's Counselor (See 13.4.3), or players who have received a free counsel as a result of the Court Ball Table (See 8.4.4), or draws a free counsel counter can counsel the Monarch. Ambassadors may be used to counsel the Monarch when abroad, except when the country they are ambassador to is at war with Fandonia. Other Office Holders (and Monarch's Counselors) who are abroad may not be used to counsel the Monarch. (See 7.10 and 20.)
15.3 A player may no longer use a henchman to counsel the monarch.
15.4 A player may only consult a Counseling Table that corresponds to any unresolved problem or a Counseling Table that corresponds to the Crown Events result that turn. This does not include the 'Political Problem/s' Crown Events results if all political problems were resolved this turn. Other Counseling Tables may not be consulted. Note that Counseling may not be possible on some turns.
15.5 If the Crown Events result is a 'Famine' (See 8.4.2) or 'Plague' (See 8.4.7), or the government is in crisis (See 33.), players may not counsel the Monarch this turn.
15.6 A player may not make more than one counsel in any one turn, even if he received a 'Free Counsel' result on the Court Ball Table or draws a 'Free Counsel' counter.
15.7 Consult the appropriate Counseling Table to see what possible counsels may be made. Choose one. Once chosen, a player may not change his mind; his decision is irreversible. Players may modify counseling dice rolls. For most counsels, there is a character (or characters) who can modify the counsel. See the Counseling Tables. If a listed character is a PC or FAC, the respective player may modify the dice roll by one. If a listed character is a NC, the modifier is ignored. Note that in all cases the modification can be either plus or minus, the modifying player choosing to add or subtract the one from the dice roll. If more than one character can modify the dice roll, these modifiers are cumulative. The player then rolls two dice to get a dice sum, modifies the result where applicable, and consults the Counseling Results Table.
15.8 If the Monarch is pleased, the player receives a number of PP and IP. If the Monarch is pleased and accepts the counsel, any action under the suggested counsel is executed. If the Monarch is displeased, the counsel is not accepted, the player receives nothing, and the result may also cost the counseling character his office or Monarch's Counselor card.
15.9 A player may not make the same counsel on the same Table unless he has made each counsel on the same table at least once. Once a player has made each counsel on a table, he may make any counsel on that table on any turn thereafter. Players should keep track of counsels made on the Record Sheet. A player who may make a free counsel may make any counsel on any table that can be used that turn regardless of previous counsels.
15.10 A player who has received a free counsel as a result of the Court Ball Table cannot suffer any ill-effects from the counseling. Treat such results as no effect.
15.11 A player with a FARC Monarch may add or subtract one (+1 or -1) from all counseling dice rolls.
16. Office Holders
16.1 Only PCs, FACs, and NCs (characters 11-44) may be Office Holders. Characters 45-66 and RCs may never be Office Holders, except for the RC who is currently Monarch. PCs and FACs who are Office Holders are still placed in front of the respective player, along with the Office card.
16.2 One character may hold only one office at any one time. An Office Holder may not be a Monarch's Counselor. An Office Holder may not just voluntarily give up his office, except when taking another office. If a Monarch's Counselor becomes an Office Holder, the 'Monarch's Counselor' Event card is discarded.
16.3 An Office Holder has his Status Rating augmented by the Status of the office (add the Office Status to the character's Status Rating). This increase in Status Rating is used for all game purposes, including wrongdoing die rolls, the number of PPs a player must have to recruit the character, etc.
16.4 A Minister is discharged if he fails to resolve a political problem three turns in a row. A Minister may also be discharged as a result of a Counseling Attempt. In addition, all Ministers are discharged when the Monarch dies. (See 9.4.) A Minister who is banished, imprisoned, or goes into hiding is discharged. A Minister who dies is discharged. Characters who are banished, imprisoned, in hiding, or stuck in a country at war with Fandonia may not be made Office Holders.
16.5 An Ambassador may be recalled (this is the same as being discharged) for the same reasons as a Minister may be discharged. (See 16.4.) In addition, any character (including an Office Holder) may be assigned the Office of Ambassador to Besyzan as a result of a Counseling Attempt; the current Ambassador is recalled.
16.6 Office Holders who change allegiance, from FAC to NC for example, remain in office.
17. Henchmen
17.1 Players may make FACs henchmen; this is an activity. (See 13.4.7 and 14.5.6.) PCs and RCs may never be henchmen.
17.2 Henchmen may be used in the following ways.
17.2.1 A PC may designate a henchman to perform an assassination attempt, expose a Scandal, or fight a duel. (See 13.4.8, 13.4.9 and 19.)
17.2.3 A henchman who is attending a Court Ball may be designated to suffer a ban from future Court Balls instead of a PC. (See 8.4.4.)
17.2.4 A henchman may be used to court the favor of a FARC, but the FARC may still become a NRC as a result of the Royal Favor Table. (See 13.4.4.)
17.2.5 A henchman may also be designated to suffer the consequences of a dice roll on a Table, but only when specifically listed in the Table results.
17.3 A PC's spouse is automatically a henchman. No 'Henchman' Event card is required.
17.4 If a henchman dies or becomes a NC or EAC, the 'Henchman' Event card is discarded. A player may not voluntarily discard a 'Henchman' Event card once it has been used to make a character a henchman.
17.5 When a player or non-specific character must perform an action (such as being accused of wrongdoing), the PC must perform the action except as stated in rule 17.2.
17.6 A henchman who is abroad may only be used to perform an assassination attempt on a character who is abroad in the same country. He may not be used to perform any of the other actions listed in 17.2. A henchman abroad can also allow a player to recruit a character by treachery if both the henchman and the EAC are in the same country. (See 13.4.8 and 13.4.14.)
18. Romance and Marriage
18.1 All characters and RCs may marry, except the Archbishop, Thomas (the Pretender), and Jane (the Mistress).
18.2 To marry, one character must be a male and one must be a female.
18.3 Marriage may only occur if a player performs the 'Hold A Wedding' activity during his player turn. (See 13.4.16.) A player can only marry two characters if one has proposed to the other and the proposal has been accepted. A player must have enough PPs to marry two characters, if the marriage increases one of the characters' Status Rating. (See 18.8.) Both characters must be in Fandonia and neither can be imprisoned or in hiding.
18.4 A player may propose a marriage between any two unmarried FACs (or one of the characters may be the player's PC or a FARC) at any time during his turn; this is not an activity. The player must state which of the two characters is proposing and which character is being proposed to. Roll one die. Modify the die by any current modifier the player has on the Romance Prestige Table. If the number is '3-6', the proposal is accepted and the two may marry. If the number is '2', the proposal is not accepted and the two may not marry. If a player rolls a '1', the proposal is not accepted and the character being proposed to becomes a NC or NRC. A player may make an unlimited number of proposals during each of his Player Turns.
18.4.1 A PC may propose but may not be proposed to. A PC may not propose to a RC.
18.4.2 The two characters involved in a proposal must be in the same country, either Fandonia or any other country abroad.
18.4.3 No character may propose or be proposed to more than once per turn. No character may both propose and be proposed to in the same turn.
18.4.4 Only a FAC with a Status Rating of '4' or more may propose to a FARC. A PC may not propose to nor marry a RC. Additionally, a player must pay Five IP to propose a marriage between a FAC and a FARC (the Five IP is lost whether the proposal is accepted or not). Any FAC who proposes to Princess Anne subtracts one (-1) from the proposal die roll. RCs may not propose.
18.4.5 If a player receives a 'Proposal Automatically Accepted' result on a Prestige Table, he may ignore 18.4.3. This proposal may involve a FARC, but the player must still pay the Five IP and the FAC must still have a Status Rating of '4' or more.
18.4.6 A successful proposal is negated if one of the involved characters dies or becomes a NC or EAC before the two are married. Proposed characters can be recruited by treachery or seduced and proposed female characters can be used to seduce. Once characters are successfully proposed, they cannot propose or be proposed to unless the existing proposal is negated.
18.4.7 After a proposal is accepted, a wedding must be held for the two characters to marry; this is an activity. (See 13.4.16.) To show that two characters are married, overlap their cards.
18.5 RCs may not marry other RCs. However, King George and Queen Catherine are married at game's start. Jane is always the Monarch's mistress if the Monarch is a male. George may not remarry should Catherine die.
18.6 Marriage is forever, or until death, whichever comes first. Divorce is not allowed in Fandonia. If a character's spouse dies, the character may remarry. (See 35.5.3.)
18.7 Married characters may never be seduced or be recruited by treachery.
18.8 The spouse of a PC is automatically a henchman. The spouse of a PC does not count against the player's PP total.
18.9 Married characters each have a Status Rating equal to the higher Status Rating of the two. However, a spouse cannot benefit from this increase in Status Rating if his/her partner is banished, imprisoned, or a wrongdoer.
18.10 A character who weds a RC automatically enjoys a Status Rating of '8' while married to a FARC. If the RC dies, the FAC remains a Duke or Duchess at no cost with a Status Rating of 8. Keep track of this Status on the Record Sheet. If a FARC married to a FAC succeeds to the throne, the FAC becomes a NRC (Prince Consort/Queen Consort); the character's Loyalty counter stays on the character's card which is placed next to the Monarch. This character may not be recruited in any manner. If the Monarch dies, the Prince Consort/Queen Consort becomes a NC (Duke or Duchess), and the character's Loyalty counter is returned to the Loyalty counter container.
19. Dueling
19.1 A character may be required to fight a duel as a result of a Prestige Table, the Court Ball Table, or an Opportunity counter.
19.2 Only characters 11-44 and 52-54 can fight duels. Characters 45-51 and 55-66 cannot fight duels.
19.3 When a player (rather than a specific character) is required to fight a duel, he may use his PC or a henchman. If he does not have a henchman, he must use his PC. If his PC cannot fight a duel as per rule 19.2, he must designate a henchman to fight the duel. If a player who cannot fight a duel does not have a henchman, no duel is fought (and there is no penalty).
19.4 If a PC or FAC is required to fight a duel, the respective player may use a henchman. If he does not have a henchman, the character must fight the duel. If a PC or FAC cannot fight a duel as per rule 19.2 (because the PC or FAC is a female), the player must designate a henchman to fight the duel. If he does not have henchman, no duel is fought (and there is no penalty). A PC who is required to fight a duel (not a FAC) may avoid fighting a duel by paying Three IP.
19.5 NCs designated to fight a duel must always fight.
19.6 RCs may never fight duels.
19.7 To find a character's opponent in a duel, roll two dice to get a dice count. The character with the corresponding ID number is the opponent.
19.7.1 If the character rolled is the character who is looking for an opponent, roll again. If '45-51' or '55' is rolled, roll again. If '56-66' is rolled and the character is an opponent's PC, a FAC or a EAC, see rule 19.4. If '56-66' is rolled and the character is a NC, roll again.
19.7.2 If a character who is banished, in hiding, imprisoned, or abroad is rolled, roll again. A henchman may not be designated to fight a duel for another character in this case.
19.7.3 When a duel must be fought as a result of the Court Ball Table, the opponent must be a character who is also attending the Court Ball; roll till such a character's ID number is rolled.
19.7.4 If the character who must fight a duel is abroad, his opponent must be another character who is abroad in the same country. If no other characters are abroad in the same country, no duel is fought (and there is no penalty). Ambassadors cannot be opponents in duels. A henchman may not be designated to fight a duel for another character in this case.
19.7.5 An opponent in a duel may be the player's PC or a FAC (rule 19.4 would apply). It is possible for both of the characters in a duel to be part of the same player's faction. However, the two characters involved cannot be the PC and a henchman of the same faction nor two henchmen of the same faction. When a PC or one of his henchmen is the character who must fight a duel and the PC or a henchman is rolled, roll again.
19.8 To fight a duel, roll one die and compare it to the character's Dueling Rating. If the character is a PC or FAC, the respective player rolls the die. If the character is a NC, the first player rolls the die. If the number is less than the character's Dueling Rating, the opponent is killed. If the number is equal to or greater than the character's Dueling Rating, there is no effect. Dueling die rolls are simultaneous; any results take effect only after both die rolls have been completed.
19.9 If the player was required to fight a duel as a result of the Carousing Prestige Table, he adds one (+1) to the die roll. Any player/s may play a 'Treachery' Event card and add or subtract one (+1 or -1) from either player's (not both) die roll. No more than one card may be played by any one player to modify dueling die rolls, but more than one card may be used to modify either or both player's rolls.
19.10 If a PC or FAC kills an opponent in a duel, the player must roll one die. If he rolls '1', the character is accused of wrongdoing. If he rolls '2-6', there is no effect.
20. Abroad
20.1 Characters are normally assumed to be in Fandonia. However, characters may travel abroad. Characters may not travel to, or return from, a country at war with Fandonia. Characters who are banished, in hiding, or imprisoned may not travel. Travelling, either abroad or returning to Fandonia, is an activity. A player may not travel abroad and return to Fandonia in the same turn. (See 13.4.18.)
20.2 When a character is abroad, he must be in a specific country; Sandarkan, Epalin, Cronos, The City States, or Besyzan. Place the appropriate Marker counter on the character's card. Any number of characters can travel to each country; players are not limited by the counter mix.
20.3 A Minister who has failed to resolve an unresolved political problem may not travel. If a Minister is abroad when a political problem occurs that he must attempt to resolve, he automatically returns to Fandonia; this is not an activity.
20.4 Ambassadors (and their wives) are always assumed to be abroad in the country they are the Ambassador to. They may not travel. Ambassadors may be used to counsel the Monarch, except if the country they are Ambassador to is at war with Fandonia. (See 7.10.) Other Office Holders (and Monarch's Counselors) may not be used to counsel the Monarch if they are abroad. (See 15.) A henchman can only perform the 'Conduct An Assassination Attempt' activity when the henchman is abroad. (See 17.6.)
20.5 If a player's PC is abroad, any gains or losses made on any Prestige Table are cut in half. In addition, if a Prestige Table result is 'Fight a Duel', a duel can only be fought if another character (who can fight a duel) is abroad in the same country.
20.6 A character who is abroad gains the following advantages.
20.6.1 He may not be killed during a plague.
20.6.2 He may not be an opponent in a duel unless the other character in the duel is in the same country.
20.6.3 He may not be assassinated unless the character performing the assassination attempt is in the same country.
20.6.4 He may not be seduced unless the female character is in the same country. He may not be recruited by treachery unless the opponent's PC or henchman is in the same country.
20.7 The following characters may never be abroad: Magistrate, both Judges, Sheriff, Archbishop, and all RCs.
20.8 A wrongdoer abroad may at his player's choice be living abroad or hiding there. If hiding, the fugitive is subject to the restrictions of 24.2. If living abroad, a PC is limited to only one activity per turn, unless an Extra Activity card or counter is used. Beyond this, a wrongdoer living abroad is treated like any ordinary character in a foreign country. He may travel normally between foreign countries. If, however, he visits Fandonia or a foreign country where he is subject to a Manhunt (see 25.8), he is immediately subject to the justice of Fandonia (see 25.10).
21. Assassination
An assassination attempt is an activity. (See 13.4.8.) If the assassination is successful, the target character dies. (See 31.) An assassin who is caught may be accused of wrongdoing, sent to a hearing, or sent to trial.
22. Scandal
A scandal may occur as a result of a Prestige Table, the 'Expose A Scandal' activity (See 13.4.9), the Crown Events Table (See 8.4.6), the Court Ball Table (See 8.4.4), or a Counseling Table.
The player who is the object of a scandal must roll two dice to get a dice sum and consult the Scandal Table. If the object of the scandal is a PC or FAC, the respective player rolls the dice. If the object of the scandal is a NC, the first player rolls the dice. If the character who is the object of the scandal is a PC or FAC, the respective player may play one or more 'Informer' Event cards and each adds one (+1) to the dice roll. If a player is performing the 'Expose A Scandal' activity, this player may play one or more 'Informer' Event cards and each subtracts one (-1) from the dice roll. The Scandal Table result 'Accusing PC Accused Of Wrongdoing' is treated as no effect if the scandal has resulted from any action but the 'Expose A Scandal' activity. A RC cannot be the object of a scandal.
23. Wrongdoing
23.1 A character may be accused of wrongdoing as a result of the Scandal Table, a Prestige Table, the Court Ball Table, a Counseling Table, having an illegal card drawn from his hand, an assassination attempt, or killing an opponent in a duel.
23.2 A character accused of wrongdoing must roll one die. If the accused character is a PC or FAC, the respective player rolls the die. If the accused character is a NC, the first player rolls the die. If the number is less than the character's Status Rating, the accusation is found to be false and he is found innocent of all wrongdoing. If the number is equal to or greater than the character's Status Rating, the character is sent to a hearing. If a player rolls a '6', the character is sent to a hearing regardless of his Status Rating.
23.3 If the character has been accused of wrongdoing because he had a DOWN WITH THE KING card drawn from his hand, two is added (+2) to the die roll. No other modifiers may ever be applied to wrongdoing die rolls.
23.4 RCs may never be accused of wrongdoing.
23.5 A character is not considered a wrongdoer just because he is accused of wrongdoing. A character is considered a wrongdoer if he is sent to a hearing, to interrogation, or to a trial.
24. Hiding
24.1 A character in Fandonia goes into hiding in Fandonia. A character abroad goes into hiding in the specific country he is in. Place the appropriate Marker counter on the character's card. Any number of characters can be in hiding in Fandonia and abroad in each country; players are not limited by the counter mix.
24.2 A player may not send a wrongdoer into hiding after a hearing or interrogation (before a trial), or when sent to a trial by a table result. A player may send a wrongdoer into hiding before he is sent to a hearing or when he is sent to a hearing by a table result. A character who is extradited may not go into hiding to avoid a hearing or trial. A player may send a character who is not a wrongdoer into hiding at any time during his Player Turn; he does not become a wrongdoer because of this. Hiding is not an activity. A character may not go into hiding and come out of hiding in the same turn.
24.3 If a player's PC is in hiding, any gains or losses made on any Prestige Table are cut in half. The Prestige Table result 'Fight A Duel' is ignored. The player may only draw a Loyalty counter, or an Opportunity counter, or an Event card each turn, not all three. In addition, if a player's PC is in hiding, the player may only perform one activity each turn; never more, even if he has drawn an 'Extra Activity' Opportunity counter or has an 'Extra Activity' Event card.
24.4 A character in hiding may not be an Office Holder. An Office Holder who goes into hiding is discharged. An Office Holder can only go into hiding to avoid being sent to a hearing.
24.5 RCs may never go into hiding.
24.6 A character in hiding may not travel. A character hiding in Fandonia may attempt to escape abroad to any other country. (See 13.4.10.)
24.7 A NC cannot hide. If a FARC in hiding becomes a NC, he immediately comes out of hiding and takes the consequences.
24.8 A character in hiding in Fandonia may come out of hiding at any time. If he is a wrongdoer, he is immediately sent to a hearing; this is not an activity. A character in hiding abroad may come out of hiding at any time. If he is a wrongdoer (other than a banished character), he is immediately returned to Fandonia and sent to a hearing; this is not an activity.
24.9 A wrongdoer in hiding is returned to a normal situation by a pardon or amnesty.
24.10 A character in hiding who is not a wrongdoer may be accused of wrongdoing as a result of some normal game action. If he is sent to a hearing he does not have to go. However, if he does not go he is considered a wrongdoer. If a character is already a wrongdoer, ignore any other accusations of wrongdoing against him. An escaped prisoner in hiding is a wrongdoer.
24.11 A wrongdoer hiding within Fandonia is automatically subject to the process of Manhunt. At the beginning of a player turn, the player rolls two dice for each FAC fugitive hiding within Fandonia. A dice sum of 10, 11, or 12 causes the capture of the fugitive (see 25.10). The dice roll may be modified. Before the roll, the player with a FAC Sheriff may declare that he is obstructing the hunt, causing the subtraction of two from the dice sum. Likewise, the players may play any number of Informer Event cards, each of which adds +2 to the Manhunt dice roll.
24.12 A wrongdoer hiding in a foreign country may also be subject to a Manhunt. See 25.5.
25. Extradition
25.1 A wrongdoer, other than a banished character, may be subjected to the Extradition procedure if he is living or hiding in a foreign country. A character in hiding within Fandonia is never subject to "extradition".
25.2 Any player playing an Extradition card as an activity may force a living-abroad EAC back to Fandonia for justice (see 25.10). If the card is played against such a character, he is Extradited without the chance to go into hiding. However, should the Ambassador to the country in question be someone's FAC, the controlling player may veto the Extradition and no Extradition occurs.
25.3 If a player plays an Extradition card together with an Intrigue card/counter, a FAC ambassador may not obstruct the fugitive's Extradition. Neither may the living-abroad character choose that moment to go into hiding to escape his fate.
25.4 If an Extradition counsel is accepted by the Monarch, the Extradition proceeds as if the terms of 25.3 were met.
25.5 If a wrongdoer is hiding in a foreign country (as opposed to living there openly), the playing of an Extradition card against him does not automatically return him to Fandonia for justice. It may, however, initiate a Manhunt against him-unless the Ambassador to the country in question is the FAC of the player who announces he is vetoing the Extradition, in which case no Manhunt is commenced.
25.6 If an attempt to Extradite a fugitive hiding abroad is initiated by the simultaneous playing of an Extradition card and an Intrigue card/counter, a Manhunt is commenced and the Ambassador may not obstruct it in any way.
25.7 If a Monarch accepts an Extradition counsel, a Manhunt for a specified fugitive hiding abroad is commenced as if the terms of rule 25.6 were met.
25.8 A Manhunt abroad is conducted like a Manhunt in Fandonia except that the player with a FAC Ambassador to the country in question may declare he is modifying the Manhunt dice roll before it is made, to the degree of +1 or -1. Informer Event cards have their normal effect.
25.9 A character hiding abroad may play an Escape card to move from one country to another. This is permitted even if a Manhunt is in progress for the fugitive within the foreign country where he currently resides. An escaping fugitive may not escape to Fandonia or to a foreign country in which he is already Manhunted (from a previous visit). Doing so immediately returns him to Fandonia for justice (see 25.10). A character ceases to be Manhunted in all countries the moment that he ceases to be a wrongdoer.
25.10 A captured fugitive must go to a hearing, interrogation, trial, or execution (depending on what fate had faced him at the moment in the past when he originally became a fugitive).
25.11 If a character abroad becomes a wrongdoer against the laws of the foreign country, he is returned to Fandonia for justice. If he hides to avoid foreign arrest, he is immediately subject to a foreign Manhunt (see 25.8).
25.12 A fugitive in a country at war with Fandonia may not be Extradited or Manhunted during the duration of the war.
26. Hearings
26.1 A character sent to a hearing must roll two dice to get a dice sum. If the character sent to a hearing is a PC or FAC, the respective player rolls the dice. If the player sent to a hearing is a NC, the first player rolls the dice. If the number is less than the character's Status Rating, the accusation is found to be false and the character is innocent of all wrongdoing. If the number is equal to or greater than the character's Status Rating, the character is sent to trial. However, a NC or FAC who is sent to trial must first be Interrogated. PCs may never be Interrogated.
26.2 Any player/s may play an 'Evidence' Event card and each adds one (+1) to the dice roll. If no 'Evidence' Event card is played, one is subtracted from the dice roll (-1). Any player/s may play an 'Alibi' Event card and each subtracts three (-3) from the dice roll. Any player/s may play an 'Informer' Event card and each adds or subtracts one from the dice roll (+1 or -1). More than one of each of these cards may be used to modify a Hearing dice roll and one player may play more than one card (including more than one of the same card).
26.3 RCs may never be sent to a hearing.
27. Interrogation
27.1 A NC or FAC who is sent to trial must first be Interrogated. PCs may never be Interrogated.
27.2 A character to be interrogated must roll two dice to get a dice sum and consult the Interrogation Table. If the character to be interrogated is a FAC, the respective player rolls the dice. If the player sent to a hearing is a NC, the first player rolls the dice. PCs and RCs may never be Interrogated.
27.3 Any player may play a 'Treachery' Event card and this subtracts one (-1) from the dice roll. Any player may play a 'Prison Guards' Event card and add or subtract two (+2 or -2) from the dice roll. No more than one of each of these cards may be used to modify an Interrogation dice roll.
27.4 Unless a character dies under interrogation, he must go to trial immediately after. (See 28. and 30.)
28. Trials
28.1 A character who is sent to trial must roll two dice to get a dice sum and consult the Trial Table. If a character sent to trial is a PC or FAC, the respective player rolls the dice. If the character sent to trial is a NC, the first player rolls the dice.
28.2 If the Minister Of Justice is a PC or FAC, the respective player can choose which of the two Judges (characters 46 and 51) will hear the case. Otherwise, the first player rolls one die and the Judge with the Trial Number that corresponds to the die number hears the case. If the Minister Of Justice is on trial, the Judge is selected randomly (even if the Minister is a PC or FAC).
28.3 If the Judge hearing the case is a FAC, the respective player may add or subtract five (+5 or -5) from the dice roll. A Judge may not hear his own trial. A Judge that is found anything other than not guilty is immediately executed; he may not be banished or imprisoned.
28.4 Any player/s may play an 'Evidence' Event card and each adds one (+1) to the dice roll. If no 'Evidence' Event card is played, three is subtracted from the dice roll (-3). Any player/s may play an 'Alibi' Event card and each subtracts one (-1) from the dice roll. Any player/s may play an 'Informer' Event card and each adds or subtracts one from the dice roll (+1 or -1). More than one of each of these cards may be used to modify a Trial Table dice roll and one player may play more than one card (including more than one of the same card).
28.5 RCs may never be sent to trial.
28.6 Trial Results.
28.6.1 Found Not Guilty. The accusation is found to be false and the character is found innocent of all wrongdoing and is returned to a normal situation.
28.6.2 Banished. The character is banished to a foreign land. Place a Banished Marker counter on the character's card. (See 29.)
28.6.3 Imprisoned. The character is imprisoned. Place an Imprisoned Marker counter on the character's card. (See 30.)
28.6.4 Awaiting Execution. The character is imprisoned and will be executed at the end of the next turn. Place an Awaiting Execution Marker counter on the character's card. (See 31.)
28.6.5 Immediately Executed. The character is executed immediately. (See 31.)
29. Banishment
29.1 A character can be banished by trial. (See 28.) If the Minister of Justice is a FAC, the respective player chooses which country the character is banished to. Otherwise, the first player chooses. Characters may not be banished to a country at war with Fandonia. If Fandonia is at war with all other countries, the character is imprisoned instead of banished. Place a Banished Marker counter on the character's card. More than one character may be banished to the same country; players are not limited by the counter mix.
29.2 If a player's PC is banished, any gains or losses made on any Prestige Table are cut in half. The Prestige Table result 'Fight A Duel' is ignored. The player may only draw a Loyalty counter, or an Opportunity counter, or an Event card each turn, not all three. In addition, the player may only perform one activity each turn; never more, even if he has drawn an 'Extra Activity' Opportunity counter or has an 'Extra Activity' Event card.
29.3 A banished character may not be an Office Holder. An Office Holder who is banished is discharged. If a Monarch's Counselor is banished, the Event card is discarded.
29.4 RCs may never be banished.
29.5 A banished character may not travel, but may hide. A banished character may be recruited.
29.6 Banished characters may be assassinated if the assassin is abroad in the same country.
29.7 A banished character is a wrongdoer; ignore any other accusations of wrongdoing against him.
29.8 A banished character may be returned to a normal situation by a pardon or an amnesty.
29.9 After a PC or FAC has been in banishment for three turns or more, the respective player may have the PC or FAC commit suicide (he automatically dies at the end of all Player Turns). (See 31.)
30. Imprisonment
30.1 A character can be imprisoned by trial. (See 28.) Place an Imprisoned Marker counter on the character's card.
30.2 If a player's PC is imprisoned, the player may only draw either an Opportunity counter or an Event card each turn. He may not draw a Loyalty counter.
30.3 If a player's PC is imprisoned, he may only perform the following activities: Render A Pardon, Announce An Amnesty, or Escape. (see 13.4.5, 13.4.6, and 13.4.10)
30.4 An imprisoned character may not be an Office Holder. An Office Holder who is imprisoned is discharged. If a Monarch's Counselor is imprisoned, the Event card is discarded.
30.5 RCs may never be imprisoned.
30.6 An imprisoned character may not travel nor hide. An imprisoned character may escape abroad. An escaped prisoner that returns to Fandonia or is extradited is immediately imprisoned again.
30.7 A NC in prison may not be recruited. Imprisoned characters may never be assassinated.
30.8 An imprisoned character is a wrongdoer; ignore any other accusations of wrongdoing against him.
30.9 An imprisoned character may be returned to a normal situation by a pardon or an amnesty.
30.10 Each turn beginning with the second turn a character is imprisoned, the character must roll two dice to see if he dies in prison. If the character is a PC or FAC, the respective player rolls the dice at the beginning of his Player Turn. If the character is a NC, the first player rolls the dice at the end of all Player Turns. On a roll of '11' or '12' the character dies. A player may pay one IP and subtract two (-2) from this dice roll. After a PC or FAC has been imprisoned for three turns or more, the respective player may have the PC or FAC commit suicide (he automatically dies at the end of all Player Turns). (See 31.)
31. Execution and Death
31.1 If the Monarch dies, he/she must be succeeded. (See 9.)
31.2 If a RC dies, the RC's card is immediately and permanently removed from the game. The RC's 'Royal Alignment' Event card is removed at the same time. Thomas (the Pretender) can only die as a result of a usurpation attempt, and even then he is not permanently removed from the game; he becomes a NRC instead. He is considered a generic character who can be many different characters. He is always available to be used in a usurpation attempt if a player does not have a FARC.
31.3 If a NC or FAC (characters 11-44 and 56-66) dies, the character is permanently removed from the game (his Loyalty counter is also removed). If the character is an Office Holder, the Office becomes vacant. If the character is a Henchman or a Monarch's Counselor, the Event card is discarded.
31.4 If a NC or FAC (characters 45-55) dies, the character is placed in the Non-Office Holder pile. The character's Loyalty counter is returned to the Loyalty counter container. His heir is assumed to be in the game now. If the FAC is a Henchman or a Monarch's Counselor, the Event card is discarded.
31.5 If a PC dies, the player loses half his PP (rounded down) and must reduce his faction accordingly. The player loses half his IP (rounded down). All Table modifiers, any Titles, a Court Ball ban on the PC, and any Office (or Monarch's Counselor position) are lost; any counsels the player has made remain on record. If the PC was married, the spouse may remain in the faction as a FAC but does count towards the new PP total. The player must discard five Event cards from his hand (if he has less than five, he discards only the number he has). In addition, the player does not receive a Player Turn during the current turn (if he has not already had it) nor during the next turn. Turn the PC's card face-down. While a PC's card is face-down, the PC may not take part in any game action, for neither gain nor loss. The player may still play Event cards though and his FACs and FARCs may still be involved in the regular flow of the game. On the second turn after dying, turn the PC's card face-up again. The PC's heir is assumed to be in the game. The heir begins the game unmarried, with the Status Rating shown on the PC's card.
31.6 A character who is Awaiting Execution as a result of the Trial Table is in prison. He is executed at the end of the next turn unless there is an amnesty, he is pardoned, or he escapes. If he does escape and then subsequently returns (or is extradited) to Fandonia, he is immediately executed.
31.7 If a married character's spouse dies, the character may remarry. If a character's RC spouse dies, the character becomes a Duke or Duchess at no cost and has a Status Rating of 8. Keep track of this Status Rating on the Record Sheet.
32. Monarch's Support
32.1 The Monarch's Support is established at the beginning of the game by rolling two dice to get a dice sum and multiplying this by ten (x10). The Monarch's Support is always a number between 0 and 120. It may never be more than 120 or a negative number. It will always be a number divisible by five. Keep track of the Monarch's Support on the Record Sheet.
32.2 See 7.9.
32.3 If the Monarch's Support reaches 0, the government falls into crisis. (See 33.)
32.4 When a new Monarch succeeds to the throne, the Monarch's Support is reestablished by rolling two dice to get a dice sum and multiplying this number by ten (x10).
32.5 The Monarch's Support Value is added into the Usurpation Rating of the Monarch or the player with a FARC as Monarch during a usurpation attempt. (See 36.5.4 and 36.8.5.)
33. Government in Crisis
33.1 If the Monarch's Support falls to zero, the government is in crisis.
33.2 While the government is in crisis the following rules apply.
33.2.1 Players may use no more than half (rounded down) of their IPs each turn. A player with only One IP may use it.
33.2.2 Plus one (+1) is added to all political problem die rolls.
33.2.3 The Status Ratings of all Office Holders and all NRCs are cut in half (rounded down). Characters regain their previous Status Ratings when the crisis ends.
33.2.4 Counseling is allowed during a crisis, but subtract one (-1) from all Counseling dice rolls.
33.2.5 The Monarch's Support Value is a negative number (-25).
33.3 The crisis ends when a new Monarch is crowned (the Monarch's Support is reestablished), or when the Monarch's Support becomes a positive number again.
33.4 When the government is in crisis, all Support cards are at their maximum Usurpation value.
34. IPs
34.1 IPs may be acquired as a result of an Opportunity counter, a Prestige Table, the Counseling Results Table, the Royal Favor Table, or when there are no Loyalty counters left.
34.2 IPs may be lost as a result of an Opportunity counter, a Prestige Table, the Counseling Results Table, death, or the Scandal Table. A player must pay all IP penalties for all members of his faction; his PC and all FACs (including henchmen).
34.3 A player can never have a negative IP total. If a player must lose more IPs than he has, he loses only what he has; the debt is forgiven.
34.4 Players use IPs to consult certain Prestige Tables, pay for Offices, pay for Titles, pay for modifiers to use on the Prestige Tables, pay for Loyalty counters, pay for Opportunity counters, pay for Event cards, pay to propose to a RC, pay to avoid duels, or to buy PPs.
34.5 IPs may not be kept hidden. IPs may never be traded, bought, or sold.
34.6 No player may use any IPs (for any purpose) on a turn when the Crown Events Table result is 'Famine'. (See 8.4.2.)
34.7 Players may not use more than half (rounded down) of their IPs on turns when the government is in crisis. A player with only One IP may use it. (See 33.)
35. PPs
35.1 PPs may be acquired as a result of a Prestige Table, the Court Ball Table, or the Counseling Results Table.
35.2 PPs may be lost as a result of a Prestige Table, the Court Ball Table, the Counseling Results Table, death, or the Scandal Table. A player must pay all PP penalties for all members of his faction; his PC and all FACs (including henchmen).
35.3 A player can never have a negative PP total. If a player must lose more PPs than he has, he loses only what he has; the debt is forgiven.
35.4 Players may only recruit characters or hold onto FACs and FARCs if they have enough PPs. A player may only marry two characters if he has enough PPs to do so. (See 18.8.) A player's current PP total must be equal to or greater than the total of all his FACs' and FARC's Status Ratings.
35.5 If a player's PP total falls below that of the total of all his FACs, FARC's, and PC's Status Ratings, he must lose enough FAC/s and/or FARC/s to once again be within his PP limit. He may choose which FAC/s and/or FARC/s to lose.
35.5.1 When a player loses a FAC, the FAC is returned to the Office Holder or Non-Office Holder pile, whichever is appropriate, and the FAC's Loyalty counter is returned to the Loyalty counter container. An Office Holder remains in office when he becomes a NC.
35.5.2 When a player loses a FARC, the FARC is returned to the Royalty pile and the FARC's 'Royal Alignment' Event card is discarded.
35.5.3 If a player is forced (or chooses) to lose a married FAC, it is assumed the FAC that is lost dies. Treat this like a NC dying. The remaining FAC (the former spouse) is no longer married and is free to remarry. (See 31.)
35.5.4 A player may not voluntarily give up FACs or FARCs as long as he has enough PPs to keep them in his faction.
35.6 A player's PC and the PC's spouse do not count against the player's PP total.
35.7 PPs may not be kept hidden. PPs may not be traded or sold.
35.8 During his Player Turn, a player can buy PPs with IPs at the rate of One PP for Two IPs. A player may buy as many PPs as he can afford. This is not an activity.
36. Usurpation
36.1 A player can attempt to usurp the Monarch at any time during his Player Turn.
36.2 If a player has a FARC, he uses this character in the usurpation attempt. If a player has more than one FARC, he may choose which to use in the usurpation attempt. (See 14.5.19.)
36.3 If the player does not have a FARC, he uses Thomas (the Pretender). A player may not use Thomas in a usurpation attempt if he has a FARC. Jane (the Mistress) may never be used for a usurpation attempt. A player whose only FARC is Jane uses Thomas for a usurpation attempt. A player figures a RC's Usurpation Value by rolling the number of dice stated (1d or 2d) and multiplying this by the number after the "x" (x2 or x3). To figure Princess Anne's or Alfred (the Bastard's) Usurpation Value, simply roll one die. To figure Thomas' Usurpation Value, roll one die and halve the result (rounding an odd number up).
36.4 The player attempting the usurpation establishes his Usurpation Rating. A player's Usurpation Rating is the combined total of the following four totals.
36.4.1 Calculate the FARC's or Thomas' Usurpation Value. (See 36.3.)
36.4.2 Calculate the player's PC value. Take the PC's Status Rating. Double this if the PC is married.
36.4.3 Calculate the player's total FACs' value. Total the Status Ratings of all FACs (including the PC's spouse). Total the Status Ratings of all FARCs, except for the FARC whose Usurpation Value is being used for the usurpation attempt (per 36.4.1).
36.4.4 Calculate the player's Support Cards Usurpation Values. The player may play any or all Support cards he has in his hand. To figure a Support card's Usurpation Value, use the procedure in 36.3. Total these amounts.
36.5 All non-usurping players now establish the Monarch's Usurpation Rating. The Monarch's Usurpation Rating is the combined total of the following four totals.
36.5.1 Calculate the Monarch's Usurpation Value. If the player attempting the usurpation has Jane as a FARC, and the Monarch is a male (and thus Jane is his mistress), the Monarch's Usurpation Value is halved (rounded down).
36.5.2 Total the Status Ratings of all NCs and NRCs. Don't count Queen Catherine if King George is Monarch.
36.5.3 If King George is Monarch and Queen Catherine is alive, calculate Catherine's Usurpation Value and add 10 (+10). If the Monarch is not George, and the Monarch is married, add ten (+10).
36.5.4 Calculate the Monarch's Support Value. If the Monarch's Support is 120, add forty (+40). If the Monarch's Support is 100-115, add thirty (+30). If the Monarch's Support is 70-95, add twenty (+20). If the Monarch's Support is 30-65, add ten (+10). If the Monarch's Support is 5-25, add nothing. If the Monarch's Support is 0, subtract twenty-five (-25).
36.6 If the player's Usurpation Rating is higher than the Monarch's Usurpation Rating, the attempted usurpation succeeds. The Monarch is killed and the player's FARC or Thomas (whichever he was using in the usurpation attempt) becomes Monarch. A Monarch who has gained the throne by usurpation is considered a FARC for the rest of his/her life in the game. The Monarch's Support is immediately reestablished, but no Office Holders are discharged, no Event cards are discarded, and the turn continues. The Crown Events result for the next turn is automatically 'Court Ball'. (See 31., 32.4 and 36.14.)
36.7 If the player's Usurpation Rating is equal to or lower than the Monarch's Usurpation Rating, the attempted usurpation fails. The player's PC and FARC are killed and the Monarch remains on the throne. The player loses all his Support cards that have been played. (See 31.)
36.8 When a player has successfully usurped the Monarch and has his FARC on the throne, other players may still attempt to usurp the Monarch. The usurping player establishes his Usurpation Rating as per 36.4. If Thomas is the Monarch and the usurping player does not have a FARC, he also uses Thomas; it is assumed that he is using another pretender to the throne. In this case, both players would separately figure Thomas' Usurpation Value and count this in their Usurpation Ratings. The player with the FARC Monarch establishes the Monarch's Usurpation Rating which is the combined total of the following five totals.
36.8.1 Calculate the Monarch's Usurpation Value. If the player attempting the usurpation has Jane as a FARC, and the Monarch is a male (and thus Jane is his mistress), the Monarch's Usurpation Value is halved (rounded down). If the Monarch is married, add ten (+10).
36.8.2 Calculate the player's PC value. Take the PC's Status Rating. Double this if the PC is married.
36.8.3 Calculate the player's total FAC's value. Total the Status Ratings of all FACs (including the PC's spouse). Total the Status Ratings of all FARCs, except for the FARC Monarch.
36.8.4 Calculate the player's Support Cards Usurpation Values. The player may play any or all Support cards he has in his hand. To figure a Support card's Usurpation Value, use the procedure in 36.3. Total these amounts.
36.8.5 Calculate the Monarch's Support Value. If the Monarch's Support is 120, add forty (+40). If the Monarch's Support is 100-115, add thirty (+30). If the Monarch's Support is 70-95, add twenty (+20). If the Monarch's Support is 30-65, add ten (+10). If the Monarch's Support is 5-25, add nothing. If the Monarch's Support is 0, subtract twenty-five (-25).
36.9 If the player with a FARC Monarch is successfully usurped, the FARC Monarch and the player's PC are killed. The usurping player's FARC becomes Monarch. The player loses all his Support cards that have been played. The Monarch's Support is immediately reestablished, but no Office Holders are discharged, no Event cards are discarded, and the turn continues. The Crown Events result for the next turn is automatically 'Court Ball'. (See 31. and 32.4 and 36.14.)
36.10 A player with a FARC Monarch has the following advantages.
36.10.1 He may not have cards intrigued from his hand.
36.10.2 He may not make any counsels, but may add or subtract one (+1 or -1) to all Counseling Table dice rolls.
36.10.3 He may add or subtract one (+1 or -1) from all political problem die rolls.
36.10.4 He may return his PC or any FACs who are banished, imprisoned, or wrongdoers to a normal situation.
36.10.5 A FARC Monarch may not be recruited by treachery. A FARC Monarch may not propose or be proposed to. A player may not use a FARC Monarch for the 'Court The Favor Of A FARC' activity.
36.10.6 A FARC Monarch does not count against the player's PP total. The player receives a bonus of Ten PP and Ten IP.
36.11 If a FARC Monarch dies, he is succeeded normally and the player must usurp again to gain the throne. In addition, the player loses his next Player Turn. (See 9.)
36.12 During a usurpation attempt, a player (or the Monarch) may not count the Status Ratings of characters (including a player's PC) who are banished, imprisoned, in hiding, or stuck in a country at war with Fandonia. This applies to doubling a married PC's Status Rating if the spouse is in such a predicament.
36.13 More than one player may attempt to usurp the Monarch on the same turn.
36.14 Should the player with the FARC Monarch wish he may, at the beginning the next Office Phase, dissolve the government. If the government is dissolved, all Office Holders are discharged. The player may fill up three offices with any Office Holder character (FAC, EAC, or NC) without any IP cost. After he has filled (or declined to fill) three offices, the Office Phase is resolved and all the remaining offices are filled normally.
37. Victory Conditions
A player wins by having a FARC on the throne for three full turns. At the end of the third full turn, the game ends immediately. If all RCs are dead or the last RC who can succeed to the throne dies, the game ends as a draw.