This series of pages describe the rules for running a kingdom. The rules assume you’re running a kingdom with a single ruler in charge, but that’s mostly for simplicity’s sake - the rules also apply to an anarchic worker’s collective with a rotating chair. The ruler will be helped by a series of leaders, who occupy different roles and give different benefits.
Your kingdom will start off occupying one hex, and will gradually expand. As it does, you’ll be able to build improvements (e.g. farms, mines, logging camps) in rural hexes, and eventually found towns that can support more infrastructure.
Each month in game is represented by one kingdom turn.
Kingdoms have three main statistics: economy, loyalty and stability:
Unrest measures how unhappy and rebellious your kingdom is - if it gets too high, areas will start breaking away, and the kingdom will eventually disintegrate. Kingdoms with low loyalty and stability tend to have high unrest!
Build points represent the resources needed to expand and improve your kingdom. They’re a mixture of money, physical resources, favours, public goodwill and other factors.
You can find a full list of the terms here.
You need to select a starting hex for your kingdom, and also a system of government. The default expectation is a monarchy (or barony initially), but that’s not a requirement.
Your starting hex can be any hex that you’ve mapped. In order to build a town, you’ll need a road linking to a logging camp, and you’ll also want farmland to help reduce the kingdom’s upkeep. Be careful about expanding too quickly!
After you’ve selected your form of government and starting hex, the first kingdom turn occurs.