We completely rewrote Kingdom Turns for Kingmaker

Streamlined Kingdom Rules

Note: none of the content in the pdf contains spoilers for Kingmaker!

After 10 levels of playing through Kingmaker, I (with the help of some of my players) have done a complete rewrite of the Kingdom Turn rules. They are completely separate from (and therefore incompatible with) the existing rules, but we made them with the following design goals:

  • Create a short, easily readable pdf that can be referenced while doing the Kingdom Turn without having to flip pages.
  • Limit the Kingdom Turns to <10 minutes each, with each player making only a single roll in a Turn.
  • Continue to create meaningful choices for the players.
  • Retain the "vibe" of running and managing a kingdom.
  • Emphasize the use of player skills (though not all skills are represented).

We've tested them over the past few sessions and we think they hit the mark on all these fronts. We figured they were in a good enough space to share, though they will certainly receive updates and tweaks as we progress further in the adventure. We're open to feedback, and I figured more eyes on the rules would be beneficial!

Some Additional Thoughts

  • I'm currently working on additional Foci granted by the NPC companions introduced in the Companion Guide, granted when you reach a certain Influence threshold with them. These are mostly finished, but haven't been tested yet.
  • Additionally, I plan to create custom Foci for when you integrate the Freeholds scattered across the Stolen Lands into your kingdom.
  • We've kept the original Army rules, but we haven't gotten a chance to actually test them in the context of these new rules. However, we are quickly coming up to the Battle of Tatzlford and the War of the River Kings, so we will soon see how they mesh.