Spotlight on Games > Summaries
Down with the King
Rules Notes
Thu Nov 15 10:04:46 PST 2001

Sequence of Play:

  1. First Player Designation Phase
  2. Office Phase
  3. Political Problems Phase
  4. Crown Events Phase
  5. Player Turns Phase
Player Turn Sequence:
  1. Draw a loyalty counter, opportunity counter and event card.
  2. Perform two activities.
  3. Counsel the monarch.
Benefits of Friendly Allied Royal Character (FARC) Monarch:
  1. May modify all political problem die rolls by 1.
  2. May modify all counseling rolls by 1.
  3. Cannot have cards intrigued from his hand.
How to Overthrow the Monarch:
  1. Collect as many FARCs and Friendly Allied Characters (FACs) as you can, which means collect as many Prestige Points (PPs) as you can.
  2. Raise the status of your Player Character (PC) and FACs as much as possible.
  3. Marry your PC off.
  4. Control as many offices as possible.
  5. Try to prevent political problems from being solves, unless you happen to own the corresponding responsible minister, in which case, delay the solution as long as possible.
  6. Collect as many support cards as possible.
Easily-missed Rules:
  1. Spouses of the PC do not count against the PP total.
  2. Nobles may go into hiding before a Hearing (and thus avoid it), but not after a Hearing, or an Interrogation or an Extradition.
  3. Unused loyalty counters are returned to the cup.
  4. When a wedding his held, each player may consult the Socializing Table at no cost.
  5. Henchmen may not hold office or act as Monarch Counselors.
  6. Henchmen can be used to counsel the monarch if the eligible officer does not wish to do so.
  7. Characters may not resign office except to enter a new office.
  8. A roll of "6" on Wrongdoing is automatically a Hearing, regardless of Status.
  9. The judge hearing a trial may add or subtract 5.
  10. A PC (not FAC) who must fight a duel may avoid it by paying 3 IP.
  11. Definition of Any Activity: Pardon, Amnesty, Assassination, Expose Scandal, Escape, Extradite, Intrigue a Card, Recruit by Treachery, Seduce.
  12. Definition of Intrigue Card: Intrigue chit, Assassination card, Treachery Card, Informer Card, Escape Card, Alibi Card.
  13. Counselors can affect Counseling Rolls instead of Problem Rolls (optional rule).
Recommended Optional Rules:
  1. Gaining Foreign Support: 1:5-6; 2:4-6; 3:3-6; 4:2-6
  2. Gaining Fandonian Support: need a "6"
    Peasants - Sheriff, Archbishop
    Townsmen - Magistrate, High Minister
    Clergy - Archbishop
    Army - General, Minister of Army
    Navy - Admiral, Minister of Navy
    Merchant - High Minister, Minister of Trade
    Trade Guild - High Minister, Minister of Treasury
  3. Emissaries: need 3-6
  4. Effects of Unresolved Political Problems (not solved in 3+ turns)
    Banking -> no IP spending
    Economic -> each player loses 1 IP
    Agricultural -> famine (crown event)
    Natural Disaster -> plague (crown event)
    International -> 1 problem (crown event -- must be foreign war)
    Foreign War -> automatically at war with all
    Townsmen -> 1 problem (crown event -- Peasant Unrest)
  5. Abdication
  6. Blackmail
  7. Funerals (2-5 bad, 6-7 no effect, 8-12 favorable)
  8. Clemency
  9. Counselors affect Counseling Rolls instead of Problem Rolls
  10. Political Parties
  1. Travel prevents Plague, Seduction, Treachery.
  2. Travel lessens chance of Duel and Assassination.
  3. The following characters may not travel: Royal Characters (RCs), Judges, Sheriff Magistrate, Archbishop, Officers with problems to solve.
Support Cards: Army (2) 2-10 General, Famine
Peasant (5) 4-8 Sheriff, Unrest
Navy (1) 4-5 Admiral
Townsmen (3) 3-5 Magistrate, Unrest
Epalin (1) 3-4 Ambassador
Clergy (1) 2-3 Archbishop
Merchant (1) 2-3 , Famine
Trade Guild (1) 2-3 , Famine
Cronos (1) 3-4 Ambassador
City States (1) 3-4 Ambassador
Foreign Lands: Besyzan 10
Cronos 8
City States 8
Sandarkan 6
Epalin 6