By John Barnard
EXTRA RULES FOR KINGDOMS
Kingdoms consist of two or more Tribans. Empires consist of two or more kingdoms. Federations can also exist. As soon as one Triban conquers another they become a kingdom. The existing conquered Triban loses its characters. The kingdom gains the following benefits: (1)
They can be drawn from the conquered characters or the King's other two colleagues. If the latter then dice for a replacement character. If neither then dice for a character to be successor. The successor can be any of the three character types. (2)
(3)
Throw 1D6 a 6 city becomes a trade centre. Connecting trade routes are made to other centres. If a raider based Triban conquers a trader centre Triban the above does not apply. If a raider* based kingdom conquers a trader centre the above does not apply, but on 1, 2, 3 of a 1D6 it can destroy the existing centre and transfer trade centre status to its capital Triban. If a 6 is thrown the centre is destroyed but the new trade centre fails as well! *Also applies where trader based kingdoms do not possess a trade centre. EXTRA RULES FOR EMPIRES - AS SOON AS ONE KINGDOM CONQUERS ANOTHER, THEY FORM AN EMPIREThe conquered kingdom loses all its characters. The empire gains the following benefits:
Tribans who are traders will try and make direct connections to the empire and its capital, exceptional administrators on a 1D6 throw of a 6 can alter one of their trade routes.
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