The King is dead. Long live the King.
Choose one of the five ruling houses and face your rivals in the battle for supremacy in the realm and the claim for the throne of Arandamar.
It's all a matter of character
Play one of 25 different, unique rulers. Get to know the good and bad qualities of your character. Love them or hate them, but do everything you can, to achieve victory.
The Knights are the key to success
Use your knights to protect and expand your domain. But don't forget that the influence of your knights in the high council is crucial to gaining control over Arandamar.
Arandamar is colorful and unique
Arandamar consists of 107 provinces, which are divided into 10 key province colours of 10 provinces each, as well as 7 shadow provinces. The high council is divided into 16 factions, each of which provides additional might points if you dominate them.
No survival without order
The control centre of each player contains many important elements. The high council, provincial administration, court, treasury and dungeon are all located here, as are the battlefield, hospital tent, belief, morale and morale modifiers.
Sacks of Gold through taxes
The tableau gives you a quick overview of your current tax income, which is generated by controlling provinces and harbours. Depending on the number of players (here 4 players), the number of your starting provinces changes.
Everything at its own time
Phases: Incidents - Supply & Healing - Ransom - Personal Destiny - Tax Revenue - Building - Expansion of Might - Espionage - Mobilisation and Battles - High Council - Alms
One rulers pleasure may be another's pain
Cards of incidents are revealed at the start of each round. They are valid for the entire round and all players. Each player finds out his personal destiny in phase 3.
Might is a matter of usable options
Power can be bought with sacks of gold. Without power cards and knights, you are nothing. But can there be too much power? Beware of your enviers.