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  1. Rules and Miscellaneous Information
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  3. --STAT EXPLANATIONS:--
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  5. Territory: This is a measure of how many sectors of the map you control. In addition to making you look tougher, having additional territory gives boosts to your population per turn and helps with resource gathering.
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  7. Cities: The amount of villages and cities you control. You start with one small city automatically. You can only build one city/village per sector, and there must be at least one sector between cities that you build. Cities provide defensive bonuses to the sector they’re built on and further increase the population boost gained from the captured sector.
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  9. Population: How many people are in your group. You can put population in supply buildings to increase their output (max 10 per building) or put 10 population into a unit to increase an army’s defense by one point (can only do this once per unit). Additionally, every 10 unoccupied population gives 1 culture point.
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  11. Culture: The strength of your movement’s culture/ideology/cause. Used for influence and propaganda purposes. By spreading your message you can weaken the Empire’s control over adjacent sectors through propaganda campaigns and the like and steal supporters from Imperial sectors adjacent to yours. You’ll still have to deal with the troops that are in those sectors, but they’ll be weakened by various things such as unrest, sabotage, and other factors. Heavily controlled areas cannot be influenced without a substantial culture score. If two rebel groups are attempting to influence the same sector, the one with the highest culture score will win. Other rebel groups cannot be influenced using this method. Also, keep in mind that if your culture score is low enough the Empire may run propaganda campaigns to weaken YOUR sectors, so culture is a very important stat to be mindful of.
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  13. Supplies: Basically the “currency” of the game, this is a bit of an abstract stat used to pay for things, such as armies, better rolls, building things, and other things which require material components. Supply buildings, which can be anything from farms to forges to mines and more will give you more supplies per turn. Better rolls can be bought with supplies as well, but it’s costly – 20 supplies adds +1 to a given roll.
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  15. Military: Your armed forces – every rebel group needs these! Units cost supplies to make and generally have an upkeep (your starting unit is free unless you decide to upgrade it). Additionally, every military unit takes 5 population to make. Every unit has stats which are made up of three numbers: Combat – the unit’s offensive strength, Defense – the unit’s defensive strength, and Movement - its movement speed. Additionally, units may have [tags] which denote any special properties that the unit may have.
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  17. Buildings: Any buildings you may have.
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  19. Technologies: Any technologies that can help you on the road to fighting the Empire. By default, you generally know the “basics” of most everyday things in medieval life – you can work iron, write, chop wood, ride a horse, etc. You get some technologies to start with but must spend actions researching new ones.
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  21. Inventory: Any special items you may come across.
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  23. Leader and group bonus: Special bonuses determined by your fluff.
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  25. --MAJOR CITIES—
  26. Every rebel group starts out with a small city under their control, but there are eight major cities (along with the Capitol) that you can control. The major cities have the strongest defenses in the Empire but getting one will give a substantial boost to supplies and population, along with other bonuses. Controlling the Capitol will give you an extra action, but beware, for taking the Capitol will be no easy feat…
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  28. --OTHER NATIONS—
  29. The Empire is flanked by three other nations – the wealthy and hedonistic Kingdom of Sturin, the Theocracy of Galacia – seat of the Church of St. Godric, a powerful continent-spanning religion banned in the Empire (note that Galacia is currently engaged in a crusade to retake their holy city far away), and the secretive and reclusive Kingdom of Pruhl. As these nations have concerns of their own, they will not directly interfere on your behalf, the behalf of the Empire or even their own behalf. However, they can be persuaded to secretly provide some minor assistance (e.g. a few extra supplies, maybe a sellsword or two for the right price, etc.) – however, keep in mind that they don’t do this for charity and any deals are going to be made with their best interests in mind.
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  31. --ROLL CHART—
  32. Natural 1: Critical failure – bad things will happen AND you will gain the attention of the Empire, which may lead to unexpected hardship
  33. 2-9: Bad things happen
  34. 10-19: Nothing happens
  35. 20-49: 1 success
  36. 50-69: 2 successes
  37. 70-89: 3 successes
  38. 90-99: 4 successes
  39. Natural 100: Critical success – automatic completion + good things will happen
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