Corrupted Kingdoms Rules
Corrupted Kingdoms Rules
Corrupted Kingdoms Rules
Kingdoms
A Game by Raymond Chandler III and Dirk Knemeyer
In Corrupted Kingdoms, players assume the role of one of six monstrous Corporations
vying for control of the realm’s noble government. Players muster their Minions to
influence the leadership, pass corrupt Bills full of special interest Favors, and are
rewarded with decadent Guilty Pleasures. The player who best serves their evil corporate
interests will be the winner!
Components
● 6 Player Mats: These Player Mats list helpful reference information as well as maintain
space for players to organize their personal supplies of resources.
● 80 Minions: There are four types of Minions golems (brown), goblins (green), devils
(red), and zombies (black). These act as currency in the game.
● 50 Favors: There are a variety of Favors that each indicate a Favor Type and two
Minions. The five Favor Types are freedom, defense, magic, environment, and industry.
● 72 Ownership Markers: Players have 12 Ownership Markers of their color that are used
to mark control of Leaders, Monarchs, and Favors.
● 12 Voting Markers: Each player has a Yes (thumbs up) and a No (arms crossed) Voting
Marker to allow for simultaneous voting.
● 36 Chaos Cards (Advanced Play): Each Corporation has six corresponding Chaos
Cards that indicate various special abilities which may be played during the game.
● 25 Guilty Pleasure Cards: Each Guilty Pleasure has a Guilty Pleasure Type (indicated by
a heart) and a Favor Type.
● 10 Shareholder Cards: Each Shareholder Card has a Favor Type that serves as a
player’s secret agenda with respect to Bills they seek to pass and for scoring at the end of
the game.
● 3 Kingdom Boards: Each Kingdom Board depicts four kingdom Leaders and a Monarch,
as well as two Bill Slots at the bottom of each Kingdom Board where Favors are added to
proposed Bills.
○ Monarchs: Each kingdom Monarch has an Influence Space for indicating player
control and a Favor Type preference.
○ Kingdom Leaders: Each kingdom Leader has an Influence Space for indicating
player control, an associated Minion cost, a Guilty Pleasure Type preference, and a
Favor Type preference.
● 2 Senate Boards: Each Senate Board has five senate Leaders.
○ Senate Leader: Each senate Leader has an Influence Space for indicating player
control, an associated Minion cost, and a Guilty Pleasure Type preference.
● 1 Voting Board: Used to keep track of votes for and against a bill.
Basic Rules
“Legislation is a complicated process on purpose, if a bill is convoluted enough voters will cheer
right along with you as you take gold right out from under them.”
Draco Warren CFO, DracoBank LTD
We recommend playing with the following Basic Rules for the first couple of games. Once the
core mechanics are familiar to players, the Advanced Rules should be used which offer greater
challenges and deeper strategic options.
Basic Setup
“The Senate was built on the principles of justice and equality. It turns out that, for the right price,
a company can be treated a little more equal than anyone else.”
Ellie Tricity, Director of Operations, General Eclectic Corp.
Game Boards
Senate and Kingdom boards are placed in the center of the play area with Senate Boards
above any Kingdom Boards. The number of each board varies according to the number of
players as follows:
Senate and Kingdom Boards
2 1 1
3 1 2
4 2 2
5 2 3
6 2 3
Favor Deck and Favor Market
Based on the number of players, build a Favor Deck by randomly selecting Favors
according to the table shown below. Place, face up next to the Favor Deck, a number of
Favors equal to the number of players. These face up Favors represent the Favor Market
available to each player during their turn.
Starting Favors
# of Players # Favors
2 35 total, 7 of each Favor Type
3 35 total, 7 of each Favor Type
4 40 total, 8 of each Favor Type
5 45 total, 9 of each Favor Type
6 50 total, all 10 of each Favor Type
Minions
Place goblins, golems, devils, and zombies in a Minion Supply pile within reach of all
players.
Guilty Pleasures
Shuffle the Guilty Pleasure Deck. Draw and place, face up next to it so all are showing,
Guilty Pleasures equal to the number of players. These face up Guilty Pleasures may be
selected by players as rewards for passing Bills.
Player Resources
To begin, each player randomly selects a Corporation and takes its corresponding Player
Mat, Ownership Markers, and Voting Markers.
Shareholder Cards
Each player draws one random Shareholder Card which should be kept hidden from other
players.
Starting Player and Starting Resources
Randomly determine the starting player. Based on turn order proceeding clockwise,
players take Minions from the Minion Supply pile as follows.
Starting Minions
Player Number of Minions to take. Minion types should match those
shown, left to right, on each Player Mat.
First or Second 2
Third or Fourth 3
Fifth or Sixth 4
Once setup is complete, you are ready to begin!
Basic Gameplay
“The whole legislative process is rife with corruption, or as they say in the industry, opportunity.”
Brickler Bricks, CEO, Brickler and Club Enterprises
A player's turn represents their corporate agenda of yoking the legislative process to their bottom
line.
A player may take two actions on their turn before play passes clockwise to the next player. A
player may take the same action twice on their turn.
Play continues until the last Favor or Guilty Pleasure is drawn from the corresponding deck. As
soon as this occurs, a vote is initiated on every remaining Bill from left to right. Once all votes are
resolved, the game ends and players determine their scores.
Actions
“It’s a common misconception that if you can only do a little then it’s fine to do nothing. That’s the
spirit we like to see in voters.”
Turk Axegrinder, President, Turk & Sunder Esq.
Corporations use many channels to influence laws and legislators.
There are 3 types of actions: players may Take a Favor, Influence a Leader, or Vote on a Bill.
Take a Favor Action
“We take on favors from all kinds of interest groups. You’d be surprised the kind of access
and resources a few empty promises will buy you.”
Vladimir Alucard, M.D., Principal Stakeholder, Mainline Medical
Favors represent the agendas of special interests, smaller companies, and other
organizations.
A player may spend an action to take a Favor from the Favor Market. Taking a Favor
allows a player to either:
Take one Minion of each type shown and then discard the Favor in a discard pile
next to the Favor Deck. Discarded Favors are not used again during the game but
are open information and may be reviewed by players at any time.
Or
Place that Favor under one of the two Bill Slots on any Kingdom Board. An
Ownership Marker for the corresponding player should be placed next to the Favor
to indicate control. If the Bill Slot already has any previously placed Favors under
it, the newly placed Favor is placed directly below the last such Favor.
After a Favor from the Favor Market is placed or discarded, draw and add the top Favor
from the Favor Deck to the Favor Market to replace the prior Favor. If this is the last Favor
in the Favor Deck, the game ends immediately and final voting and scoring take place.
[Sidebar] Just for Fun! The first player to put a Favor on a Bill can name the
proposed legislation. Here are some examples:
Defense Bills Sacrifice liberty for security contracts and make big money.
● Arcane Catapult Spending
● Orichalium Border Wall
● Lift the Assault Spellcasting Ban
● Mithril Weapons Contract
● Springgadget Trade Regulations
Magic Bills We need to decrease foreign dependency on mana.
● Leyline Rezoning Legislature
● Mystic Fountain Subsidies
● Wizarding Hat Tax
● Mana Conservancy Restrictions
● Cantrip Registry Program
Environment Bills Keep the kingdoms clean, as long as it’s good for business.
● Hippogriff Hunting Regulations
● Redefine Hazardous Spell Component Codes
● Legalize Mandrake Root Refineries
● Allocate arcane waste material disposal
● Redraw protected pixie territories
Freedom Bills A little more laissezfaire for me than for you.
● Redefine Spinwizzle Cart Safety Concerns
● Privatize the Druidic Sorcerery Industry
● Reclassify Lair Zoning laws
● Relax Vorpal Weapon Restrictions
● Undead Workplace Budget Allocations
Industry Bills Smaller government, but larger government bailouts.
● Bridgeboiler Gizmo Contract
● Restaurant Transmogrification Legislation
● Corporate Divination Regulations
● Goblinoid Labor Laws
● Planar Residency Tax Exemptions
Influence a Leader Action
“Everyone has a price, and intimidation can get you a bargain deal.”
Brickler Bricks, CEO, Brickler and Club Enterprises
Leaders control the passage of Bills, and Corporations, by allocating the right Minions, can
control the Leaders.
Each Leader has an associated Minion cost listed beside its space on the Kingdom or
Senate Board. A player may spend an action to influence a Leader by paying the
associated Minion cost. Minions used for this purpose are returned to the Minion Supply.
After paying the associated cost, an Ownership Marker for the corresponding player
should be placed on the Leader’s Influence Space to indicate control.
Steal a Leader: If an opponent already controls a Leader, players must pay the
Leader’s associated Minion cost plus one additional Minion of any type to steal that
leader. Players return the opposing Ownership Marker to its owner and replace it
with their own.
Guilty Pleasure Discount: If players have one Guilty Pleasure matching a
Leader’s Guilty Pleasure Type, they may ignore one of the Minions listed on the
Leader’s associated cost. If players have two or more Guilty Pleasures matching a
Leader’s Guilty Pleasure Type, they may ignore both Minions listed on the Leader’s
associated cost. Regardless of any Guilty Pleasure discount, players must still
always pay one Minion to steal a Leader.
Monarch: The Monarch is not a Leader and cannot be influenced directly. The
Monarch provides allegiance to the player who controls the Leaders in their
kingdom. Whenever a player controls more Leaders in a kingdom than any other
player either during their own action or during the action of an opponent they
place their Ownership Marker on the kingdom Monarch’s Influence Space,
replacing any opponent’s Ownership Marker if applicable. Note: Control of a
Monarch does not change to a new player in the event of ties.
Vote on a Bill Action
“I vote early, often, and as many times as they let me get away with.”
Ellie Tricity, Director of Operations, General Eclectic Corp.
Votes on Bills may be initiated by players spending an action or automatically.
Any player who controls a Leader in a kingdom may spend an action to propose a vote on
either of the Bills in that kingdom.
A vote is also proposed automatically as soon as a Favor is added to a Bill that already
has four or more Favors on it. A vote proposed automatically in this manner does not cost
the player placing the Favor an additional action.
Voting Mechanics
“If you don't buy the vote, someone else will.”
Draco Warren CFO, DracoBank LTD
When a vote is proposed, each player secretly casts their vote by playing a Voting
Marker face down.
Thumbs Up: For the Bill to pass.
Crossed Arms: Against the Bill to pass.
After all Voting Markers are cast, they are revealed and the votes for and against a
Bill are counted as follows:
Eligible Voters: Only senate Leaders, Leaders in the same kingdom as
the proposed Bill, and the Monarch in the same kingdom as the proposed
Bill are eligible to vote.
Uncontrolled Leaders & Monarchs: Any eligible kingdom Leader or
Monarch not subject to player control will vote to pass a proposed Bill if the
the bill has at least one Favor Type matching their own Favor Type
Preference, otherwise they vote against the proposed Bill. Any senate
Leader not subject to player control
will always vote against a proposed bill.
Controlled Leaders & Monarchs: Each eligible senate leader, kingdom
Leader, or Monarch controlled by a player counts as one vote for or against
the Bill based on the vote of that player regardless of Favor Types.
Resolving the Vote: After all votes have been counted, players check to see how
the proposed Bill should be resolved.
If a majority vote is against the proposed Bill, the Bill fails and all its Favors are
placed in the Favor discard pile.
If the vote is a tie, the proposed Bill is tabled for a future vote and the Favors
remain on the Bill Slot.
If a majority vote is for the proposed Bill, the Bill passes into law and the following
occurs:
Take Guilty Pleasures: Success! Each player who controlled one or
more Favors on the Bill may take one Guilty Pleasure. Players select Guilty
Pleasures in order of Ownership Markers on Favors of the Bill, from top to
bottom. Players on a bill receive exactly one Guilty Pleasure regardless of
how many Favors they control on a Bill.
Take Favors: Players take the Favors they controlled on the proposed Bill
and place these Favors on their Player Mat to form a score pile.
Reset Guilty Pleasures: Return any unclaimed Guilty Pleasures to the
bottom of the Guilty Pleasure Deck. Draw and place, face up next to the
Guilty Pleasure Deck so all are showing, Guilty Pleasures equal to the
number of players. If the last Guilty Pleasure from the Guilty Pleasure
Deck is drawn during this process, the game ends immediately and final
voting and scoring take place.
Helpful Voting Hint: In a two or threeplayer game there are 10 possible votes on
any proposed Bill; six votes for a proposed Bill will always pass it. In a four, five, or
sixplayer game there are 15 possible votes on any proposed Bill; eight votes for a
proposed Bill will always pass it.
Game End: Final Voting and Scoring
“If you’re not exploiting every vote for your own personal gain, you're leaving money on the table.”
Draco Warren, CFO, DracoBank LTD
Once Corporations have exhausted the kingdoms of their resources and treasure, the Leaders call
a vote on all remaining Bills before closing the session. There are only so many Favors to exploit
and only so many Guilty Pleasures to plunder...
Final Voting: When either the last Favor or the last Guilty Pleasure is drawn from the
corresponding deck, votes are automatically proposed on any remaining Bill with Favors
attached. Proposed Bills are resolved from left to right.
Scoring
“Big or small, every voter and every law can have an impact . . . on our bottom line.”
Brickler Bricks, CEO Brickler and Club Enterprises
A Corporation scores points by passing Bills with their own Favors and by also making
sure Bills pass with opponent Favors Types matching that Corporation’s Shareholder Card
Favor Type.
After all remaining Bills are resolved, players calculate their final score as follows:
Favors:
Each Favor in a player’s score pile is worth 1 point at the end of the
game.
Shareholder Cards: Each Favor
in an opponent’s score pile that has a matching
Favor Type to a player’s Shareholder Card is worth 1 point at the end of the game.
Guilty Pleasures: Each Guilty Pleasure owned by a player is worth 1 point for
every Favor Type in that player’s score pile matching the Favor Type of that Guilty
Pleasure.
The player with the highest score at the end of the game wins. In the event of a tie, the
player with the most Minions among tied players wins.
Advanced Rules
The following rules provide deeper strategic play for Corrupted Kingdoms. We recommend
players first become familiar with the basic rules before introducing these options.
Advanced Setup
Advanced setup is the same as in the Basic Rules with the following changes:
Chaos Cards
Chaos Cards are an integral part of advanced play. Each player draws 3 random
Chaos Cards corresponding to their Corporation, and the discards 1 of them.
These should be kept hidden from other players. Remaining Chaos Cards will not
be used and are returned to the game box.
Advanced Gameplay
Advanced gameplay proceeds the same as basic gameplay except that players may now
play Chaos Cards and the type of Bill introduced can also provides certain effects.
Chaos Cards
“There is a pure joy in doing business when you’re the one holding all the cards.”
Gretchen Greenskin, CoFounder, Gretchen and Gretchen Co.
Chaos Cards represent powerful resources that Corporations have in their arsenal
to dramatically impact the legislative process.
Each player has two Chaos Cards corresponding to their Corporation which they
may play during their turn or during the turn of another player. Playing a Chaos
Card does not count as an action. Chaos Cards may be played according to the
card text and, once played, are removed from the game. When a Chaos Card is
played, it resolves immediately. If multiple Chaos Cards are played sequentially,
the first Chaos Card played resolves completely, before subsequent Chaos Cards
take effect.
A player declaring an action during their turn should not be interrupted by play of
Chaos Cards before being allowed to finish declaring their action. Chaos Cards
may be played, however, immediately thereafter and before the action resolves as
appropriate.
Bill Bonuses
“The Senate is an amazing institution, we wouldn’t be able to exploit half as many
people without it.”
Vladimir Alucard, M.D., Principal Stakeholder, Mainline Medical
A Bill’s type determines what parts of the kingdom might be affected, and, as a
result, impacts the legislative process.
When a Bill is passed, the first Favor placed on that Bill determines the Bill’s type.
For example, if a Freedom type Favor is first placed on a Bill, then that bill is a
Freedom Bill, regardless of any other subsequent favors placed. Bills of different
Favor Types generate different bonuses when they are proposed or passed as
follows:
Defense Bill: After a Defense Bill passes, when each player takes their
Guilty Pleasure, they may also remove an opposing ownership token from
a Leader with the corresponding Guilty Pleasure Type.
Magic Bills: After a Magic Bill passes, when a player takes their Guilty
Pleasure, they may choose to exchange a Favor they control on a different
proposed Bill with a Favor from the Favor Market.
Environment Bills : After an Environment Bill passes, before a player
takes their Guilty Pleasure, they may choose one of the available Guilty
Pleasures and place it on the bottom of the Guilty Pleasure deck and
replace it with the top card of the Guilty Pleasure deck.
Freedom Bills : When a Freedom Bill is proposed, it passes in the event of
a tie.
Industry Bills:
When an Industry Bill passes, when each player takes their
Guilty Pleasure, they may also choose to take a Minion of their choice from
the supply.
Two Player Game
The two player game uses all of the Advanced Rules, with the following additions:
Shareholder Cards: Players should draw two Shareholder Cards instead of one. Each
Favor in an opponent’s score pile matching either
Favor Type of the player’s Shareholder
Cards is worth 1 point at the end of the game.
Chaos Cards: Players should draw four Chaos Cards instead of three. Then discard one
of them.