The Commonsvote for the best plea, and pelt the monarch.
House CorvaneTheir whispers arrive by raven, with no name attached.
Chapter I
The Court
A random player is crowned. Every player leads a noble house, the monarch too, and each house has its own perk and a motto it lives down to.
The monarch hears the court's petitions and grants one each round. The nobles flatter, bribe and plot. The crown is strong by design: no house can take it alone, and every ally you recruit is someone who can sell you out.
Anyone without a seat joins as the Commons: the audience, who vote for the best plea and throw tomatoes (or roses) at the monarch.
The Church houseThe faithful tithe, the dead pay extra, and House Ashgrave is 1 gold richer.
The houses at court
House Aurum“Money Talks. Ours Never Shuts Up.”
House Varn“Hit It Until It Stops Arguing.”
House Solenne“The Gods See All. So Do We.”
House Morrow“We Didn't Say It. But Did You Hear?”
House Thistle“You Can't Eat Swords.”
House Corvane“Fly Far. Know Everything. Tell Some.”
House Brackwater“Legally Speaking, It Floated Away.”
A plea“Majesty, think of the children. Specifically, mine.”
Chapter II
How It Plays
Put the host screen on the TV, or on your stream. Everyone joins on their own phone with a four-letter room code, in the browser, with nothing to install. The big screen shows the court; your phone keeps your secrets.
It takes 3 to 8 players (best with 5 to 7) and an evening: 60 to 120 minutes, about the length of a board game. Every round has five phases:
PetitionA crisis strikes the realm: a dragon with opinions, a plague that makes people confess. Each noble backs one of three courses and writes a plea.
AudienceThe pleas go up on the big screen. Nobles lobby the crown in private whispers, gold optional. The screen shows who is whispering to whom, never what.
DecreeThe monarch grants one course, and the realm shifts. Sometimes Fortune's wheel turns and it goes horribly wrong. Let the treasury, the army, the Church or the people hit zero, and the monarch falls on the spot.
NightEveryone does one thing in secret: collect taxes, drill troops, spy, spread a rumor, sabotage a rival, or join a conspiracy. The monarch may arrest someone.
DawnThe night is revealed: rumors, arrests, executions and coups.
Overheard at courtLord Cuthbert owes a great deal of money to a goose.
The verdictFulk II is crowned at sunrise. Queen Agnes is allowed to keep a hat, as a courtesy.
Chapter III
The Last Night
The game runs in three acts. The Peaceful Reign eases everyone in, one new trick a round. The Troubles let the knives out, and the crown can change hands. The Succession builds to the end.
The wheel turns: I shall reign, I reign, I have reigned, I am without reign.
Then comes the Omen. Every noble declares, in secret and all at once: claimant, loyalist, or keep it to yourself. On the Last Night, the claimants march on the capital by three roads:
The Gateswon with soldiers, and whatever mercenaries gold can buy.
The Chapelwon with the Church's favor, and indulgences.
The Streetswon with the people's favor, and bread.
Take two of the three and the crown is yours. If the crown holds, the monarch wins, and so does the Chancellor they named.
Then the Chronicle: the whole game replays, and every whisper, bribe and plot comes out. The losers get awards, such as Most Tomatoed Monarch and Snitch of the Realm.
The Commonselect a People's Favorite, who has the mob behind them in the Streets.