Dynasty: Who Will Rule The Empire?
Dynasty: Who Will Rule The Empire?
Dynasty: Who Will Rule The Empire?
Created by Hayley G For:
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Introduction
PLAYING DYNASTY
When you play a game of Dynasty, you change the fate of an
Empire forever.
Players collaboratively create the empire that will form the setting
for their game. The Empire in this game is restricted to
civilizations such as ancient China and Rome. It can be the
galactic space empire, or an empire of ants. It can even be a
metaphorical empire, such as a record empire or a corporate
empire. Dream big.
Each player creates the Dynasty they will be playing during the
game, including their beliefs and motivations, strengths,
weaknesses, and Figureheads.
3. Play Each Era (chapter 5), applying the key game concepts
(chapter 4)
Play out each era in turn, to see who will fall, who will rise, and
who will be remembered and who forgotten.
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BEFORE YOU START
To play a game of Dynasty, you will need the following:
• 3 – 5 players
• Two d6 and one d12 per player
• One empire sheet
• One dynasty sheet per player
• A pool of dominance tokens – any old counters will do
• As many era cards as you would like to use in the game. We
recommend 5.
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Creating An Empire
CREATING AN EMPIRE
There can be no Emperor without an Empire.
Each player takes turns to pitch a big picture idea for the Empire.
All ideas are allowed. After each player has created a suggestion,
players decide on their favorite. Or, they may decide none of the
ideas appeal to them, and go around the circle for a second set of
suggestions. Don’t stress too much at this stage – however generic
your idea seems, you’ll soon be fleshing it out and breathing life
into it.
Once you’ve picked your Empire, write its name and big picture
concept at the top of the Empire sheet.
Examples:
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Tone
The kind of Empire you pick will naturally determine the tone of
the game. A high fantasy empire may lend an epic tone, a post-
apocalyptic empire may lead to a grim game, and a rubber
chicken manufacturing empire will probably be hilarious. This is
not an absolute however, and Empires can easily be played
against
their default tone. The rubber chicken empire could serve as a
vehicle to explore the meaninglessness of human existence.
Whichever way you decide to go, now is a good time to bring up
tone to make sure all players are on the same page.
• Create some flavor for this Empire: Describe it’s food, clothing,
architecture, technology level, religion, etc.
o Do some of these depend on class or group? Maybe there is food
only the Emperor may eat, or maybe the eaters of plant despise
the eaters of meat. Maybe the listeners of punk rock despise the
listeners of new-wave indie.
• Anything else you want to add about this Empire? Feel free to be
as creative as you like.
Once you’ve created the Empire, jot down its key characteristics
on the Empire sheet so all the players can see them. These do not
have to be very detailed, they are just reminders.
Example:
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Creating a Dynasty
CREATING A
DYNASTY
Once you’ve fleshed out the details of your Empire, it's time to
create your Dynasty. A Dynasty is a group of people linked by a
crucial binding trait. This trait could be their family, clan,
religious sect, or anything else that makes sense in your Empire.
The important thing is that whatever binds them uniquely
identifies them, and sets them apart as their own group in the
Empire. They should share the goal and ambition of having
themselves and others who are part of their Dynasty rule the
Empire.
To create a Dynasty, you will need one Dynasty sheet per player.
Each player should also take 8 dominance tokens for use by their
Dynasty during the game. Follow these steps to create your
Dynasty, and mark the results on your Dynasty sheet.
The trait should be such that anyone from the Empire to meet a
person from your Dynasty would know them as a member of that
Dynasty before anything else.
Once all players have decided on a name and trait for their
Dynasty, each player should explain this to the others in turn.
That way, all players know enough about each other’s Dynasties,
and can include them as desired in the rest of the Dynasty
creation process.
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2. Fill out the motivations and beliefs of your Dynasty
These inform who your Dynasty is, what they strive for, and how
they interact with the Empire and the Dynasties of the other players.
Feel free to include the opinions of your Dynasty about other
Dynasties or their beliefs. For example, if another Dynasty believes
that knowledge is power, yours might believe that books are
worthless and might is all that matters.
Fill out your three strengths in the top 3 numbers of the strengths
section of your Dynasty sheet. Fill out your weakness in the top
number in the weakness section.
Once you have finished this step, share the motivations, beliefs,
strengths and weaknesses of your Dynasty with the other players
Examples:
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Examples:
To do this, roll a D12, and fill out the Figurehead's Dynasty attribute
with the corresponding number. Note on your sheet whether each is
a strength or a weakness.
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C. Give your figurehead a short description
Now you know the attributes of your Figurehead, give them a short
description. Your description should explain why your Figurehead
stood out, and what characteristics they had that made them
different. When you create this description, keep in mind the
culture and context of your Empire as you decided it stood at the
beginning of the game, and as recorded on your Empire sheet.
Remember the time and place, and beliefs that will form the
description you generate.
You will create all future Figureheads using the same process as
above, before each Era starts.
Example:
Era: 1
Name: Kyu Lin Cho
Dynasty Attributes: Incubator of Talent (st), Sees Through
Pretenders (st)
Description: From when first he heard it, Kyu knew the true sound
of the Godsong. Merely to train himself was not enough - he left his
home and wealth to take up a nomadic lifestyle, finding and taking
as followers those with talent for the song. Kind and patient, he met
those who would fake the song with a wry smile and shake of the
head.
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4
Key Concepts
KEY CONCEPTS
In this section, you'll learn about the key concepts that govern
the rules of Dynasty, and determine events in your Empire.
Eras
When you play Dynasty, you will play through each individual
era, to find out who ruled, who rose, and who was exiled or
humiliated.
Obsessions
Example:
When New Waver Darth Fox took over the record company, he
was above averagely good looking. When the player of the New
Wavers created the Era’s obsession, he created an Era more
obsessed with appearances than music, where the everyday
dream was to achieve “that natural look”.
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Actions
During each Era, each player will have the chance to perform two
actions. The actions represent tactics a player's Figurehead uses to
aid their Dynasty and increase their chances to become ruler.
Whether an action succeeds or fail will be determined by the roll of
a dice, the attributes of a player’s Figurehead, and any dominance
tokens they choose to add
When important things happen in Dynasty, the game will call for a
scene or a vignette. This scene or vignette will always belong to the
player whose Dynasty has taken an action, or just become ruler of
an Era. This person is called the active player. However, other
players will also be required, either to play non-Dynasty characters,
or to play a Figurehead from their own Dynasty.
Scenes
Examples:
Jing Lin Cho has just become ruler, by channeling the powers of the
God and storming the palace. While it took some hours to storm the
palace, the player of the Lin Cho family decides that the pivotal
moment was when Jing Lin Cho and the old ruler Sri Luc finally
meet face to face.
New Waver Darth Fox has pleased the populace with his death jazz
hit “Jacuzzi”. He decides the pivotal moment is his interview on air
as his song is revealed as number 1.
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2. The active player determines how the scene begins, and what
characters are required. Players volunteer to take the role of any
non-Dynasty characters needed in the scene.
Example:
Jing’s player decides the scene will start as Jing throws open the
doors of the throne room. The only other character required is Sri
Luc. Sri looks at Jing with disdain, as Sri does not yet know Jing has
channeled the Gods’ powers.
Players within a scene can act out particular characters, but they
may also add narrative description at any time. Any player in the
scene may stop the scene to suggest that events occur in a different
way. However, the active player retains control.
Example:
The players enact the confrontation between Jing and Sri. Jing goes
to stab Sri, but then Sri’s player stops the scene and makes a
suggestion. Sri should stab Jing, and appear to have the upper hand,
but be struck down by the Gods’ lightening at the last moment.
Jing’s player agrees.
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Vignettes
Example:
Dominance Tokens
Dominance tokens show the influence and might your Dynasty has
amassed. These tokens are used to bid for ruler at the start of every
Dynasty, and can also be added to action rolls to turn failures into
successes. Each player starts the game with 8 of these, but will have
the opportunity to earn more as the game progresses.
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5
Playing the Game
PLAYING THE GAME
Now you have created an Empire and a Dynasty, the game itself
can finally begin!
1. Create a Figurehead
This is explained on page 12. The process is the same for every
Era.
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There are five possible populace contentment levels in Dynasty.
From most content to least content, these are:
• Prosperous
• Content
• Fair
• Discontent
• Revolt
i. The Dynasty most beloved by the populace is the ruler of the new
era. This is the Dynasty with the most strengths gained from aiding
the populace.
ii. This calls for a scene!
iii. Skip step 4, and do not bid for ruler
iv. Record the populace contentment in the new era as “fair”
3. Resolve Legacies
When a legacy is reached, the player who created the legacy will
determine the obsession for this era (see step 5). The obsession
should be linked to the legacy.
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This player will then gain two dominance tokens for every era that
has passed after the the legacy was created, including the previous
Era. The Era in which the legacy was created does not count.
Repeat this step for every legacy which exists on this era.
Rule Variation: If you are playing with 4 or fewer eras, include the
era in which the legacy was created when awarding dominance
tokens for legacies.
The player who bets the most tokens is the winner. Only the
winning player must forfeit their tokens.
Note that an era is named for its Dynasty. When Jing Lin Cho took
power, this was the beginning of the Lin Cho Era. If the Lin Cho
family takes power again, this will be the Second Lin Cho Era.
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B. Play Out a Scene
The winning player must declare how their new Figurehead seized
the throne, and then enact a pivotal moment in their ascendance as
a scene.
5. Taking Actions
At the end of the era, its events and history should be summed up as
a pithy one or two liner, and recorded at the bottom of the era sheet.
When summing up the era, feel free to add narrative details for
emphasis. Once the era has been summarized, it’s time to move on
to the next era, and turn back to step 1!
Example:
A lot happened in the Second New Wave Era. A player sums up the
era as follows: Cold hard business was the order of the day.
Woodstock was cancelled. No records were made, Britney Spears
was released on vinyl to fund the company.
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6
Actions
ACTIONS
Overview
There are four basic action types in Dynasty. These actions are:
There are also two actions that can only be taken by the current
ruler. These actions are:
• Help a friend
• Announce an edict
1. Announce which action you are taking, and describe how your
Figurehead is planning to take that action.
Example:
The player of the Figurehead Kno Luc wishes to weaken the Lin
Cho Dynasty who killed his ancestor Sri Luc. He intends to trick
the court nobles into believing that Jing Lin Cho was an
illegitimate heir.
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2. Determine if your action was successful, and execute the appropriate
effects of the action.
Example:
Kno Luc rolls a 4, and adds to this +1 for his strength of Silent
and Deadly, but -1 for his weakness Terrible Flirt. Kno Luc’s
player decides to spend three dominance tokens bringing the
total to 7. A success! Barely. Kno Luc executes the 7-10 results of
Weaken a Dynasty.
Example:
The player decides to opt for the scene of the pivotal moment
where Kno Luc slips forged proof of Jing’s illegitimacy into the
secret council documents, and then waits to see the councilmen’s
reaction.
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Strengthen or Weaken a Dynasty
During the game, you may wish to bolster the might of your
Dynasty, or strive to cast the Dynasty of another into ruin. This
action can be used to add strengths or weaknesses to any Dynasty.
AND:
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Aid or Exploit the Populace
During the game, you Dynasty will help or exploit the populace, to
fulfill your motivations and beliefs, or to gain the upper hand.
Aiding the populace will increase the contentment level, and may
make you beloved by the people. Exploiting the population will
yield easy dominance tokens, but will decrease the contentment
level, and may make you hated by the people.
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Aiding the Populace
When you wish to aid the populace, you may first remove one
weakness you gained from being hated by the people. Then, resolve
your modified roll as below:
You may also pay 1 dominance token to gain a strength from being
beloved by the people. Make sure to note the origins of this strength
on your Dynasty sheet for later.
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Exploit the Populace
When you wish to exploit the populace, you must first remove all
strengths you gained from being beloved by the people. Then,
resolve your modified roll as below:
3 or below: Abject failure! The populace sees you for the scoundrel
and the villain you are. What happened?
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Leave a Legacy
When you succeed at creating a legacy, take a blank bit of paper, and
write the legacy you wish your Figurehead to leave upon it. Also,
note the current Era. Then, place this legacy on a future Era of your
choice.
When you wish to leave a legacy, follow the process detailed for
taking an action above. Resolve modified rolls on as below:
AND:
Your actions were so startling and impressive that the masses could
not help but take notice. You may choose to immediately aid the
populace.
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Strike a Deal
Players should not ask each other to strike deals. The decision to
strike a deal should be made unilaterally and be a genuine part of a
player's approach.
When you strike a deal do not follow the normal action process
above. Instead, follow these steps:
2. Identify the turn you would like the deal to take place.
The deal need not take place in the other player’s next turn. Identify
the turn by its era and turn number. For example “your second turn
in the 3rd era.”
3. Identify which of the following actions you would like a player to take in
this turn:
• Strengthen a Dynasty
• Weaken a Dynasty
• Aid the populace
• Exploit the populace
• Leave a Legacy
• Help a Friend
• Announce an Edict
• Usurp a Ruler
Note that you may not identify the specifics of the action. For
example if the action is Strengthen a Dynasty, you may not tell the
player which Dynasty they should strengthen.
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4. Give the player as many dominance tokens as you would like.
When the turn you identified arrives, the player who you struck a
deal with makes a choice:
• They can perform the action you selected. If they do, they will get
+2 to that action, as well as the use of any dominance tokens given.
• Perform a different action. If they do, they will get -2 to that action
and will not be able to use the dominance tokens.
Help a Friend
When you are in power you can use that power to benefit others.
Once per Era, in addition to their regular action, the ruler can
choose to give a +1 or +2 to the next action of any other Dynasty.
The ruling player should then enact a vignette where they bestow
their aid.
When you are in power, you can create the laws, rules, and policies
that benefit you best.
Once per Era, in addition to their regular action, the ruler can
announce an edict condemning a particular action. They may pick
from the following:
• Strengthen a Dynasty
• Weaken a Dynasty
• Aid the populace
• Exploit the populace
• Leave a Legacy
Any player to take this action will have a -2 penalty applied to their
roll. This includes the ruler themselves.
The ruling player should then enact a short scene or vignette where
they announce their edict.
The ruler may not help a friend and announce an edict in the same
turn.
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Usurp the Ruler
To usurp the ruler, follow the process detailed for taking an action
above. Resolve modified rolls as below:
5 or below: Abject failure! You are caught out before your actions
even begin. Your Figurehead is executed and you may not take any
further actions this Era. Your Dynasty gains a weakness related to
their treason.
6 to 10: Failure! Your bid for dominance is crushed in its final hours.
Your Dynasty gains a weakness related to their treason.
11 to 14: Success! Cross out the current ruler, and place the name of
your Dynasty instead. Create a new obsession for this Era. Ignore all
previous edicts. Any players helped by the previous ruler will not
receive their benefit. You may immediately announce an edict or
help a friend.
On a 15+: Impressive Success! Not only have you usurped the ruler,
but the entire Empire is on your side. Cross out the current ruler,
and place the name of your Dynasty instead. Create a new obsession
for this Era. Ignore all previous edicts. Any players helped by the
previous ruler will not receive their benefit. You may immediately
announce an edict or help a friend.
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ENDING THE GAME
Once you have played through every Era of Dynasty, it's time to
look back and trace the fate of your Dynasty through history.
The player whose Dynasty ruled the most Era's has come out on
top. In case of a tie, victory goes to the player who created the
largest number of obsessions.
Once this is done, the game is complete. Thank you for playing
Dynasty!
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Game Materials
EMPIRE NAME:
EMPIRE CONCEPT:
NOTES:
DYNASTY NAME:
BOUND BY:
BELIEFS AND
MOTIVATIONS:
STRENGTHS WEAKNESSES
1 7
2 8
3 9
4 10
5 11
6 12
DYNASTY NAME:
BOUND BY:
FIGUREHEADS
ERA NAME ATTRIBUTES DESCRIPTION
ERA NAME:
POPULACE
CONTENTMENT
OBESSIONS
HISTORY