Castle

#building #civic #edifice #famous #infamous

LEVEL 9

A castle is a fortified structure that often serves as the seat of government for a kingdom.


Lots. 4; Cost. 54 RP, 12 Lumber, 12 Stone
Construction. Defense (expert), Industry (expert), Magic (expert), or Statecraft (expert) DC 26
Upgrade From. Town Hall
Upgrade To. Palace
Item Bonus. +2 item bonus to Manage Trade Agreements, New Leadership, Pledge of Fealty, Relocate Capital, Retrain and Send Diplomatic Envoy, and +2 item bonus to Garrison Army, Recover Army, or Recruit Army.
Effects. The first time you build a castle each Kingdom turn, reduce Unrest by 1d4.

Vance and Kerenshara

The Castle gains the #civic trait. This Structure no longer grant PCs additional Leadership actions. Instead, any Settlement containing a Structure with the Civic trait gets its own Turn during the Activity Phase.

A Settlement gains two Actions on its Turn if it has a Castle. These Actions can only be used for Civic Activities (Build Structure and Demolish) within that Settlement, or Region activities taken in a Hex within the Settlement's Influence.

The Party may choose to have the Settlement take its Turn at any point in the Turn order of the Activities step of the Activity Phase. The party may choose which Leader actually makes the roll.

A Settlement may only gain the benefits of a single Structure with the Civic trait.

Structures with the Civic trait add extra Resource Dice and allow extra Civic Actions to be taken in a Settlement per Turn as listed below.

A Settlement with a Castle gains two Settlement Actions per Turn and increases the limit on Civic Activities per Turn in that Settlement from one to three.

If three Build Structure activities are taken within the settlement in a Turn (whether using the Settlement's actions or a Leader's action), at least one of the three must be used to build a Structure with the infrastructure Trait.

If the Settlement has reached Town size, it produces one Resource Die per Turn. If it has reached Metropolis size, this increases to two RD per Turn. These Resource Dice are in addition to the one Resource Die a City or Metropolis generates by itself.

Bonus Resource Dice

Settlement Size No Civic Building Town Hall Castle Palace
Village 0 0 0 0
Town 0 1 1 1
City 1 2 2 2
Metropolis 1 2 3 4

Bonus Actions

Civic Structure Full Civic or Regional Demolish, Infrastructure or Regional Only
Town Hall 1 (with leader: 1) 0 (with leader: 1)
Castle 1 (with leader: 2) 1 (with leader: 1)
Palace 1 (with leader: 1 + 1*) 1 (with leader: 1)
1* = Action may be used anywhere in the Kingdom