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Process Hidden Fees

Critical Success You gain 2 bonus Resource Dice at the start of your next Kingdom turn.

commonDowntimeLeadership

Critical Success You gain 2 bonus Resource Dice at the start of your next Kingdom turn.

Success You gain 1 bonus Resource Die at the start of your next Kingdom turn, but the citizens suspect something is going on: if you attempt to Process Hidden Fees on the next Kingdom turn, the result is worsened one degree.

Failure As success, but the citizens catch wind of the fees and grow unhappy. Gain 1 Unrest, and you cannot Process Hidden Fees on your next Kingdom turn.

Critical Failure As failure, but gain 1d6 Unrest.