TEXT:  
   
  KINGDOM COME 
  KINGDOM COME is a tabletop roleplaying game where players take the roles of 
  characters in a medieval kingdom, and deal in intrigue, combat and diplomacy. 
  Unlike most roleplaying games, Kingdom Come uses a deck of playing cards to 
  resolve actions rather than a set of dice. Kingdom Come requires a Game Master 
  to run the game and at least four players to take the role of characters, each 
  requiring a deck of playing cards. 
  CHARACTER CREATION 
  CHARACTER CREATION begins with all players drawing three cards from the Game 
  Master’s deck of face cards. They may then choose one of their three cards to take 
  as their role and house during the game. Players may take the same role, as long 
  as they are not part of the same house. For Lords, Ladies and Knights, their house 
  is their suit. Unlike other roles, the Fool may choose which house he serves. 
  THE LORD is a rich nobleman with land and holdings in the kingdom. Lords are 
  renowned for their wealth and personality, although some still lead armies in 
  battle. The Lord corresponds to the King. 
  THE LORD receives the following bonuses: 
  +3 to KNOWLEDGE 
  +2 to DIPLOMACY 
  +2 to MARTIAL 
  £1500 in WEALTH 
  THE LORD may choose from the following skills: 
  COMMAND 
  CONSPIRE 
  INSIGHT 
  INSPIRE 
  LOGIC 
  PERSUADE 
  SCHOLARSHIP 
  STRATEGY 
  SWORDSMANSHIP 
   
  THE LADY is a wealthy noblewoman or courtier, often sought after as a paramour 
  for their lands or wealth. Ladies are skilled in social situations and court intrigue. 
  The Lady corresponds to the Queen. 
  THE LADY receives the following bonuses: 
  +3 to INTRIGUE 
  +2 to DIPLOMACY 
  +2 to KNOWLEDGE 
  £1200 in WEALTH 
  THE LADY may choose from the following skills: 
  AWARENESS 
  CHARM 
  CONSPIRE 
  DECEIVE 
  INSIGHT 
  MEDICINE 
  PERSUADE 
  SLEIGHT OF HAND 
  STEALTH 
   
  THE KNIGHT is a skilled warrior in service of their house and the King. Knights are 
  renowned for their ability to wield weapons, compete in tourneys and lead armies. 
  The Knight corresponds to the Jack. 
  THE KNIGHT receives the following bonuses: 
  +3 to MARTIAL 
  +2 to DIPLOMACY 
  +2 to KNOWLEDGE 
  £1200 in WEALTH 
  THE KNIGHT may choose from the following skills: 
  ATHLETICS 
  ARCHERY 
  COMMAND 
  EVADE 
  INSPIRE 
  INTIMIDATE 
  JOUSTING 
  SHIELDBEARING 
  SWORDSMANSHIP 
   
  THE FOOL is a lowly court jester in service of a nobleman, performing acrobatic 
  feats and jokes for his guests. Fools are well versed in court intrigue. The Fool 
  corresponds to the Joker. 
  THE FOOL receives the following bonuses: 
  +3 to DIPLOMACY 
  +2 to INTRIGUE 
  +2 to KNOWLEDGE 
  £800 in WEALTH 
  THE FOOL may choose from the following skills: 
  AWARENESS 
  CHARM 
  DECEIVE 
  INQUIRY 
  INSPIRE 
  PERFORMER 
  PERSUADE 
  SLEIGHT OF HAND 
  STEALTH 
  ATTRIBUTES represent a character’s abilities. The higher a character’s attribute is, 
  the better they are at using it and any skills associated with it. 
  - 
  MARTIAL is a character’s ability in both melee and ranged combat and warfare 
  situations.  
  - 
  INTRIGUE is a character’s ability to deceive opponents, plot and manipulate.  
  - 
  DIPLOMACY is a character’s ability to speak well, persuade and affect the will 
  of others.  
  - 
  KNOWLEDGE is a character’s ability in scholarly pursuits as well as artisanship.  
  GENERATE ATTRIBUTES by drawing from your deck, until 
  you have eight numbered cards (2 - 10). They may pair 
  these cards however you see fit. After creating the base 
  attributes, add the role attribute bonuses to the 
  attribute rank.  
  SKILLS are specializations in certain areas of a 
  character’s prowess. Each skill is governed by one or 
  more attributes. There are twenty-five skills overall, 
  divided among the attributes. 
  CHARACTER SKILLS are split between 
  role skills and personal skills. Each 
  character receives 15 points to spend 
  on role skills, and 10 points to spend 
  on any skills they wish. Upgrading a 
  skill from one level to the next costs a 
  number of points equal to the next 
  level’s value. For example, upgrading 
  a skill from level 2 to 3 costs three 
  points. Upgrading a skill from 1 to 3 
  costs five points. Characters may gain 
  more skill points as the game 
  progresses.   
  SKILL LEVELS represent a character’s 
  ability and experience with a skill, 
  ranked from 0 – 3. A skill’s level is 
  equal to the bonus on tests with that 
  skill. For example, using a skill with 
  two levels gives a +2 bonus on the 
  skill test.   
  PLAYING THE GAME 
  HANDS are a character’s supply of 
  cards that may use to attempt tests. 
  Add 
  a 
  character’s 
  Knowledge 
  modifier (minimum 2) and their Intrigue modifier (minimum 2) together. This 
  becomes that character’s hand size. They draw that many cards from their deck, 
  and after playing cards from their hand, they draw back up to their hand size. 
  TESTS are the main process that characters in Kingdom Come use to resolve 
  situations and use their skills and abilities. When a character attempts an action 
  that has consequence with success or failure, they must make a test. To attempt a 
  test, choose a skill or attribute applicable in the situation, and play a card from 
  your hand, the higher the better, with the King, Queen and Jack worth 13, 12 and 
  11 respectively. The player adds or subtracts their relevant attribute modifier and 
  skill level to find their final value. Skills with three levels, or expert skills, may play 
  two cards on skill tests. Skills with no levels, or untrained skills, half the card 
  played for the skill test (round down).  
   
   
   
  ATTRIBUTE MODIFIERS 
  4 – 5  
  -4 
  6 – 7  
  -3 
  8 – 9  
  -2 
  10 – 11  
  -1 
  12 
  +0 
  13 – 14  
  +1 
  15 – 16  
  +2 
  17 – 18  
  +3 
  19 – 20  
  +4 
  SKILLS 
  ARCHERY 
  MARTIAL 
  ATHLETICS 
  MARTIAL 
  AWARENESS 
  KNOWLEDGE 
  BRAWLING 
  MARTIAL 
  CHARM 
  DIPLOMACY 
  COMMAND 
  MARTIAL 
  CONSPIRE 
  INTRIGUE 
  DECEIVE 
  INTRIGUE 
  EVADE 
  MARTIAL 
  INQUIRY 
  DIPLOMACY 
  INSIGHT 
  INTRIGUE 
  INSPIRE 
  DIPLOMACY 
  INTIMIDATE 
  MARTIAL 
  JOUSTING 
  MARTIAL 
  LOGIC 
  KNOWLEDGE 
  MEDICINE 
  KNOWLEDGE 
  PERFORMER 
  DIPLOMACY 
  PERSUADE 
  DIPLOMACY 
  SCHOLARSHIP 
  KNOWLEDGE 
  SHIELDBEARING 
  MARTIAL 
  SLEIGHT OF HAND 
  INTRIGUE 
  STEALTH 
  INTRIGUE 
  STRATEGY 
  MARTIAL 
  STUDY 
  KNOWLEDGE 
  SWORDSMANSHIP 
  MARTIAL 
  
   
   
  To resolve the test, the character compares the value 
  to a difficulty set by the Game Master. If the value is 
  equal to or higher to the difficulty, than the test has 
  succeeded. If not, the test has failed. 
  After playing cards from your hand, draw back up to 
  your hand size. Place your played cards in a discard 
  pile. After your deck has been completely exhausted, 
  shuffle the discard pile to create a new deck and 
  continue as normal. 
  ACES act as critical successes, automatically succeeding in the test. Playing an ace 
  also allows the character to choose an additional effect, or create an aspect in the 
  situation. For example, if an ace is played in combat, a suitable additional effect 
  would be to disarm the opponent. Aces are critical successes in combat, unless 
  both combatants play an ace. 
  JOKERS act as critical failures, with some additional effect other than just failure. 
  Because of this, Jokers are a thorn in the side and hinder a character’s deck. Find 
  the right time to play a Joker and cleanse your deck. 
  COMBAT AND WOUNDS 
  COMBAT is swift, deadly and brutal. Combat begins with all combatants playing a 
  card and adding their Martial modifier to determine their initiative. Combatants 
  take turns from highest initiative to lowest. Ties are broken by playing new cards. 
  On a combatant’s turn, they may make a single action, such as moving around, 
  drawing a weapon, or most importantly, attacking and manoeuvring.  
  To attack another character, make a Swordsmanship, Archery, Brawling or 
  Jousting skill test, with the difficulty of the test equal to the defender’s 
  Swordsmanship, Shieldbearing, Brawling, Jousting or Evade test. Both 
  combatants play their cards at the same time. When successful hits are landed, 
  damage is dealt to the defender.  
  DAMAGE is dealt to the character in many situations. When a character takes 
  damage, they first decrease the amount by their armour rating, determined by what 
  armour they are wearing. They then compare the damage taken to the table below 
  to see if they take a wound. Damage of less than zero is completely deflected. 
  WOUNDS are a measure of how much damage and 
  trauma a character can take. Wounds are split into 
  three different types: 
  - 
  MINOR WOUNDS are small injuries a character may suffer, such as a heavy 
  bruise or light abrasion, usually having no additional effect. Every minor 
  wound a character has increases the amount of damage they take by one. 
  - 
  MAJOR WOUNDS are heavy injuries a character may suffer, such as a broken 
  limb or savage mauling, always having an additional effect decided by the 
  Game Master. Every major wound a character has increases the amount of 
  damage they take by two. 
  - 
  MORTAL WOUNDS are incredible injuries a character may suffer, from which 
  they may not recover, such as internal damage or a brutal concussion. 
  Adrenaline sustains a character for a short time, but they will die quickly. 
  INTRIGUE AND DECEPTION  
  INTRIGUE is an important part in the medieval court. When a player wishes to make 
  an action in secret, that other characters cannot observe, they may write their 
  action down on a piece of paper and hand it to the Game Master. If the actions 
  require any tests, the Game Master may call upon the character to make the tests, 
  unobserved by other players.  
  Intrigue actions may include administering poisons, stealth and sleight of hand, as 
  well as purchasing equipment or travelling somewhere in secret.  
   
   
  AMBITIONS AND PRESTIGE 
  AMBITIONS are a character’s goals and motivations. When a character succeeds in 
  one of their Ambitions, they gain an amount of Prestige decided by the Game 
  Master depending on the difficulty of the ambition. In the character creation 
  phase, players should work together to decide relationships and traits for their 
  characters, and thus create ambitions. Ambitions are usually better if they involve 
  another character, such as a wanting to end a blood feud or exacting vengeance for an old 
  crime. Characters do not have to reveal their ambitions to anyone except the Game 
  Master. 
  PRESTIGE is a character’s honour and score, and makes Kingdom Come a 
  competitive roleplaying game. Characters receive Prestige for succeeding in their 
  Ambitions and in certain cases decided by the Game Master. Characters can lose 
  Prestige by committing dishonourable actions and having their plots exposed. 
  When the game of Kingdom Come is over, the game is won by the character with 
  the most prestige, or by the house with the largest combined prestige. 
  WEALTH is a character’s worth and riches. Wealth may be spent on equipment from 
  an appropriate source, and can be used to trade and bribe between characters. 
  Wealth can be also be acquired through trade and theft. Characters may spend as 
  much of their wealth as they wish during character creation for starting gear and 
  items. 
  ROLEPLAYING is the focus of Kingdom Come. Encourage players to act in character 
  and describe their actions and mannerisms, and the Game Master should consider 
  giving prestige and bonuses for good roleplaying. The Game Master should also 
  provide compelling narration to immerse the players into the medieval court. 
  THE ROYAL HOUSES 
  THE HOUSE OF HEARTS upholds peace and harmony. Their house skills are Charm, 
  Inspire and Persuade.  
  THE HOUSE OF CLUBS upholds justice and vengeance. Their house skills are 
  Command, Intimidate and Strategy. 
  THE HOUSE OF DIAMONDS upholds intellect and willpower. Their house skills are 
  Awareness, Logic and Scholarship.  
  THE HOUSE OF SPADES upholds deception and secrecy. Their house skills are 
  Conspire, Deceive and Stealth. 
  House skills may be considered as role skills when creating characters. 
  EQUIPMENT AND GEAR 
  POISONS 
  £600 
  A poison that deals a minor wound and causes sickness. An additional £300 
  causes a major wound, and another £300 causes a mortal wound. 
   
  ASSASSINS 
  £800 
  An assassin employed to murder an opponent. An additional £400 employs a 
  more skilled assassin, and another £400 employs a masterful assassin. 
   
  PLATE ARMOUR 
  £1200 
  GREATSWORD 
  £1200 
  A set of armour with an armour 
  rating of 3, with an initiative 
  penalty of -3. 
   
  A two-handed sword that deals 4 damage, 
  while providing no bonus on attempts to 
  parry. 
   
  CHAINMAIL ARMOUR 
  £800 
  LONGSWORD 
  £900 
  A set of armour with an armour 
  rating of 2, with an initiative 
  penalty of -2. 
   
  A one-handed sword that deals 3 damage, 
  while providing +1 on attempts to parry. 
   
  SHIELD 
  £600 
  BASTARD SWORD 
  £600 
  A shield with that provides an 
  armour rating of 2 on successful 
  blocks. 
  A one-handed sword that deals 2 damage, 
  while providing +2 on attempts to parry. 
  DIFFICULTY 
  SIMPLE 
  6 
  EASY 
  9 
  AVERAGE 
  12 
  CHALLENGING 
  15 
  HARD 
  18 
  DIFFICULT 
  21 
  LEGENDARY 
  24 
  MINOR WOUND 
  1 – 2  
  MAJOR WOUND 
  3 – 4 
  MORTAL WOUND 
  5+ 
  
   
   
  NAME 
   
  ROLE 
   
  HOUSE 
   
   
   
   
   
  MARTIAL 
   
   
   
   
  INTRIGUE 
   
   
   
   
  DIPLOMACY 
   
   
   
   
  KNOWLEDGE 
   
   
   
   
  WOUNDS 
   
   
   
  SKILLS 
  RANK 
  ARCHERY 
  MARTIAL 
  ○○○ 
  ATHLETICS 
  MARTIAL 
  ○○○ 
  AWARENESS 
  KNOWLEDGE ○○○ 
  BRAWLING 
  MARTIAL 
  ○○○ 
  CHARM 
  DIPLOMACY 
  ○○○ 
  COMMAND 
  MARTIAL 
  ○○○ 
  CONSPIRE 
  INTRIGUE 
  ○○○ 
  DECEIVE 
  INTRIGUE 
  ○○○ 
  EVADE 
  MARTIAL 
  ○○○ 
  INQUIRY 
  DIPLOMACY 
  ○○○ 
  INSIGHT 
  INTRIGUE 
  ○○○ 
  INSPIRE 
  DIPLOMACY 
  ○○○ 
  INTIMIDATE 
  MARTIAL 
  ○○○ 
  JOUSTING 
  MARTIAL 
  ○○○ 
  LOGIC 
  KNOWLEDGE ○○○ 
  MEDICINE 
  KNOWLEDGE ○○○ 
  PERFORMER 
  DIPLOMACY 
  ○○○ 
  PERSUADE 
  DIPLOMACY 
  ○○○ 
  SCHOLARSHIP 
  KNOWLEDGE ○○○ 
  SHIELDBEARING 
  MARTIAL 
  ○○○ 
  SLEIGHT OF HAND 
  INTRIGUE 
  ○○○ 
  STEALTH 
  INTRIGUE 
  ○○○ 
  STRATEGY 
  MARTIAL 
  ○○○ 
  STUDY 
  KNOWLEDGE ○○○ 
  SWORDSMANSHIP 
  MARTIAL 
  ○○○ 
   
  AMBITIONS 
  I 
   
  II 
   
  III 
   
  IV 
   
  V 
   
   
  PRESTIGE 
   
   
   
  EQUIPMENT 
   
   
   
   
   
   
   
   
   
   
   
   
  WEALTH 
   
   
  
   
   
   
  
SOURCE: textdata/thevault/Other (Unique) Systems/Top Secret Games Two Page Tabletops/Kingdom Come.pdf