Crown & Consequences
A minimalist rulership sim inspired by Reigns and Reigns: Her Majesty. Swipe left / right (A/B) to rule. Every choice shifts four pillars—Faith, People, Military, Treasury. If any hits 0 or 100, your reign ends… but your next monarch remembers.
Why play
Reigns-style clarity: one dilemma per turn, two sharp options.
Fast loops, big arcs: fail gloriously, learn, and push farther next run.
Visible consequences: watch bars move, flags flip, stories branch.
Replayable: 40+ handcrafted dilemmas at launch, with chains and rare events.
What you do
Weigh petitions from priests, generals, merchants, and spies.
Balance bread and banners: fund festivals, levy troops, censor pamphlets—or don’t.
Unlock meta progress across reigns (new cards, story chains, achievements).
How to start (chatbot)
Bars: Faith 50 | People 50 | Military 50 | Treasury 50
Card 1 — Court Physician: “Fever grips the slums. Fund poultices and quarantines?”
A) “Fund treatment and close the markets.”
B) “It will pass. Keep trade open.”
A
Update: People +10, Faith +5, Treasury −15 → Bars: Faith 55 | People 60 | Military 50 | Treasury 35
Card 2 — Treasurer: “We can raise tariffs on river trade—or ease them to spur commerce.”
A) “Raise tariffs.”
B) “Ease tariffs.”
B
Update: People +10, Treasury −10 → Bars: Faith 55 | People 70 | Military 50 | Treasury 25 (Watch the Treasury—two more expensive choices could doom the reign.)
You inherit a crown that never sits still. Each audience is a knife-edge: please the faithful, keep the streets calm, feed the army, pay the bills. Nudge one bar and the others shift in the dark.
Courtiers arrive like cards in a deck—petitioners, schemers, saints, and fools. You choose left or right. Mercy or order. Feast or famine. The numbers move; whispers spread; flags flip behind the tapestry.
When any pillar breaks—zero or absolute—the reign ends. But rumors outlive you. New reigns begin with old lessons embedded in the grain of the wood. The game is simple. The game is never easy.
Write START for a New Game