Welcome to the Rulers - Basic Rules, a tabletop roleplaying game of civilizations! This page contains an overview of some key mechanics and guiding principles you will find throughout the game.
Rulers uses dicepools of six-sided dice (d6). A roll of a 5-6 is considered a success. The degree to which an action succeeds is determined by the number of successes rolled. In an opposed roll this is the net total of successes.
All players are considered to take their turns simultaneously, along with all GM actions.
By default, each turn is assumed to take place over the course of one season (Spring, Summer, Autumn and Winter). Every 4th Turn is the start of a New Year.
Values in Rulers are considered to be abstract, allowing for both players and GMs interpret them as they wish to suit their narrative.
An Attribute is a set value, defining the features of a Region. Resources are calculated either from Attributes, other sources, or a combination. Resources can be spent to take actions. Attributes cannot be spent on actions.
Resources do not accumulate. There is no treasury or stockpile. At the start of a turn each Realm will update its current available Resources. Those Resources are available to spend on that turn, and that turn only.
It is the intention of Rulers to be setting agnostic. While there is a tendency to lean on Medieval and Renaissance European history, the game itself is designed with the idea that it could be used in any setting and in any time period.
Rulers can be played as its own game, without any need for additional content or rules.
By design, Rulers can also be used as a template paired with other TTRPG systems to simulate the power of nations.
Similarly, players may use alternative game systems for resolving warfare in a game of Rulers.