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The following are the possible victory conditions to win the game and become the dominant Usurper in the land.  Each is geared towards different playstyles, but many definitely favor the risk of combat.


Final Victory:
Victory by Accrual: If a Single player has a preponderance of Victory Points (at least 51% of all total points), then they win by default.  This is considered a "Victory by Accrual."  What this means: your Usurpation has grown so large that the other Usurpers just can't possibly measure up to you, as you grow far beyond what anyone can hope to stop at any single point.  (This can only be achieved after the first year.) ♥

Victory by Domination: If a Single player completely destroys all of the other Usurpers (or some quit and this player destroys the rest), then there are none left to challenge the Usurper; and they eventually grow to overcome the rest of Civilization.

Victory by Terror: If a Single Player successfully Defeats the Three Legendary Monsters, they are considered 'Master of all Arms and Leadership' and all of the supporting powers-that-be crown the Player Emperor. (This can only be achieved after the first year.)  There are multiple legendary monsters which are generated randomly each Round of the game.  Out of the six possible, only three will appear. [It is possible for two or more players to achieve a United victory in this manner if they slay the three Legendary Foes together.]

Victory by Might: If a Single Player successfully destroys the last On-Map CP (completely wipes them from the map), they have utterly destroyed Civilization as we know it; and remake the land into their own image.  The other pockets of civilization immediately cow-tow to the might of the new Lord of the Land.

Victory by Diplomacy: If a Single Player successfully brings 10 Non-Map CPs to "Fanatical" Status, the collective bargaining and trading power of the Usurper's network comes to full-bear and all of the guilds of the land begin to redirect their taxes; and thus the true-power of the land to the Usurper.  He or She is Crowned: The Merchant Prince.

Victory by Magic: If a Single Player successfully completes a Herculean Saga, the other Usurpers will be given one-month to dethrone this now-Legendary Ruler.  Their Obscurity will be reduced by 40 points (this can be repaired normally) in all Lairs.  Once four-weeks have passed, the Usurper's fame will become so great that all will swear fealty to 'The Champion of the People'.



Victory Points are how we track how well each Usurpation is faring.  VPs also form the benchmark for when new events appear.  As the average VPs of the Usurpers increase: so-too does the presence of enemy, marching Armies and Non-Faction foes.  Be careful to not grow your Usurpation too fast without some consolidation!

Might: Expresses total value of Units as a military force.  Includes skills and spells known by Leaders/Cohorts and Units.  Extras that have military capabilities are only counted for the actual combat bonuses they provide.

Lair: Expresses total number of renovations, constructions, and quality value of Rooms in Lair.  Mysterious Room is highest valued, followed by Throne Room, followed by Workshop.  Others are weighted equally.

Economy: Expresses absolute capabilities of all Leaders/Cohorts and Units to Scout and Harvest.  Tools available (and which could actually be used) are counted in this.  Spells which directly contribute to either of these activities (Scout/Harvest) are included.

Mysterium: Expressed as an absolute of # of Artifacts + total considered value of their rankings.  Some artifacts are better than others.

Politics: Expressed as the combined relationship values your Usurpation has with Civilization Points, number of CPs under your control, and # of Extras in your employ.