[10.1] Imperial Offices

There are a total of 8 Imperial Offices, each of which will be awarded at the end of the game to the character who has piled up the most Merit Points for the office. Ties are broken first by amount of gold in the treasury, then by size of tax base. Each office comes with a percentage prize share. The standing of the player in the game is decided by the prize share of the Imperial Offices he controls. A prize fund is maintained equal to 10% of the turn fees paid by the players. When the game ends, a player gets a percentage of the prizes awarded proportional to the total prize shares of his Offices. For more details, see the Imperial Office Table.

During the game, each player is informed of his standing in the race for each office, stated as a percentage of points accumulated relative to the leading competitor for that office. When you gain an Office, a special ability may be given to you for as long as you hold it. There are also additional "Titles" that may be gained, with special abilities, but they do not give you any percentage prize share at the end of the game. A Hero may hold office. A character may hold more than one office. If a character dies (King or Hero), he loses 25% of his accumulated Office points.

TitlePrize %Merit Points Awarded
World Emperor 20 Largest tax base at end of game
Esteemed High Chancellor of the Imperium
(who art the wisest man in the Imperium, and thus First Advisor to the Emperor)
10 For each level in Explorer, Spy and Sage abilities: +1
For each feature character was first to discover: +2
For each invention character was first to discover: +2
For each invention character obtained by espionage: +1
Imperial Treasurer
(who fondleth the Emperor's gold)
10 Richest treasury at end of game
Imperial Grand Marshal
(who commandeth the Imperial Grand Army)
10 For each land battle commanded:
If won battle, then for each unit in enemy force: +1
If lost battle, then for each unit in friendly force: -1
Imperial Grand Admiral
(who commandeth the Imperial Grand Navy)
10 For each sea battle commanded:
If won battle, then for each unit in enemy force: +1
If lost battle, then for each unit in friendly force: -1
For each sea province with tax base of 2 or higher: +1
For each Naval skill level: +1
Lord High Defender of the Imperium
(who guardeth the Imperium against dangerous monsters)
10 For each hostile monster slain:
Total hit points of monster
(Half points for neutralization by negotiations)
High Priest Palatine of the Empire
(who communeth with the Great Spirit and administereth to the souls of the people)
10 For each Resurrection or Bless spell successfully cast: +1
For each level in Druid and White Magic abilities: +2
Arch-Mage Palatine of the Empire
(who weaveth great spells of magic for the benefit of the Empire)
10 For each level in any magical ability (including White): +1
For each spell-casting magic item possessed: +1

The 10 remaining Merit Points are awarded for the owners of the following magic artifacts: Excalibur, Bow of the Elven Kings, Axe of the Dwarven Lords, Scimitar of Orc Mastery, Crown of Dragon Command, Feather of the Great Eagle, Horn of Neptune, Holy Sword, Invisible Sword, Shadow Sword. These points are not modified by an alignment difference with the Emperor.

Notes:

  1. The points awarded for Admirals for control of rich sea provinces are given to each character in the Kingdom.
  2. No points are awarded for the Imperial Defender office for Fulfilling an agreement. Often a character's efforts to negotiate with or damage a monster will persuade it to stop raiding your Kingdom, in which case half points are awarded.
  3. If you are tied with someone in the lead for an Office, the report will show you as being ranked #2 if you're losing the tiebreaker (the first tiebreaker for Offices is gold in treasury, next is size of tax base.)

[10.2] The World Emperor

The eventual World Emperor is the player who has the largest tax base support at the end of the game. The following is a description of the sequence needed to end the game.

At the end of any turn, when Kings owning more than 55% of the total World tax base call for an election, a "Vote for World Emperor" is held on the following turn. In the next turn each King can vote for their choice of the World Emperor. The eventual World Emperor does not necessarily have to be the player who has the largest tax base at the end of the game. Each King who votes gets votes equal to his tax base at the end of the turn. If one King receives more than 50% of the votes, he/she becomes the Emperor, and receives the 20 Prize percentage points for the Imperial Office of World Emperor. If one player does not receive a number of votes that exceeds half the total world tax base, the game continues, and another election may be called at any time. Because a vote for World Emperor occurs after an election is called, there can never be a vote held two turns in a row.

Each King retains possession of his lands, but the elected World Emperor has overall dominion over the entire world. The alignment of the newly elected Emperor determines the points for each player on their comparative alignment to the new Emperor. The Alignment Table gives a percentage reduction for each step you are removed from the Emperor's alignment. For example a Pagan King would lose 45% of his points if a Good King was elected World Emperor. The greatest "Adventurer-King" in the world and the winner of the game (not necessarily the World Emperor) is the player with the greatest adjusted prize share.

[10.3] Valhalla

If a character does exceptionally well in a game, he may be admitted into Valhalla. In Norse legends, Valhalla is the Great Hall of Odin, which only the bravest of the brave may enter. To enter Valhalla, a character must either be the winning King, or contribute 20 victory points toward the standings of his Kingdom, after points are reduced for alignment differences. Only one character may enter Valhalla from any one Kingdom.

When you enter Valhalla, you will join such legendary figures as King Arthur. These legendary figures, and characters who have won their way into Valhalla by their performance in a previous game, often visit the game-worlds of Adventurer-Kings! Each alignment from Good to Evil will be visited once in each five-turn period (if there are more than one players to be visited in an alignment, the choice will be made randomly.) They appear by the side of your King. When you get a visitor from Valhalla, you may plot his Actions for that turn. In turns 1-2, your visitor will perform 1 Action; this increases by 1 Action every 2 turns.

Undead and Divine Kings may enter Valhalla for Good or Evil, but do not receive visits from Valhalla.

If you go to Valhalla, you can take your magic items with you. You may also write up a description of what your character will say when he visits a King, including the character's history, friendly advice, bragging, etc.

[10.4] Time Limit

There will be a time limit for all AK games (the people of the world gradually put more pressure on the kings to resolve the political situation). On turn 25, you need 50% of the world's taxbase to become world emperor, call an election, or win a vote; this decreases by 5% each turn, so that by turn 30 you need only 25% of the world's taxbase.