
Zomburs |
1) what bonuses do roads have?
2) what benefits does the mine give?
3) It suggests giving the players a year to build their kingdom. Do they mean a year with out events?
4) unrest seems to be a pool and not a static + or - is this true? Did I skip something big here that defines how unrest works. This seems kind of crutial lol

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1) what bonuses do roads have?
2) what benefits does the mine give?
3) It suggests giving the players a year to build their kingdom. Do they mean a year with out events?
4) unrest seems to be a pool and not a static + or - is this true? Did I skip something big here that defines how unrest works. This seems kind of crutial lol
We just did this so I will offer my interpretations and I I know where the answer is I will also note page and rough location.
1. Decreases travel time (as noted in the standard core rulebook movement rules) and for every 4 hexes with roads you get +1 to the Economy. For every 8 hexes you get +1 stability. (See page 58 or Rivers Run Red, halfway down left hand side)
2. I have seen some homebrew rules for mines but on Page 58 of Rivers Run Red you will see on the bottom of the left hand column a note about "resources" and that a hex with a "resource" in it grant +1 economy. My group has interpreted that to mean that where a hex might have a vein of ore or gems the +1 economy is the shorthand for a mine or other such resource gathering operation.
3. I ran this as twelve successive kingdom rounds, with events, roleplay as needed. My group basically assumed it was a year of not running around and doing anything but *kingdom* related things. (Like exploring new hexes or taking on quests and so on)
4. We puzzled through this a lot and found the documentation lacking. As far as we can tell, and how we are running it currently is that it is a pool. Things happen and it builds, things happen and it decreases. You can get it down to zero but if you roll an event or mess something up it can start to build up again and you will have to build *new* building and do new things to fight rising Unrest. Otherwise you could top load a bunch of negative unrest and it would *never* be an issue and that seemed plain silly.
Hopefully this info/perspective helps.