Fatecraft is a d6-based Diplomacy-inspired game. It was developed as a long-term play-by-mail game in order to flesh out certain regions in the world. Originally, it was used to develop the continent of Mercataera to seed the campaign taking place in the Silversheen Sea at the start of the Age of Struggle. Check out the setup here; a record of the turns is present in the directory with the tag#fatecraft-s1.

Gameplay

Fatecraft is a d6-based game that relies on players roleplaying their nation’s leader to accomplish certain goals. Each player controls a nation and is assumed to have full control of the nation’s activities. Fatecraft works by players moving units around a (virtual) game board in order to explore and interact with the world around them. These units can either be military ones capable of engaging in combat or diplomatic ones used to accomplish tasks such as espionage and sabotage.

The game starts with each player choosing a nation (and its leader!) to play. Once players have picked their nation, the GM should give each player their start sheet. This contains the nation’s starting resources and indicators, resource gain per turn, leader ability, and hidden goals.

Turns

Every turn starts with a status report given to the player detailing the state of their nation. This details recent events that require the leader’s attention such as enemies on the border, new natural resources being discovered, rumours from abroad, and so on. Certain events will require rolls from the player. These are usually random events that occur, but could also be caused by other nations, such as starting spying attempts on an opposing player.

Once all players have resolved events and moved the units they wish to, the GM updates the game board and produces the next set of reports. Fatecraft is a mixture between conquest-style games like Diplomacy and roleplaying storytelling games like Microscope. The length of the game is not fixed and can be adapted to suit the players’ needs. It is not assumed that one nation will dominate the map, though it could happen.

Conventionally, one Fatecraft turn is a season and there are two seasons in the year. Depending on the players’ choice, one or multiple turns can be played a week.

Resources and Indicators

There are two kinds of resources available to a nation: Renown and Fate. Renown is used to purchase new units, improve settlements, and build structures, and is gained by successfully completing goals in the game. Fate is used to influence rolls and can be gained in a similar way. Random events frequently give one or both if resolved. Each nation also gains a certain amount of Renown and Fate each turn. These resources are kept secret such that a player only knows the Renown and Fate of their own nation. The tables below give an example of Renown and Fate costs.

ActionRenownTurns
Building an infantry unit51
Constructing a basic defensive battlement101
Building a new settlement1001
Constructing a strong unit-buffing structure602
Roll ModifierFate Points
+11
+22
+34
+46
+58
+610

In contrast to resources, indicators are scores that represent a particular property of a nation. Indicators affect the probabilities of random events and indicate to other nations how well things are going. The two indicators are Prosperity and Happiness. Prosperity represents the overall wealth and splendour of your nation while Happiness determines whether your people approve of your rule. Both values range from -3 to +3. Prosperity feeds into Renown and Happiness feeds into Fate. When positive, your nation is doing well and you are more likely to have positive random encounters. When negative, your people will begin to lose faith in you as a leader, and may rebel!

ProsperityRenown GainedHappinessFate Gained
-3-15-3-3
-2-10-2-2
-1-5-1-1
0000
1511
21022
31533

Resources Gained Per Turn

Every turn, you gain Renown and Fate based on the number of settlements you own, your current Happiness and Prosperity, and resolved events. The table below shows the amount of Renown and Fate gained by settlement type.

Settlement TypeRenown GainedFate Gained
Capital205
City / Large Town103
Town51
Village20

Units

Units are the primary method of acting in Fatecraft, with players being able to move them or use them every turn. Each unit is classed as either a military unit or a diplomatic unit. Military units are used to engage in combat with other units, attack structures, and besiege settlements. Diplomatic units are used to set up spying campaigns, promote religion, and conduct trade. Each nation has a cap on how many military and diplomatic units they can maintain at a given time. A nation can never have more units than its cap would allow; an event which would cause the nation to exceed the cap by gaining a unit needs to replace an existing unit or forego the new unit.

Every turn, a player can choose to move their units or have them take an action (a unit cannot move and take an action in the same turn). Each nation also has special units they can only produce in their home settlements, and generally require unique structures to be built to produce. These units are special in that they have unique actions only available to them.

Unit Traits

All units have a movement speed (in hexes), a type (e.g. infantry, ranged, cavalry) and an affiliation (often cultural). Military units and certain diplomatic units also have bonuses against certain other units when engaging in combat. Units can have a maximum of two kinds of bonuses. Each unit can take actions that make sense for it; military units can engage in combat or besiege settlements, while diplomatic units are often more focused and can spread religion or set up trade routes. Units can be destroyed, either by other players or through events in the world.

Military Units

Military units are deployed to initiate combat with other units, seize resources by force, or besiege settlements. There are 4 kinds of military units: infantry, cavalry, siege, naval. Infantry units are the most basic, often serving as the front line, and are necessary to capture structures and settlements. Cavalry units are faster and naturally have a +2 circumstance bonus against infantry and siege in open combat, but suffer when used to attack structures. Siege units usually suffer a -2 penalty against infantry and cavalry units in open combat, but give a +3 bonus when attacking structures or settlements. Naval units are required to travel across bodies of water. Each nation has certain versions of these units with bonuses that they start the game with. Throughout the game, players can build structures to further improve these bonuses. Each nation also has access to special units that only they can build. These special units have unique traits and are the core of a nation’s identity.

Through combat, a unit might become bloodied. Bloodied units roll a d3 instead of a d6 for all combat rolls. A unit needs to spend one turn resting in order to become healthy again.

Combat

Combat occurs when a military unit chooses to attack another unit within their movement range. Each side can bring up to 2 other units into the battle if those units would be able to move to the location. Once it is clear which units are engaging in combat, each player rolls a d6 for each unit’s attack and chooses to spend Fate. The GM compares the total result, applying bonuses as necessary, and determines the overall deficit between rolls. The player who rolled lower must decide which units pay the price (on a draw, both players choose a unit to become bloodied). Every 6 point deficit is a unit destroyed, and every subsequent 3 point deficit is a unit bloodied. Any remaining deficit (1 or 2 points) results in a further bloodied unit, or a currently bloodied unit being destroyed. For example, in a catastrophic loss where one player with 3 units rolls a total of 3 against their opponent’s roll of 16, the deficit of 13 means 2 units are destroyed and the last is bloodied.

Combat Example

As an example, consider the Grarkul Tribes (GT) battling the slavers of Vulcanstille (V). GT has 2 infantry units: one is bloodied and has a +1 global bonus, and the other is healthy with a +2 circumstance bonus against cavalry. V has 1 healthy cavalry unit with a +4 circumstance bonus against orcish infantry.

GT rolls a d3+1 to get 2 for their bloodied unit and adds a d6+2 to get 5 for their healthy unit, getting a total of 7.

V rolls a d6+4 for their healthy cavalry unit and gets a total of 9.

With a deficit of 2, GT must choose to either destroy their bloodied unit or have their healthy unit become bloodied. But what if GT had spent 4 Fate points? Then their total would be 10, and with a deficit of 1, V’s healthy cavalry unit would become bloodied instead!

Moving and Combat

If a unit would attack another unit that was trying to move away, it succeeds in attacking it and initiating combat if its speed is greater. If the two units have the same speed, the GM flips a coin to see whether the unit is attacked or if it manages to flee, leaving the attacking unit in the space it tried to attack.

Diplomatic Units

These are units such as traders, prophets and engineers that generally stay out of combat. That doesn’t mean they can’t be attacked! While diplomatic units are often much faster than military ones, they are (often) defenceless. As such, these units are usually stationed in settlements or external structures and military units are kept nearby to defend them.

Building Units

Units cost Renown to build. Infantry units are the cheapest, followed by cavalry and naval, then siege. For each bonus modifier a unit has, the Renown cost to build it increases by 2. A simple infantry unit with no bonuses that costs 5 Renown would therefore cost 9 Renown if it had a total of a +2 modifier bonus. Units take 1 turn to build, and a nation can build 1 military and 1 diplomatic unit in each settlement they have a turn (some structures and external structures can change this). The table below describes the base unit costs.

UnitRenown
Infantry5
Cavalry8
Naval8
Siege12

Taking Settlements

In order to capture an enemy settlement, it must first be attacked by one of your units as if you were attacking an enemy military unit. This causes that unit to besiege the settlement, and locks it in place. During a siege, special actions can be taken to neuter the enemy settlement’s defences, such as destroying battlements or poisoning the water supply to bloody the garrison. These actions can only be taken by sieging units, and result in a d6 roll against a set number to beat (Fate points can of course be used). For destroying battlements, the number is usually the bonus modifier it provides. For each 3 point deficit the set number is beat by, the sieging unit can choose another equivalent or lesser action to take. For example, destroying a +1 defensive battlement (requires a 2 or more) by rolling a 4 means the battlement is destroyed; rolling a 5-6 means another +1 battlement can be destroyed, and so on. The GM should adjudicate what is fair in these circumstances.

The defending units in a settlement can also take actions to hinder sieging units. These are also rolls against set numbers to beat (usually 4 for healthy units and 2 for bloodied units). Up to 3 units can defend a settlement at the same time.

Structures

Structures are the second way players make an imprint on the world. These can either be built in cities (like defensive battlements), or out in the world (like mines). Structures in settlements can provide bonuses to renown and fate, though they are primarily built to unlock further advancements and actions. For example, if a player wants to make their infantry better against cavalry (mechanically gaining a +2 against cavalry units in combat), they may need to build a new military academy structure in one of their settlements. After building it, they would have the choice to build these new units at the higher Renown cost if they wish — nothing is stopping them from continuing to build basic infantry. The following tables give the rough outline for how much renown and time a structure should cost based on the bonus it provides for units.

Circumstantial BonusRenownTurns to Build Structure
+1101
+2201
+3301
+4402
+5502
+6602
Global BonusRenownTurns to Build Structure
+1201
+2401
+3602

Defensive battlements are important and provide fixed bonuses to the defending units in a settlement on top of any existing bonuses. A settlement can have up to 3 defensive battlements, and it takes 1 turn to build 1 battlement. Only 1 battlement can be built in a settlement each turn. The table below shows the Renown cost to build a defensive battlement.

Defensive Battlements
BonusRenown
+110
+220
+330

External Structures

Structures outside of settlements are generally used to connect other worldly resources to a nation. These are not tracked within the game system, and instead are handled through events and indicators. The merchant’s guild might complain that pirates have ruined their silver trade, and wish for an alternative; the player may then choose to build mines in the mountains where there is known to be silver to appease them. Failure to do so would negatively impact the nation’s happiness and prosperity, giving the player a motive to find a solution.

Certain resources may be made available only by constructing specific structures. For example, unearthing an ancient tomb requires a player to build a dig site at the location — and then likely defend it if other nations see anything valuable coming out! There may also be timed events that require players to act quickly in order to send units and construct something. Generally, constructing an external structure requires an appropriate diplomatic unit to spend an action at the location to do so, and it is completed in a single turn unless the structure is particularly large.

Building, Upgrading, and Capturing Settlements

By default, building a new settlement requires moving a suitable diplomatic unit to a location and spending 100 Renown points. The settlement is built the next turn, but be warned, it does not come with defences! Players are advised to move military units alongside diplomatic ones to keep new settlements safe. Each settlement under your nation’s control further taxes your Prosperity and Happiness. New Villages draw -1 of each, Towns -2, Cities -3, and Capitals -5. You also gain the structures belonging to those settlements (unless they have been destroyed). Be wary of expanding your nation when your Prosperity or Happiness are low, you may lose control of that new settlement sooner than you think! Capturing a settlement generally provides the full tax as if no structures were present — but there may be ways around this if you are clever…

A settlement starts off as a Village and can be upgraded to a Town by spending 50 Renown. A Town can be upgraded to a City by spending 100 Renown. Each nation only has 1 Capital, and no more can be built. Claiming another nation’s Capital is therefore a huge boon — if you can keep control of it!

Leader Goals and Bonuses

Based on your reign as a leader, you can cause long-term changes to a nation. These can occur through random events but mostly occur through accomplishing set goals. Indicators change to reflect how well your reign is going, and accomplishing goals often lead to rewards such as Renown, Fate, new units, or new technology.

In addition to the mechanical bonus, accomplishing goals sets the theme for your nation. Expanding the slave trade? Your people will remember this doctrine, as will the poor souls who you subjugated. Hungry for arcane knowledge? Your nation will attract those of similar scholarly pursuits while others look upon your collection in jealousy. Remember that Fatecraft allows your storytelling to take centre stage!

Death

It is entirely possible (indeed, likely) that a leader will die sometime during the game. Whether natural or accelerated, death is an irreversible process in this world. It’s not over, though! So long as the nation still exists, a new leader can take charge. Of course, a leader death could be the result of more drastic changes, such as part of a civil war, in which case the nation itself may split. As a player, if your leader dies, you can either continue as that nation with a new leader or take control of a different nation altogether. Similarly, if you’re just not feeling up to playing your chosen nation, have a word with the GM to see if you can play a different one.

Some Examples

Fatecraft is intended to be played with multiple visual aids such as a map with a hex grid, sheets to inform players of their resources and indicators, a list of units and bonuses, etc. These are all simple to generate, but the rules themselves can be hard to parse when just reading a PDF. What follows in this section are some examples meant to make things easier to understand. Let’s follow events from the point of view of Argenta, a slaver-heavy prosperous duchy on the Silversheen Sea. Note that only the actions related to the current subject are explored, not every action the player might take.

Expanding with new structures for prosperity

Duke Cristoval of Argenta learns from his network of spies and informants that a new vein of silver, the lifeblood of Argenta, has been discovered nearby. It is unfortunately within the mountains controlled by the dwarves of the Kingdom of Gondarahl to the east, but that’s fine — the current mines weren’t built by sending flowers and treaties.

On turn 1, the Duke decides to build a diplomatic unit (construction worker) and a fast military unit (scout) that can keep up.

On turn 2, the Duke orders the units to move to the location of the source of silver. So far, the coast is clear.

On turn 3, the structure is starting to be built, and will be finished just before turn 4 starts. Just then, the scout notices something…

Threatening an enemy with military units

It seems King Kharnik Starkrock had received similar intelligence. The scout notices a dwarven recon unit approaching the site of the newly built silver mine. Duke Cristoval’s advisors tell him that Gondarahl seems to be preparing for an attack! The Duke decides it is time to dig in.

On turn 4, the new silver mine has been built, netting Renown, and Argenta’s Prosperity increases slightly. The Duke decides to built two military infantry units nearby while positioning the scout to protect the mine.

On turn 5, the Duke moves the two infantry units to defend the silver mine, while King Starkrock sends in his dwarven recon unit that is now followed by two elite dwarven infantry units. The Duke knows this is no time to play around, and orders his troops to dig in. The silver mine must be defended!

Fighting for and building a new settlement

On turn 6, the dwarves attack. Their recon and elite infantry units roll 1d6 and 2d6+6, respectively, against the Duke’s scout and two infantry units which roll, 1d6, 2d6, respectively. It will be a close battle, but the Duke believes it is important to establish a presence. He decides to spend 6 Fate to gain an additional +4, believing that the King will trust in his dwarves and forego Fate. The rolls come in: King Starkrock’s dwarves get a total of 16, contrasted by Duke Cristoval’s forces getting 17. A close victory! King Starkrock chooses to let his scout unit become bloodied. This victory against elite land units nets the Duke more Renown, and he has now accumulated enough to build a new settlement.

On turn 7, the Duke decides to move the construction worker nearby the silver mine and begin constructing a settlement. He believes the King will back off after the last battle and tells his units to hold rather than give chase. As the settlement nears completion, more news rolls in…

Defending a settlement

A red-cheeked wheezing advisor runs into the throne room to deliver the bad news: it seems the dwarves have purchased a terrifying new siege weapon from their brethren in West Valia! The Duke hides a smirk as he dismisses the advisor — his spies abroad had already conveyed similar information to him and Argenta had been developing a similar weapon of its own.

On turn 8, the Duke orders the production of Argenta’s new Mortar Cannon unit. With the settlement completed, the two infantry units garrison inside it while the scout moves southwards with the construction worker, feinting to the dwarves that another structure is about to be built. The dwarves hold their position rather than retreating, likely waiting for their new weapon. The Duke orders a defensive battlement to be built in the new settlement as well.

On turn 9, the Mortar Cannon is moved to garrison the new settlement and the defensive battlement is completed. Not a moment too soon! The dwarves besiege the new settlement as their own siege unit begins to roll in.

On turn 10, both sides take actions in the siege. The dwarves attempt to destroy the battlement, but King Starkrock rolls a 1, and, having still refused to spend Fate, the attempt fails. Duke Cristoval’s side decides to pour burning oil on the sieging enemy unit. He also decides to forego spending Fate — with a roll of a 5, the healthy elite infantry is bloodied.

On turn 11, King Starkrock decides to assault the settlement. A siege battle ensues, with each side having two infantry units and one siege unit. The defenders also have a +1 bonus from the battlement. Overall, then, the defenders roll 3d6+2 (from the Mortar Cannon) + 1 (from the battlement) while the attackers roll 1d3 (bloodied infantry unit) + 2d6+3 (from the siege unit). The defenders get a total of 15, while the attackers only get 12. The deficit results in the second dwarven infantry unit being bloodied. With two bloodied units, King Starkrock vows his revenge another day and decides to have his troops retreat.

In 11 turns (11 weeks in standard time), Argenta was able to add a new source of silver to their nation, increasing Prosperity and Renown, build multiple units to engage in combat, build a new settlement with a defensive battlement, and defend against a siege. These are just the units on this side of the land; being a primarily naval nation, Duke Cristoval has definitely been busy around the Silversheen Sea as well! I hope that this set of examples helps illustrate what is possible within the Fatecraft system.