Do you go to the dungeon?

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Example Faction Goals The difficulty of a faction goal is the number of experi- ence points earned on a successful completion of it. Blood the Enemy: Inflict a number of hit points of dam- age on enemy faction assets or bases equal to your faction’s total Force, Cunning, and Wealth ratings. Difficulty 2. Destroy the Foe: Destroy a rival faction. Difficulty equal to 2 plus the average of the faction’s Force, Cunning, and Wealth ratings. Eliminate Target: Choose an undamaged rival Asset. If you destroy it within three turns, succeed at a Dif- ficulty 1 goal. If you fail, pick a new goal without suffering the usual turn of paralysis. Expand Influence: Plant a Base of Influence at a new location. Difficulty 1, +1 if a rival contests it. Inside Enemy Territory: Have a number of Stealthed assets in locations where there is a rival Base of Influence equal to your Cunning score. Units that are already Stealthed in locations when this goal is adopted don’t count. Difficulty 2. Invincible Valor: Destroy a Force asset with a minimum purchase rating higher than your faction’s Force rat- ing. Difficulty 2. Peaceable Kingdom: Don’t take an Attack action for four turns. Difficulty 1. Root Out the Enemy: Destroy a Base of Influence of a rival faction in a specific location. Difficulty equal to half the average of the current ruling faction’s Force, Cunning, and Wealth ratings, rounded up. Sphere Dominance: Choose Wealth, Force, or Cunning. Destroy a number of rival assets of that kind equal to your score in that attribute. Difficulty of 1 per 2 destroyed, rounded up.
Wealth of Kingdoms: Spend Treasure equal to four times your faction’s Wealth rating on bribes and influence. This money is effectively lost, but the goal is then considered accomplished. The faction’s Wealth rating must increase before this goal can be selected again. Difficulty 2.