😘 Renown and Infamy -
Each House Player will begin the game in possession of an equal number of Renown and Infamy Tokens.
Renown -
Renown is awarded for winning battles, duels, and jousts. Higher renown makes it easier to achieve popular support in resolving unrest. A Player holding higher renown makes it more likely that banners who switch sides during conflict will desert when going up against their previously allied armies, rather than contributing to the result. High renown also makes it less likely that a region that is in a state of unrest will rebel against the owning Player’s control.
Players may trade or gift Renown freely.
Infamy -
Infamy is awarded to Players by other Players when they feel that the receiving Player has comported themself in an underhanded or unchivalrous way. All Players start the game with three infamy to give away, representing their word of mouth about the deeds of another Player. Players also earn infamy by mechanically betraying someone that they are in an alliance with - higher infamy makes it less likely that banners will desert when attacking a house that they were recently aligned with. Higher infamy can also help a Player to seize a region that is in unrest through the use of Gambit actions. Players may give another Player their infamy at any time and the receiving Player must take it.
There are some restrictions to this transfer of Infamy between Players. Players cannot give another Player multiple Infamy tokens in a row without having first given Infamy to another, different, Player. All transmission of Infamy by a Player to another Player can be witnessed by Control. Control is able to transmit or revoke from a Player any Infamy tokens, at their discretion.
Players hold both Renown and Infamy simultaneously but each cancel each other out by value. A Player with more Infamy tokens, than Renown, will be considered to have as much Infamy as the difference between the two, and vice verse. If a Player holds equal Renown and Infamy, then neither effect will contribute to any decision which they would otherwise influence.
Example -
If one Player was to hold three Infamy and three Renown but gifts a Renown token to another Player, if a decision is dependent upon whether they have Renown or Infamy; they would be considered to have one Infamy, one being the difference between both the resources that they hold, favouring Infamy.