King of the Castle is a party game, where one player becomes a sovreign ruling over a land designed after Game of Thrones series – other players become the lords and ladies of different realms within the land and create a ruling body.

The quasi-council of Lords and the King make decisions regarding differnt events happening in the country that cause consequences with they need to deal in turn later. It is purely text-based game where everything that is happening is conveyed through dialogues and monolouges of narrator or some in-game character.

All of the choices are informative enough that they can tell the player what they can expect from them. Most of them do not even have unexpected results, everything is written down as a consuequence before the choice is made. What is intresting though, is that the game uses a chance consequence. It displays the percentage chance of something happening, so the players can decide to make a bet and vote for the choice that can come or not into fruition. Most of the choices in the events have long-term consequences. The story they have branch out and has differnt events that follow depending on the choices the players made.
What I imagine is to be taken form this design is the mixture of branching events and precanatge events. I imagine the storyline for my game to include various chain events that branch out to accommodate for different choices that the player would make. This would add toward replayability, especially if introduced with the precentage chance of something happening – choices can increase the percentage or decrease it but we will never know for certain.