Adventurer, Conqueror, King

Enter a world where empires totter on the brink of war, and terrible monsters tear at the fragile borderlands of men; where decaying cities teem with chaos and corruption, nubile maidens are sacrificed to chthonic cults and nobles live in decadent pleasure on the toil of slaves; where heroes, wizards, and rogues risk everything in pursuit of glory, fortune, and power. This is a world where adventurers can become conquerors – and conquerors can become kings.

Will you survive the perils of war and dark magic to claim a throne? Or will you meet your fate in a forgotten ruin beyond the ken of men?

The Adventurer Conqueror King System™ (ACKS) is a fantasy role-playing game that provides the framework for epic fantasy campaigns with a sweeping scope. 

  • Play 12 different classes, including the fighter, mage, thief, cleric, assassin, bard, bladedancer, explorer, dwarven craftpriest, dwarven vaultguard, elven nightblade, and elven spellsword.
  • Easily customize your character using a unique, optional proficiency system. Make your fighter a berserker or your mage a necromancer!
  • Buy, sell, and trade common merchandise, precious silks and spices, and even monster parts and magic items in a balanced and integrated game economy.
  • Construct strongholds, establish kingdoms, and carve out a realm for your character.
  • Run a thieves’ guild and send your minions to carouse, smuggle, steal, and commit other hijinks.
  • Establish a wizard’s sanctum and explore the forbidden arts. Crossbreed horrific monsters in an underground laboratory, enact powerful magical rituals, build golems, craft magic items, or even transform yourself and your followers into undead monsters.
  • Build and run a living world for adventure on a grand scale. With game mechanics built to support emergent play, ACKS is the ultimate RPG for sandbox campaigns.

Whether you want to crawl through dungeons, trade with merchant caravans, run a merchant emporium, conquer an empire, or even raise an undead legion, ACKS supports your playstyle with simple, fast-playing game mechanics.

Judges will find guidelines on creating an expandable sandbox to enable all levels of play, from the party's first dungeon to world-changing wars. A consistent system of economics and demographics supports both top-down and bottom-up styles of campaign world building; ensuring the more mundane perils of petty dukes, rapacious patriarchs and reckless kings have the resources expected for their schemes. 

Treasure hoards can be filled with all manner of unique items and trade goods, providing both a richer experience and logistical challenges for players. Well defined systems for domain management, customized to each archetype, allow players to interact with the game world in novel ways.


But don't take our word for it - below, find reviews of Adventurer Conqueror King from all over the world.

RPG Pundit

I think its safe to say that I have never seen a set of rules and guidelines for stronghold and dominion management in any other D&D game (or even any other game remotely similar to D&D) that were this complete. The mechanics in the BECMI/Rules Cyclopedia books pale in comparison. Even Pendragon, which probably has the most detailed rules on manors that I’d seen systematized until now, doesn’t really match up. You get complete rules for just what kind of stronghold each class can make, how many followers it will attract, what every little bit of it will cost, how many peasant families you can attract and support, and what kind of revenue you can collect. On top of that you get rules for how to expand your domain, what kind of various expenses are involved on a regular basis, rules and tables for being a vassal of a lord or king, morale rules for your dominion to see if the peasants are revolting, rules for building and running villages, towns and cities, and building and managing markets.

John Arendt, Dreams in the Lich House

If ACKS were published 20 years ago, it’s likely I wouldn’t have finished college.

Jeffro Johnson, Jeffro's Space Gaming Blog

...not a lot of people are talking about the combination of the fighter damage bonus with the cleave rule. That’s a huge deal that makes fighters more the premier class of the game– especially when you take in all the things done to dial back the mages

The Other Steve, RPG Geek

The campaign chapter also contains a bunch of amusing rules for magical research – not only can you create your own spells, but you can also cross-breed monsters and turn yourself into a lich! Perhaps the best part, though, is the conceit that wizards can build dungeons somewhere (probably not directly under their tower), wait for monsters to settle inside, and then send adventurers inside to harvest their parts. It sounds tremendously inefficient both for the PC (hoping you get a sufficiently interesting creature!) and the player (dungeons get stocked by making wandering monster roll…after roll…after roll).

Eric Tenkar, Tenkar's Tavern

What does this offer that the OSR books and rules already in your collection don't? Strongholds, domains, and even mercantile ventures are addressed. Yes, your character may just outgrow the dungeon life. If you play in any fantasy type RPG and are interested in building your own campaign, many of the tools are here.

Chris Hogan, Vaults of Nagoh

This is what a rationalised 21st century dungeoncrawling RPG can look like: enough old school aspects to appeal to grognards, but with enough mechanical crunch to appeal to new(er) school players. The systems maths is robust enough that it doesn't fall to pieces if you breathe on it, but simple enough that you only need to do simple-addition-up-to-20 in play. And we did it crowdfunded and with substantiative fan base interaction and customer feedback.