Cover of Paper Kingdoms

Interactive & GamesKids & Family

Paper Kingdoms

A strategy game that lives inside a book. One pencil, two players, endless maps.

by Pip Meadows

A complete two-player pencil strategy game with twenty printable battlegrounds and three rule sets, from a fifteen-minute skirmish to a five-battle campaign.

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About this book

Inside this book is a kingdom, and it is not yours yet. Paper Kingdoms is a complete two-player strategy game played with nothing but a pencil and the printed maps between these covers. Claim territory, cut supply lines, bluff your rival into ruin, then flip to a fresh map and swear revenge. Twenty battlegrounds and three rule sets take the game from a quick skirmish to a long campaign. It is the kind of game that starts at teatime and ends in family legend.

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Introduction

Paper Kingdoms is a two-player strategy game designed to live entirely inside this book. There are no cards to lose, no pieces to count and no board to unfold. Open to a battleground, choose who will play X and who will play O, place a pencil between you and begin.

The game is about territory, but territory alone is not enough. In the Standard Realm rules, every province must remain supplied by a chain leading back to your capital. A single captured crossroads can cut an entire wing of the map away from the crown. Strongholds make stubborn anchors. Crown provinces tempt both players into expensive fights. The best move is often not the largest move. It is the move that makes the other player's next move smaller.

The book contains three complete ways to play. Quick Skirmish teaches the map in about fifteen minutes. Standard Realm adds sieges, supply and capital pressure. Long Campaign links several battlegrounds together and gives both players a small set of Royal Orders to spend at exactly the wrong moment for the other person.

Every battleground is deliberately symmetrical in overall opportunity, although the terrain may feel very different depending on the route you choose. Some maps are open and greedy. Others are narrow and cruel. A few look generous until both players discover that the same bridge matters to everyone.

The rules use only orthogonal movement. Up, down, left and right count as adjacent. Diagonals do not, unless a Royal Order specifically says otherwise. Printed letters and symbols remain visible beneath your pencil marks and continue to matter after a province changes hands.

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From Paper Kingdoms by Pip Meadows. Copyright © 2026 eQuill Studio. All rights reserved.

Book details

Author
Pip Meadows
Categories
Interactive & Games, Kids & Family
Type
Non-Fiction
Format
EPUB and PDF, DRM free
Language
English
eISBN
978-629-7108-15-5
Released
2026-04-15
Catalogue code
EQ-0136