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8/6/2019 Errata Full
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8/6/2019 Errata Full
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Although the Mercenary symbol identifies a piece as a mercenary combat unit,
he controlling player should record the ID Letter, so that players can remember
who controls a particular mercenary unit.
The Movement Allowance indicates the maximum number of movement points
hat a unit may expend in a single turn.
Much of Divine Right refers to monarchs as male in nature, but all players have
he choice of having either a male or female (as given on the Identity Card) as
he monarch of their Kingdom. Should the player elect to use their Queen, all
onuses listed on the kingdom's monarch marker (inherently male) are auto-
matically applied to the Queen Marker. If a player decides to utilize a female
monarch for their kingdom, the Queen marker is placed on the Kingdom's iden-ty card to designate that the monarch marker in play refers to the Kingdom's
emale ruler.
Terrain Bonuses are possessed by several units in the game and by all kingdom
nits if inside their own kingdom. (See Special Terrain Bonus.)
Army MarkersDue to the difficulty of handling large stacks, the players may wish
to use Army markers to represent unwieldy stacks on the map. Five
marker-counters are provided for each of 6 possible players.
An Army marker deployed on the board corresponds to a force of
nits stacked in the corresponding box on the player's Army Display Sheet. Any
nits that enter or exit the space containing the Army marker may subsequently
e added to or subtracted from the stack on the sheet. Any units in the Display
Sheet box may be placed into the space of the Army counter. There is no move-ment point cost for moving units to, or taking them from, the Display Sheet.
Because some units move at different rates, it may be prudent to keep any slow-
r-moving units on the map and the other, faster, units on the Display Sheet, oth-
rwise the slow units could be inadvertently moved at the same rate as the
aster units. Agood rule to remember is that an Army Marker may move only as
ast of the slowest unit in the off-map stack.
The Game MapThe game map depicts the continent of Minaria. A hexagonal grid is superim-
osed upon this map to regulate movement and combat. Each kingdom is out-
ned and colored to clearly define national boundaries. There are some areas
hat are unclaimed and do not belong to any particular kingdom.
Terrain features, such as mountains and hills, are also represented with graph-
cs and are explained in detail in the Terrain Effects Chart.
The CardsThere are four types of cards used in Divine Right:
IDENTITYCARDS
dentity cards feature the countrys king, queen, the name of the kingdom, the
ational coat of arms, the name of the Royal Castle, and the number of regular
rmies and fleets (if any) belonging to the kingdom. The Eaters of Wisdom, the
Black Hand, and the Storm Riders are not used in the Basic Game.
PERSONALITY CARDS
Personality cards are paired with all non-player monarchs. Each card giv
brief profile of the monarch and lists what effects the monarch's personali
have on diplomacy, movement, combat, etc.
DIPLOMACY CARDS
A player's ambassador uses Diplomacy cards during the Diplomacy pThese cards list special maneuvers, functions, and tricks of the diplomati
There are 2 basic types: Diplomatic Ploy and Special Mercenary. The Diplo
Ploy Cards look like those cards shown in the picture above. They contain a
of ploy (Bribe, White Magic, Black Magic, etc..) and a modifier. All Sp
Mercenary Diplomatic Cards contain the name of a Special Mercenary unit
and the location of their deployment. The later set is not used in the
Game.
ENVOYCARDS
These cards are not used in the basic game. See intermediate and advarules.
Game SetupSpread the map on a table. Carefully separate the Diplomacy cards. Set
the 17 special mercenary Diplomacy cards, which are not used in the
Game. Next separate the 14 Identity cards and the 22 Personality cards.
Go through the stack of Identity cards and remove the Eaters of Wisdom
Black Hand, and the Storm Riders; these characters are not used in the
Game. Shuffle the remaining Diplomacy cards and place them, face down
the map.
Shuffle the remaining Identity cards. Each player draws one card. The
drawn designates the home kingdom of that player. Players should notcolor for the kingdom they have selected and gather the matching
(monarch, ambassador, armies, and fleets). If a player monarch is elimin
(killed or captured), it is possible for a player to re-enter the game - See
Entry of Eliminated Players.
The remaining Identity cards represent "non-player monarchs." For the re
der of the game, players will attempt to use Diplomacy to ally themselves
these monarchs and their forces in the struggle for control of Minaria.
Shuffle the Personality cards and, without looking, place one card beneath
of the remaining Identity cards. Any unused Personality cards are placed
down on the table near the Diplomacy cards. The selected cards give each
player monarch a distinct personality that is revealed later in the game wh
ambassador visits the monarch.
The turn counter should be placed on the Turn Indicator at the bottom of thefor turn 1. After each complete game turn (phases 1-5 for all players) have
completed the counter should be moved forward. This will help players rem
ber how many turns remain to the end of the game and keep track of diplo
ic banishments. One randomizer chit for each player (1-6) should be plac
a small container.
Remove all units that do not belong to a player monarch. Players now place
armies and fleets on the map according to the starting locations printed o
unit counters. The ambassador may be kept off the map.
Monarchs always start in their Royal Castle. Each kingdom's Royal Castle
a castle space with a white outline and an asterisk.
2
Muetar
Pon
RombuneShucassam
Trolls
Zorn
Unclaimed Regions
Black Hand
Dwarves
Eaters of WisdomNeuth (Elfland)
Hothior
Immer
Mivior
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Read the player monarch's Identity card carefully. It lists the number and type of
nits that belong to the kingdom's military (or force pool). Some kingdoms have
pecial rules that can be beneficial to their troops that can be located in the
Special Rules for Select Kingdoms. It may also help to read the historical
otes pertaining to the kingdom in Geography and History of Minaria.
nitial player order is determined by each player drawing a randomizer chit from
n opaque container. The player with the lowest number goes first.
The game is ready to begin.
VictoryVictory is determined one of two ways:
A) Eliminate all opponents.
B) Accumulated the largest amount of Victory Points. The player who
amasses the most points after 20 turns is the winner.
Victory Points are awarded as follows:
f a non-player monarch is captured and then is freed by their allies, or is
eleased by the captor, the victory points are still awarded to the captor.
Re-Entry Eliminated Playersf a player is eliminated, they can, with the unanimous consent of the other play-
rs, return to play as a new player monarch. They will start over at 0 victory
oints and they must randomly draw a new player monarch from the currently
vailable neutral monarchs. If the kingdom drawn has been depleted due to pre-
ious conflict, they receive their full force pool for deployment. However,
Plundered Castles remain plundered.
f there are no neutral monarchs available, the player randomly draws a non-
layer identity card from the player with the largest number of allies. The new
layer monarch's units are restored to their original starting strength. Any hostile
nits are displaced from the kingdoms deployment spaces to allow for normal
eployment of the returning player's units.
f the player does not choose to re-enter the game, they keep their victory points.
f they have the greatest number of victory points at the end of turn 20, the elim-nated player monarch is the winner (despite their death).
Game TurnEach game turn of Divine Right consists of five phases:
PHASE 1: Random Events
Player rolls 2 dice, consults the Random Events Table and performs the actions
ndicated by the dice roll.
PHASE 2: Diplomacy
A) Draw a Diplomacy card - card may be used or saved for later
B) Pass or select one of the following actions:
1. Attempt to activate any non-allied kingdom
2. Attempt to deactivate any enemy-allied non-player monarch
3. Attempt to assassinate any enemy-allied non-player monarch
4. Duel an enemy ambassador
PHASE 3: Sieges
If the player has any ongoing sieges, they may attempt to resolve them i
order they choose according to the rules for siege combat. Declaring sieges
ing this phase is not necessary. The instant that the siege conditions bec
valid, a player may declare a castle "under siege" even if it is not during
game turn.
PHASE 4: Movement
Player may move as many units as they wish including their own units, un
allied kingdoms, and/or friendly mercenaries. Units are moved over the sp
expending one or more movement points per space. Units may be moved i
direction or combination of directions, up to their full printed move
allowance. Combat units belonging to one player may not enter the same s
as the combat units of another player (except during sieges).
PHASE 5: Combat
Player declares which of their units will be initiating combat and what the
be attacking. All declared attacks can be carried out in any order that the p
chooses unless the units have become deactivated.
After the first player has completed all phases, the next player begins thei
with Phase 1. This continues until all players have completed all five phas
A single game turn has been completed when all players have completed a
phases. At that time, the Turn Indicator is moved forward on the board an
new game turn begins by the players drawing a new Player-O
Determination.
Player-Order DeterminatioForeach game turn, the players randomly determine who is to have the
player turn, the second, the third, and so on. This draw holds only for the
ent game turn; the order will be changing from game turn to game turn. It is
sible, therefore, for one player to be last player in one game turn and the
player in the next, in effect having two turns in a row.
To perform Player-Order Determination: Take the 10 counters numbered
these are the "randomizer chits." Count out one chit per player. At the begi
of each game turn, all players draw one randomizer chit. The player wit
lowest number goes first, the one with the second lowest goes second, a
on. Players should keep their chits face up in front of them on the table.
Random Events PhaseRandom events can bring additional troops to the field, raise storms to da
fleets, surprise allies, or even cause the untimely demise of an important
Two dice are rolled by the player and their total is matched with the indi
event on the Random Events Table. The various possibilities are explain
the following table. All results of a player's roll on the Events Table will occ
once. If it is impossible to comply with the instructions as given (e.g. one
not have the unit one is required to lose), treat the result as "no event."
Random Events Table
3
Points
5 X Defense Strength of Castle
10 X Defense Strength of Castle
70
40
30
0
0
Deed
Plundering Enemy
(or enemy allied) castle
Plundering Enemy
(or enemy allied) Royal Castle
Capturing / Killing Enemy
Player monarch
Killing Enemy Allied Monarch
(except by assassination)
Capturing Enemy Allied Monarch
Executing Prisoners
Assassinating Non-Player
Monarch
2
3
4
5
Untimely Death
Storms
Mutiny
Bad Omens
One of your allied non-player monarchs
Determine randomly who dies.
Lose 1 of your fleets that is not in a port (pla
choice).
Lose 1 friendly regular or mercenary unit.
phasing player must pick which unit is to be
nated.
The regulars of 1 friendly kingdom, chosen a
dom, will not fight or siege this game turn.
will move and defend normally.
Roll Event Result
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f a player's largest stack must be reduced by Epidemic and the player does not
ave one stack larger than any other, the player randomly decides which stack
will be reduced. All heroes aboard fleets lost to Storms are Shipwrecked (See
Heroes, Shipwrecked Heroes).
All gains and losses of units as a result of Random Events apply only to the play-
r rolling the dice. Replacements and reinforcements may not be given to, nor
osses taken from, another player.
Replacements/ReinforcementsReinforcements are defined as new common mercenaries (as opposed to
Special Mercenary Units); replacements are restored regular units belonging to
lready activated friendly kingdoms.
Replacements are regular Kingdom combat units that have been destroyed
hrough attack or other Random Events. Such units can only be brought back
nto play via the Replacements Event on the Random Events Table. These units
must enter at the deployment site named on the counters. If that space is occu-
ied by enemy units, or is under siege, those particular units may not enter the
ame. Mercenary units can only enter in a friendly castle or, if a fleet, in a friend-
y port.
All replacements and reinforcements may move and fight in the same player
urn that they appear. The regular forces of a kingdom cannot exceed the total
umber given for them on the monarch's identity card. However, Mercenary
nits may supplement this total.
A player with no friendly ports (some Kingdoms do not have ports) may not bring
n a fleet replacement or reinforcement.
MERCENARY UNITSWhen Mercenary units are brought into play by the Random Events, the player
dds the appropriate number of mercenary counters to their forces on the board.
As long as unused fleets and land armies exist, the player has the choice as to
ype. If all mercenaries are already in use, the player may steal the new units
rom an enemys stack. If only mercenary fleets remain and the player has no
riendly port, the player may steal mercenary land units from an enemy.
However, players cannot steal a fleet transporting troops or heroes. In effect,
aving land units in transport protects the mercenary fleet unit from seizure.
Fleets may be taken from an enemy's stack only if there are sufficient fleets in
he stack to accommodate the transported units.
The new mercenary units may be placed on the board in any friendly c
except those that are besieged. Not all units need to be deployed in the s
space, but if the player has no available space for immediate deploymen
mercenary unit is lost.
The deactivation of a kingdom can result in the elimination of mercenary
(See Diplomatic Penalty).
Diplomacy PhaseMore than any other aspect of play good diplomacy will prove the key to
ry. Diplomacy is defined as actions taking place between a players ambasand non-player monarchs (ambassadors of non-player monarchs are not
Alliances are defined as existing between a player and any number of non-
er monarchs.
All player monarchs are considered to be mutual enemies, even if tw
more are cooperating for some common end. Temporary agreem
between players are not alliances and have no enforcement rules.
Each player has one ambassador, which is kept off the board unti
Diplomacy Phase. An ambassador represents not merely an individual, bu
entire diplomatic apparatus of the player monarch.
Ambassadors do not move across the map like other units; they are s
picked up and put down in the space where diplomacy is to occur. The u
removed from play at the end of the Diplomacy Phase. The moveme
ambassadors is in no way hindered by sieges or other activities engaged other units. Ambassadors are not heroes and never need to make a Hero
roll.
On any given player's Diplomacy Phase, the player monarch's ambassado
perform any one of the 4 different diplomatic tasks of the Basic Game:
1. Attempt to Activate any one non-allied non-player monarch.
2. Attempt to Deactivate any one Enemy-allied non-player monarch.
3. Attempt to Assassinate any one Enemy-allied non-player monarch
4. Duel any one Enemy Ambassador
Diplomacy CardsThe Diplomacy cards list the maneuvers and tricks of the diplomatic
Minaria. These are called diplomatic ploys and they grant bonuses to the
matic roll. The Special Mercenary cards are not used in the Basic Game.
Before conducting Diplomacy, a player draws 1 Diplomacy card, even i
player's ambassador is dead. In the Basic Game, no more than 1 Diplo
card may be played per Diplomacy Phase.
Diplomacy cards may be accumulated, but not be traded or transferred bet
players. A single player may retain no more than 4 Diplomacy cards at th
of a Diplomacy Phase. The player must discard any excess cards at the e
their Diplomacy Phase. When all Diplomacy cards have been drawn, the di
pile is reshuffled and the deck is turned face down for reuse.
Activating (Allying) a Non-Player KingdomTo activate a non-allied, non-player kingdom, the ambassador is placed i
Royal Castle of that non-allied non-player monarch. The Personality card o
monarch is read out loud. In addition to the modification given by the Diplo
cards, these cards give bonuses or penalties to various diplomatic ploys.
To use a card (which is not required), the player selects the card and rolls
This is called the Diplomacy Roll. If the result is a 6 or more after all bon
have been added and penalties subtracted, the non-player monarch bec
an ally of the rolling player (this is called activation). Once used, the Diplo
card is discarded.
The new ally's forces and monarch unit, are set up on the playing map im
ately, according to the deployment locations specified on the unit counters
may move and attack in the next friendly Game Turn.
There is no restriction on the number of times a kingdom may be activate
deactivated.
4
6
7
8
9
10
11
12
Replacements
No Event
Reinforcements
Epidemic
Replacements /
Reinforcements
Desertion
Help from Afar
Bring 2 eliminated regular units back into play in
their deployment spaces (these must be units of
the player monarch or his allied kingdoms).
Bring 2 mercenary units into play in any friendly
Castle or (if a fleet) port space.
Eliminate half of the combat units in each friendly
stack containing 10 or more. The player chooses
which combat units to eliminate. If no stack con-
tains 10 or more combat units, the player loses
one regular or common mercenary from his largest
stack.
Bring 1 mercenary unit or previously eliminated
regular friendly combat unit into play (player's
choice). Place a regular unit in its space of
deployment; place a mercenary in any friendly
Castle (or Castle-Port if it is a fleet).
Lose 1 mercenary unit. The phasing player must
decide which unit is to be eliminated.
One non-allied non-player monarch becomes the
phasing player's ally immediately. Determine the
identity of the new ally randomly. Its forces cannot
be moved until the next turn.
Roll Event Result
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ACTIVATING A VIOLATED KINGDOM
f the Royal Castle of a non-allied kingdom is occupied by enemy combat units,
iplomacy may be conducted by simply placing the ambassador anywhere in
hat kingdom. All non-eliminated units of a kingdom enter play upon activation,
egardless of the presence of enemy units. If a deployment space is enemy-
ccupied, the regulars may be placed in any space of the kingdom. However,
nits that enter via Random Events as replacements must be deployed in their
wn deployment space.
Combat units cannot enter non-plundered enemy castle spaces except to siege.
f violating combat units declare a siege on a castle of an inactive kingdom, the
iolated kingdom immediately joins the alliance of (activates for) some player
monarch other than the invader. Determine the particular player monarch ran-omly.
After the combat units of the violated kingdom are set up, the odds of the siege,
r sieges, must be re-figured to determine if a state of siege still exists (see
Sieges). If the siege no longer exists, the would-be besiegers are immediately
isplaced from the castle.
Deactivating (Neutralizing) a Non-Player KingdomEnemy-allied non-player monarchs may be persuaded to neutralize their current
lliance (deactivate) in a manner similar to activation.
To deactivate a non-player kingdom, the player announces their intention and
ndicates which monarch is the target of their deactivation diplomacy (by putting
he ambassador piece on the target monarch unit, their Royal Castle, or simply
ust pointing). The player with the ambassador may play 1 Diplomacy card.
Finally, 1 die is rolled. If the modified result is a 7 or more, the monarch is deac-
vated and drops out of the enemy alliance. If a Diplomacy card was played, it
s now discarded.
Deactivated forces are removed from the map. The Identity card and the
Personality card of the deactivated monarch remain together, and are returned
o the pool of non-allied non-player monarchs. Any regular units eliminated while
heir monarch was active remain eliminated. Regulars may be replaced (via
Random Events) only while a kingdom is active. Should the kingdom be re-acti-
ated later, only those regular units who were alive at the time of deactivation
will be available.
f a common mercenary unit occupies the deactivating kingdom and it is not
tacked with a non-deactivating hero or combat unit, it is eliminated and
eturned to the mercenary force pool.
A non-player monarch whose kingdom has a castle under siege may not be
eactivated.
Assassination of a Non-Player MonarchOnly once during the entire game can each player monarch attempt to assassi-
ate an enemy-allied non-player monarch. The ambassador is placed on the
ntended victim. Diplomacy cards cannot be played.
One die is rolled for the ambassador and one for the victim. If the monarch rolls
igher, the ambassador is killed. If the ambassador rolls higher, the monarch is
ssassinated. If the result is a tie, neither is killed.
A successful assassination deactivates the monarch and their forces (See
Death of a Non-Player Monarch). However, no victory points are scored.
After any unsuccessful assassination attempt, the ambassador (or their succes-ors, if killed) is banished from the kingdom until the offended monarch dies.
Any Diplomatic penalties incurred by one ambassador are passed on to all suc-
essors.
Dueling an Enemy AmbassadorOnce per game a player can have their ambassador duel with each of the other
layers' ambassadors. Regardless of who makes the challenge, ambassadors
may duel each other only once. The ambassador counter is placed with the
ntended opponent. No Diplomacy cards may be played. Both players roll a die.
The player with the lower roll loses and their ambassador is killed. If the result
s a tie, both ambassadors are killed. An ambassador cannot refuse a challenge.
Death of an AmbassadorEven though ambassadors represent many individuals serving in distant
tals, the "death of an ambassador" signifies a diplomatic catastrophe that th
the whole service into temporary disarray. Two game turns must pass b
diplomatic activity may resume normally. Place the dead ambassador o
Turn Indicator 3 game turns ahead to represent their two turns of inactivity
an ambassador killed in turn 5 cannot work diplomacy again until turn 8).
Any Diplomatic penalties incurred by one ambassador are passed on to al
cessors.
Banishing AmbassadorsThe play of certain Diplomacy cards, such as Black Magic, Threats, Black
and Crass Bribes, cause the banishment of the ambassador if the Diplo
Roll fails. While banished, the ambassador may not attempt any of the d
matic functions upon the offended monarch or kingdom. The length of ba
ment is the number of turns equal to the modifying number on the Diplo
card, plus 1. Thus, if a player is unsuccessful with a +1 Threat, the ambas
would be banished from that kingdom for 2 full game turns. A side record o
ishments should be kept with paper and pencil.
Certain Personality cards may require the banishment of an ambassado
player manages to incur both types of banishment at once, the terms of ba
ment are added together.
Diplomatic PenaltyWhen units of any type (except ambassadors) cross a border and enter th
ritory of a non-allied kingdom, the violating player is subject to the DiplomPenalty. Any subsequent Diplomacy Rolls attempted with the violated kin
suffer a Diplomatic Penalty of -1.
In the Basic Game, the following areas are excluded from the Diplo
Penalty: Invisible School of Thaumaturgy, the Tower of Zards, and the K
Also, large portions of Minaria, such as the Wetlands, Banished Lands, W
of Vah-Ka-Ka, Withering Desert, Blasted Heath, Shards of Lor, and Wilde
are outside established kingdoms. No penalty is incurred for entering
unclaimed areas.
The Diplomatic Penalty is never imposed for entering friendly allied kingd
Once a non-allied kingdom has been violated, any subsequent violations
territory by the same player do not result in further penalty.
Units (including common mercenaries that are not eliminated due to dea
tion) within a kingdom that has suddenly been deactivated have theirMovement Phase to leave the now neutral kingdom or else incur the Diplo
Penalty. Units that are unable to leave in time may be voluntarily eliminat
avoid the penalty.
Forced PeaceIf a non-player Royal Castle is plundered and occupied, the occupying p
may attempt to force a dispossessed non-player monarch to make peac
political coercion). Player monarchs are not subject to Forced Peace attem
During a Forced Peace, diplomatic actions are suspended and ambassa
cannot perform any diplomatic actions upon that kingdom. Further, all o
kingdom's units are removed from the map at the end of the current game
The monarch's Identity and Personality cards are returned to the pool of
allied non-player monarchs, and the unit counter for the monarch is place
the Turn Indicator Track to indicate the turn in which they will become ava
for diplomacy once again.
If occupying player so chooses, they may roll a Forced Peace Roll during
Diplomacy Phase. However, the occupying player can instead choose to
normal diplomacy to deactivate the dispossessed monarch. If this is do
Forced Peace roll may not be made and the resultant deactivation is not
sidered Forced Peace. Diplomacy cards and the Diplomatic Penalty may n
used to modify a Forced Peace Roll.
If the result is 1-4 nothing happens.
If the result is a 5 or 6, the attempt was successful and the kingdom goes
Forced Peace. Roll 1 die. The resulting roll is the number of game turn
Forced Peace will last.
5
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Although Forced Peace is carried out during the Diplomacy Phase, ambassa-
ors do not get involved in Forced Peace attempts. While a Forced Peace effort
s in progress the ambassador may still perform their functions elsewhere.
Once a kingdom has entered Forced Peace, any enemy units that violate the
ingdom's territory will incur a Diplomatic Penalty. Any enemy units that are in a
ingdom undergoing Forced Peace have one Movement Phase in which to exit
he kingdom (or be voluntarily eliminated) without Diplomatic Penalty.
NEGATING A FORCED PEACEA Forced Peace may be successfully negated in three ways:
1) Ongoing Castle Siege: One of the kingdom's castles is currentlybesieged by another player who refuses to displace their attacking
units. The decision to displace one's besieging units or keep them in
place must be made immediately upon the successful attainment of a
Forced Peace condition by any player.
2) Captive Monarch: The kingdom's monarch is currently a captive of
another player who refuses to release them.
3) Player initiates a new siege in a kingdom currently under Forced Peace.
n the first two cases, treat the Forced Peace as if it had never occurred; the
ingdom remains in its original alliance and no Diplomatic Penalties are
ncurred.
n the third case, the violator receives a Diplomatic Penalty, all regular units of
he kingdom are immediately re-deployed in their spaces and the monarchecomes available to ambassadors. Only regular units alive at the time of deac-
vation can be re-deployed and plundered castles remain plundered.
Siege PhaseEnemy combat units until cannot conquer a castle / castle-port after it has been
esieged and plundered. Regular ports cannot be placed under siege.
Declaring a SiegeTo declare a siege of a castle:
A) The castle must be surrounded by besieging units, or their Zones of
Siege.
B) No defending units may be "outside" the castle.
C) The attacker's units must be equal to, or exceed, the total defending
combat units inside the castle, plus the intrinsic defense strength of the
castle.
Each combat unit, whether besieging or besieged, is worth 1 point. The instant
hat the conditions above are met, a player may declare that a castle is "under
iege."
A besieging player can occupy a castle space during a siege by attacking units
outside the castle by attacking in their Combat Phase. If the attacking forces
manage to force the "outside" defending units to Retreat Before Combat into the
astle or elimiates them, besiegers can enter into castle space through Advance
After Combat (See Combat Phase).
Since only units adjacent to the castle have a Zone of Siege. If a besieging play-
r moves their entire stack into the castle space, it may cause the siege to
ecome invalid and thus displace the besieging units at the end of the current
ame turn. Advance is possible only if the stacks adjacent to the castle can still
maintain the Zone of Siege
Enemy combat units cannot enter an unplundered castle space via Advance
After Combat (whether it contains enemy combat units or not) unless they are
ble to declare a valid siege.
Heroes may always enter an enemy castle, even if they are currently occupied
y enemy units (but see Hero Fate Roll).
Inside" and "Outside" CastlesOnly one player can besiege a single castle at a time. It is possible that enemy
ombat units may be already in the castle space; these units must be driven
"inside" the castle or driven out of the castle space before the friendly units
begin a siege.
Enemy units defending the castle from "outside" are treated as ordinary
units (e.g. the presence of the castle has no effect). If the defending unit
declared to be "inside" a castles walls, they do not prevent enemy entry in
space from Advance After Combat. Such defending units should be invert
show theyre "inside the castles walls."
There is no additional movement cost for moving into or out of a siege situ
but such a status change can only be made during the owning pla
Movement Phase through a Retreat, Advance During Combat, or Displace
Intrinsic Defense StrengthAll castles have a number printed on the space (Eg. X1, X3, X5) calle
Intrinsic Defense. The intrinsic defense strength of a castle is only use
defense against sieges. It may not be used to make an attack nor added t
strength of friendly units defending the space "outside" the castle.
Effects of a SiegeReplacements and reinforcements may not enter or re-enter the game in a
tle deployment space under siege. Combat units under siege may not
from the space unless they have made a breakout attack.
The siege continues until the besieging force becomes too weak to maint
valid siege (were upon any enemy units in the castle space are displaced
end of the game turn), it voluntarily moves away from the space, it retreats
combat from the space, it is eliminated, or the besieger plunders the castl
If violating combat units declare a siege on a castle of an inactive kingdom
violated kingdom immediately joins the alliance of (activates for) some p
monarch other than the invader. Determine the particular player monarch
domly.
Zone of SiegeOnly units adjacent to a castle exhibit a Zone Of Siege. It extends one s
around the castle, in either direction, around the combat unit(s).
In the example to the left, the units Zo
Siege extends around the castle as sh
but a siege may not be declared, a
castle is not completely surrounde
Zones of Siege.
In the example to the right, the units
and their Zones of Siege cover all
spaces around the castle except
one. A siege may not be declared.
In this final example, the castle is
pletely surrounded by the units and
Zones of Siege. A siege may be decla
all other conditions are met.
The Zone of Siege of a fleet may extend only into all-sea or coastal space
for land combat it extends only to all land and coastal spaces. The Zone of S
is not negated by the presence of a unit friendly to the besieged castle.
6
Zone
of Siege
Zone
of Siege
Zone
of Siege
Zone
of Siege
Zone
of Siege
Zone
of Siege
Zone
of Siege
Zone
of Siege
Zone
of Siege
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Resolving a Siege (Siege Attack)To make a siege attack, 1 die is rolled.
Prior to resolving any siege attacks, the besieging player points out all the
Castles which shall be attacked before any attack is made. If the player has any
nits (or heroes) stacked with besiegers that the player does not want to be part
f the attack, they must be immediately displaced from the space before the
Siege Roll is made. (CAUTION: the player must not remove so many units that
1 to 1 ratio of strength ceases to be maintained.)
Displaced units are then regarded as unused units and are able to be moved in
he Movement Phase of the same turn. However, any combat units that have
aken part in a siege attack may not be moved in the Movement Phase.
Once a siege has been declared, and as long as it is in effect, a Siege Roll must
e made in each of the besieging player's subsequent siege phases.
Modifying the Siege RollThe greater the attacking force, the better the attacker's chance of success.
Divide the total number of attacking combat units by the total strength of all
efending units plus the intrinsic defense strength of the castle. Drop any frac-
ons and subtract one. The number remaining is added to the attacker's Siege
Roll. Remember, a natural roll of 1 is a failed attack.
EXAMPLE 1: 15 combat units besiege a castle with intrinsic defense strength of. The castle has 3 combat units inside, giving it a total strength of 7.
15/7 = 2.14). Dropping the fraction to 2 and subtracting 1, leaves 1. Therefore,
is added to the attacker's Siege Roll. Hence, a roll of 5 or 6 would plunder the
astle.
EXAMPLE 2: This time, the castle with an intrinsic defense of 4 has 4 combat
nits inside, giving it a total strength of 8, while the besieger again attacks with
5. (15/8 = 1.88). Dropping the fraction to 1 and subtracting 1 leaves zero. So
here is no addition to the roll.
EXAMPLE 3: If only 1 combat unit was inside the castle (with an intrinsic
efense strength of 4) defending against 15, 2 would be added to the attacker's
Siege Roll (15/5 = 3; 3 - 1 = 2).
Siege Victory
Siege continues until the besieging force:
A) Becomes too weak to maintain a valid siege situation
B) Voluntarily moves
C) Retreats from combat
D) Is eliminated
E) Plunders the castle
Once a castle is plundered, it remains plundered for the rest of the game, and
s intrinsic defense strength is lost. Occupying a plundered castle with a com-
at unit makes the castle friendly for purposes of entering mercenaries. If a
Royal Castle was plundered, it may continue as the location for conducting
iplomacy provided it is not enemy-occupied.
A non-garrisoned plundered castle is treated as though it were nonexistent for
purposes of siege or combat. It does, however, retain its function as a de
ment space for regular units and mercenaries.
BreakoutsCombat units attempting to leave a besieged castle must first make a bre
attempt by attacking the stack of the besieging enemy combat units mainta
a Zone of Siege in an adjacent space.
Both the attacker and defender total their army and fleet strength togethe
this attack/defense. Breakout combat is resolved in the same manner as no
combat, except that it takes place during the siege-resolution portion of the
er's turn.
Win or lose, any surviving besieged units can then move out of the castle
subsequent Movement Phase into the Zone of Siege area controlled, bu
occupied, by the attacked enemy stack (See Zone of Siege). It is not req
for the player to move all of their units from the besieged castle.
Example1: Stack A is "inside" a castle under s
The Zones of Siege include the unoccupied sp
of W, X, Y, and Z. If Stack Aattempts a Breako
attacking the bottom most besieging stack,
Stack A may move out of the castle and into
space X or space Z.
Besieged units that attack their besiegers in their Siege Phase cannot aduring the next Combat Phase of the game turn in which they exited the c
Besieger DisplacementShould losses, or the entry of a relieving force into a castle, reduce the ra
besiegers to besieged combat units to less than 1 to 1, the besieger mus
place any forces in the castle space at the end of the current game turn. De
the reduction of forces, the siege condition continues to persist until the e
the game turn, except that a Siege Roll may not be taken.
Sometimes enemy units in one or more adjacent non-castle spaces will ba
displacement described above. In such cases, the displacing stack disp
the enemy units that are blocking its route. Each player determines the ro
their own units' displacement, but the stack of displaced besiegers must l
number of friendly combat units equal to the number of enemy combat unit
it is displacing. (This represents losses taken by fleeing besiegers fighting
way out of encirclement.).
If the enemy units barring the stack's displacement are equal or greater in
ber than the stack of displaced besiegers, or if the displaced besiegers ha
unobstructed route of displacement, they are not displaced but are instead
inated. Any hero located in a totally eliminated stack must take a Hero Fate
A land unit may displace into a sea or lake space only if an empty friendly
is available to carry it. Displacing fleets may ignore combat units in the sp
displaces into. It is allowed for enemy land units and friendly fleet units to
py the same coastal space after displacement. This should be corrected the
time that the player controlling the fleet moves.
Mixed-Unit Siege CombatIn the Basic Game, fleets and land units may fight combat together only i
are a part of a siege. That is, all combat units stacked in the Zone of Siege s
during the Siege Phase are treated as undistinguished strength points. Cobetween land units and fleets is not allowed in the Combat Phase, at which
different unit types are required to ignore one another.
Fleets at SiegesFleets may contribute their strength to both the defense and attack in siege
bat involving a castle-port.
Land units aboard fleets that are reinforcing a siege must debark into
besieged castle space to be considered as part of the besieging force. F
can freely enter and exit besieged castle-ports and transport units into an
of besieged castle-ports unless the besieger has at least 1 fleet combat u
their stack.
7
1
2-5
6
The attack has failed. 1 besieging combat unit is eliminated.
Further, besieging heroes must take a Hero Fate Roll. Captured
heroes are placed inside the castle's walls with the defenders.
However, if the same siege attack causes the castle to be plun-
dered, any the effects of a besieging hero being captured are
ignored.
Nothing happens. The siege may continue as long as the besieging
forces are able to maintain the conditions of a siege.
Castle is taken and plundered automatically. All combat units within
the plundered castle are eliminated. All heroes in the castle must
take a Hero Fate Roll. A Plundered marker is placed on the castle
and the plunderer scores victory points. Units that have made a
siege attack (successful or not) cannot move or attack during the
same game turn. (This represents taking a castle by its craven sur-
render, by a clever stratagem, or through treachery from within the
enemy garrison.)
Roll Result
A
Z
X
W
Y
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The freedom of fleets in sieges is only a factor of movement. A fleet cannot be
eployed as a replacement or reinforcement in besieged castle-port even if it is
esieged by only land units.
Mixed-Unit Combat During Relieft is possible to relieve forces under siege through the acts of friendly forces out-
ide the castle. For more see Combat Phase, Relieving Forces at Siege.
Besieging Neutral Castlesf a player declares a siege against a neutral non-player castle, the kingdom in
which the castle is located immediately becomes the ally of a randomly-deter-
mined enemy player. Deploy the kingdom's units immediately. This will usually
mean that some units will be deployed in the very castle that is under siege,
which is allowable. If the besieger has maintained a ratio of at least 1:1 in
espect of the strength of the castle after any increased in its garrison strength,
he siege continues. If, however, the resultant ratio falls below 1:1, the siege
ondition becomes invalid.
Non-Siege Attacks by BesiegersA unit occupying a stack of friendly besiegers may attack adjacent enemy units
utside the castle space while still being considered part of the besieging stack.
However, if the besieging stack has already participated in a siege attack during
hat turn, it may not attack again in the Combat Phase.
Movement Phase
During the Movement Phase, the player may move any (or none) of their units,n any direction or combination of directions. Only the current player may move
nits.
Units, or stacks of units, are moved together over contiguous spaces on the
map. As each unit (or stack) enters a space, it expends points from its move-
ment allowance determined by the type of terrain in the space.
The movement allowance of a given unit is printed on the upper right corner of
ach unit. The movement allowance is the number of movement points it may
xpend in a single game turn. Movement points cannot be saved from one turn
o the next, nor may they be transferred from one unit to another. Movement
llowances can be increased through Hero Movement Bonuses.
StackingAll friendly combat units and heroes may stack together in the Basic Game.
Friendly allied units from non-player kingdoms may stack with those of theirllies and enter to defend a friendly castle. At any time, any player can examine
he stacks of opposing players to determine their contents.
Movement and TerrainEach type of space represents a particular terrain type. Each unit entering into
space must expend a certain number of movement points from its allowance.
No unit may enter into a space unless it has sufficient movement points to pay
ll of the movement expenses for that space. All point costs listed below are per
pace.
Terrain effects are cumulative. For example, to enter a forested mountain space,
he cost would be six movement points (2 Forest + 4 Mountain) and the unit
would have to cease further movement.
Hero units may pass their movement bonuses on to land units they are leading,
ut combat units cannot transfer their bonuses to other combat units in theirtack. A hero may "ride" a combat unit for the whole length of its unassisted
movement.
All regular units possess forest, swamp, hill, and mountain terrain bonuses with-
n their home kingdoms.
Special Terrain BonusesA unit's terrain bonus may negate all or part of the penalties for combined ter-
ain. For example, a hill-forest space would cost a Zorn unit, or a mercenary led
y the monarch of Zorn (which has both forest and mountain terrain bonuses),
nly 1 movement point.
There are 4 ways that a unit may gain a special terrain bonus in the Basic
Game:
A: The bonus is printed on the counter.
B: It is a hero or combat unit led by a hero with such a symbol.
C: It is a unit inside the kingdom of its origin (e.g. a Ponese unit in P
D: It is a unit led by a hero who is traveling through the terrain space
of their home kingdom.
In the Basic Game, some units display a forest, swamp, hill
mountain symbol, (some contain multiple symbols), whic
printed beneath their movement allowance. Units with the f
symbol treat forests (both types) as clear terrain. In the exam
the left, this unit would treat forests and mountains as clear te
Movement RestrictionsCombat units cannot enter spaces occupied by enemy combat units of the
type or stop in spaces already occupied by enemy combat units even if
types make combat impossible (Eg. one player has fleets and the other p
has land units) except to lay siege.
Land units may not cross all-water space sides. Fleets may not cross al
space sides. All ports are considered to be coastal spaces and may be en
by both fleets and land units.
No unit (except for ambassadors) may move or retreat off the map.
Fleet MovementFleets are combat units that may traverse all seas, lakes, bays, navigable r
and navigable deep rivers. Fleets may not enter a space containing enemy
units except under the rules governing siege. A fleet in a port space shou
inverted to show that it is "inside" the port.
Though fleets may enter coastal spaces occupied by enemy land units,
may not stop there. Land units may stop in coastal spaces occupied by e
fleets, but the fleet unit is subsequently displaced at the end of the cu
Movement Phase.
FLEETS AND NAVIGABLE RIVERS (FERRYING)
Fleets move along navigable rivers like coastal spaces (space to space
control all water space sides that they touch upon ceasing movement.
A fleet may act as a ferry across a navigable river. It may treat navigable
space sides as if they were ordinary coastal spaces and move between th
A fleet may stand in place in order to negate the existence of the river for f
ly land units; doing so allows these units to cross the river space as if the
space was a land space without needing to stop before crossing. Any num
heroes may cross freely, by fleet-ferry, but a stationary fleet located on a
gable river may only ferry a number of combat units equal to its move
allowance.
EXAMPLE: A fleet with a movement allowance of 8 can negate the existen
the river for up to 8 combat units crossing the river over the top of the flee
not more.
If a fleet has moved to a ferry-position, it may only ferry a number of co
units equal to the unspent movement allowance remaining to it. A fleet on a
igable river controls all space sides that its space touches. Therefore an e
fleet on the same navigable river must stop upon entering the first river s
side adjacent to the friendly fleet.
TRANSPORTING TROOPS
Fleets may transport land combat units and heroes by sea. Each fleet may
1 combat unit and any number of heroes. To transport a unit, the fleet m
into the space of the unit to be transported and the unit embarks. The flee
then continue movement.
A unit being transported by a fleet may not embark or debark in a coastal s
that contains mountains. Units may embark/debark to (or from) a friendly c
port, but not from enemy castle-ports unless the castle is under siege by
own units.
Embarking and debarking are accomplished at no movement-point cost t
fleet. A fleet may continue moving, embarking, and debarking land units u
8
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wn movement allowance is spent. Units transported by sea cannot move fur-
her during that turn.
Zones of ControlUnlike many other games, units in Divine Right do not have zones of control,
xcept in the sense that enemy fleets control all adjacent navigable river hex
ides and land units control adjacent spaces during Sieges (See Zone of
Siege). This reality is due to the small size of the armies of the era. A strength
oint represents the equivalent of 1000 human soldiers and each space is about
0 miles across. Therefore, units may pass through spaces adjacent to enemy
nits without penalty or delay.
PortsAll ports have at least one full all-water space side. Castle Ports
are designated by having at least one all-water space side and
the easily identifiable non-black portion of the bottom half of their
hex space. Regular ports have at least one all-water space side,
but do not have the non-black portion on the bottom of their hex
space.
The only exceptions to this rule are Freeport and Bartertown which have non-
lack portions on the bottom half of their hex space. These spaces are not cas-
e-ports but specially designated spaces for the Intermediate and Advanced
Games.
A friendly port is any castle or port inside the boundaries of a kingdom belong-
ng to the player monarch or to that monarch's allies. Any plundered castle/port
ot meeting the above requirements is considered friendly if occupied by at least
friendly combat unit. Players without friendly ports cannot add fleet replace-
ments or reinforcements.
CASTLE-PORTSThe term castle-port is used to denote a port that is also a castle in all respects,
ut it is used only when special attention needs to be drawn to the spaces
apacity for functioning as a port. All rules, which pertain to Castles, also pertain
o castle-ports.
NON-CASTLE (REGULAR) PORTS
Non-castle ports are small affairs. Each may shelter a single fleet from a Storm
andom event. Fleets and land units enter at the cost of 1 movement point.
Additional fleets in the port space are not protected. Land combat units may
reely enter the port unless the space is occupied enemy land units.
f occupied by friendly combat units, a non-castle port functions as a friendlyort. For control purposes, land combat units are superior to fleet units. Friendly
and units may enter the port if it is occupied solely by an enemy fleet unit and
hereby seize control of the port space. The enemy fleet is displaced from the
pace at the end of the Movement Phase.
Regular ports cannot be placed under siege.
RiversRivers that do not cross at least 2 sides of a space are merely decorative and
ave no effect upon land movement. These decorative spaces are unnavigable
nd cannot be traversed by fleets. There are two types of Navigable rivers:
Regular Navigable River and Deep Navigable Rivers.
NAVIGABLE RIVERSA navigable river is one that crosses at least 2 sides of a space. Land units may
ot fight land combat across a navigable river nor can a land unit cross a navi-able river unless a fleet is present for ferrying or the units begin their Movement
Phase adjacent to the space side to be crossed (having taken time to prepare a
errying operation).
Fleets move along navigable rivers like coastal spaces and control all water
pace sides that they touch upon ceasing movement. Fleets moving along nav-
gable rivers control all water-containing spaces adjacent to the space it cur-
ently occupies. Control means that any water-traveling combat unit that enters
he controlled space must stop. The only way to pass another fleet controlling
n area of the river is to attack and destroy it.
Moving fleets up river (against the current) requires more effort and thus costs
movement points, while moving down river (and with the current) requires less
ffort and only 1 movement point. Deploying the counter from one side of the
9
Scenic Space Treat as clear terrain fo
basic game; see for rule
advanced and interme
games.
1 point
Clear 1 point
Hills This type of terrain is more
ly entered by units with sp
terrain bonuses.
2 points
Forest This type of terrain is more
ly entered by units with sp
terrain bonuses. Note: Ther
2 different map symbols
forests.
2 points
Mountain When a unit first enters a m
tainous region it must c
movement on the first s
This type of terrain is more
ly entered by units with sp
terrain bonuses. Units defe
in a mountain space may a
to the combat die roll.
4 points
Mountain Pass Units defending in a mou
pass space are doubled in
bat value.
2 points
Swamp Fleet units may not enter.
type of terrain is more e
entered or traversed by units
special terrain bonuses.
2 points
Open Sea or
Water
Fleets only.1 point
Isle of Fright Fleets may only enter if att
ing a rescue; Land units ma
enter.
1 point
Sea Coast orLake Shore
1 point for fleets; Land unitthe cost of the land terrain
space and may not ente
open water.
See Right
Navigable River Land units: Add 1 point t
movement cost of the surro
ing terrain if a land unit is e
ing or exiting the river vall
simply following the river
only the cost of the surrou
terrain.
See Right
Navigable River For Fleets: If moving up ri
points; if moving down riv
point
See Right
Castles and
Castle Ports
Units defending the Castle
side" treat the space as clea
rain. Forbidden to enemy
except during sieges. Ca
with asterisks are royal Cas
1 point
Terrain Effects Chart
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ver to the other, while remaining on the same space, does not cost movement
oints.
and units can be moved through enemy fleets in a navigable river space, but
annot be stopped during their progress along the space. A fleet in the river does
ot force a land-traveling hero to take a Hero Fate Roll.
The Falls of Xag on the Wanderer River cannot be navigated.
The castle of Parros is not surrounded by a navigable river, but rather an island
urrounded by coastal spaces. See specific rules for Parros in Special Rules for
Select Kingdoms.
DEEP NAVIGABLE RIVERS
As defined on the terrain effects chart, most rivers on the board are navigable
s long as they cross at least 2 sides of a space. These rivers can be crossed
y traveling land units without using a fleet by stopping to take the time to pre-
are a ferrying operation (and thus start their next turn in the space).
Some rivers are especially wide and deep in some places, typically at their
mouths. These so called Deep Navigable Rivers
are readily apparent on the map when a river
posses an all-water row of space sides through
the middle of the stream (see example to left).
Such rivers include the Deep River and the
mouth of the Flood Water River near Port Lork.
Crossing these areas by normal ferrying tech-
niques (land units building ferries to cross thever) would be extremely dangerous and result in the immediate deaths of most
nits. Deep Rivers can only be crossed by utilizing Fleet Transport. The restric-
ons for transporting troops across deep rivers are exactly the same as normal
ea troop transport. (See Fleet Movement, Transporting Troops)
RIVER BOUNDARIES
t is not always clear to players where seas end and rivers begin; to clarify we've
nstated the following boundaries:
Both spaces south of Addat are sea spaces. The river begins east of Addat.
The Boom is a navigable Deep Navigable River (See Deep Navigable
River) at the mouth of the Floodwater River. The regular Floodwater River
begins east of it.
Both spaces south of Farnot are the out of the Deep River and as such are
Deep Navigable River spaces. The regular river begins east of them.
The Wanderer River begins 2 spaces NE of Adesse
Movement and DiplomacyMoving heroes and combat units into neutral kingdoms has diplomatic reper-
ussions. See The Diplomatic Penalty.
Ambassadors do not move across the map like other units; they are simply
icked up and put down in the space where the diplomacy is to occur.
Combat PhaseCombat occurs between adjacent opposing units at the discretion of the current
layer. This player is considered the attacker, regardless of the over-all strate-
ic situation and their opponent the defender.
Making AttacksA possible combat situation exists when the combat units of two different play-
rs are adjacent to once another and the terrain type does not specifically for-
id combat (E.g. a navigable river).
To resolve an attack, the attacker and the defender each roll 1 die. This is called
he Combat Roll. The Combat Roll of both the attacker and defender can be
modified by having superior numbers, or monarchs with special Personality
ards that assist (or hinder) combat. The player with the highest Combat roll is
he winner of the attack. The loser must remove the number of combat units
qual to the difference between the two Combat Rolls.
When taking combat losses, the loser always decides which units shall be
inated. Land units aboard eliminated fleets are also eliminated, but do not
against losses to be removed.
All attacks must be stated before any can be resolved, but declared attacks
be resolved in any order that the attacker chooses. The result of each atta
applied immediately after the attack is executed.
If all the defending units in a given space are eliminated, the attacker
advance some, all, or even none of the attacking units into the space va
by the defender. Should an attacker be totally eliminated, the surviving de
ing units cannot advance into the vacated space.
Modifying the Combat Roll (Odds)The strength of all combat units in the Basic Game is 1. Combat Rolls m
modified by:
The combat strength of both the attacking and defending units in the spac
totaled. The larger total is divided by the smaller total. If the attacking for
larger, round the result down, in favor of the defender, to get a simple ratio,
as 4 to 1. Now simply add each player's ratio number (e.g., 4 or 1) to
respective roll result. In the above example, one would add 4 to the roll o
larger force, and 1 to the roll of the smaller force. If the attacker's force is s
er then the defender's by any amount, 1 is subtracted from their roll.
Note: It is also all right (and amounts to exactly the same thing) to subtra
odds of one force per the above calculation from the odds of the other to
at the modification of the larger army's die.
EXAMPLE 1: 5 units attack 3. Dividing, 5/3 = 1.66. Rounding in favor the de
er yields 1. The ratio is 1 to 1. Add 1 to each of the players die results. (
In the 1 to 1 situation, it proper to ignore the modification and accept the st
roll.)
EXAMPLE 2: 7 units attack 3. Dividing, 7/3 = 2.33. Rounding in favor o
defender yields 2 to 1. Add 2 to the attacker's roll result, and add 1 t
defender's. (For those who can do quick arithmetical calculations, this is e
ly the same as calculating the ratio as given, then subtracting 1 from each
ers' result before applying it).
EXAMPLE 3: 9 units attack 8. Dividing the larger by the smaller numbe
have 9/8=1.25. The attacker is only slightly smaller in this case, but they st
the -1 penalty.
EXAMPLE 4: 2 units attack 3. Dividing the attacker by the defender, 2/3 =
which rounds down to 1:2. The smaller attacker gets -1 modifier for being s
er but they add +1 for their odds-number. The attacker's total modifier is, t
fore, 0); meanwhile the defender adds +2 for their superior odds. If the att
rolls 5 it remains a 5; if the defender rolls 4 it becomes a 6.
TIES
If the modified rolls of both players results in a tie, then both the attacke
defender must lose the number of combat units equal to the unmodified nu
rolled by the weaker player. However, the player with more units is not req
to lose more than twice the number of the units of the smaller force.
EXAMPLE 1: A stack of 8 combat units attacks a stack of 4. It is a 2 to 1 a
Each player rolls a combat die; the attacker rolls a 2 (which is modified, for
by +2 = 4) and the defender rolls a 3 (which is modified, for odds, by +1
The result is a tie. Because the player with the fewer forces has rolle
unmodified) 3, each player would have to lose 3 units.
EXAMPLE 2: A stack of 6 combat units attacks a single enemy unit. It is a
1 attack. The attacker rolls a 1, and the defender rolls a 6. These results
modified (by +6 and +1 respectively) to yield a tie of 7. The defender has o
unit to lose. However, because of the small size of the defender's casualtie
attacker need not lose 7 units but can instead loose a sum equal to the
player's actual losses x2. In this case 1 x 2 means that the attacker loses 2
Which Units May Attack?Only those units belonging to the current player may attack. Units that
declared a siege, or have made a siege attack in the game turn may not a
during the friendly Combat Phases.
10
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ust like land units, enemy fleets may (but are not required to) attack each other
when they are in adjacent spaces. In the Basic game, mixed combat is not
llowed in normal Combat (non-siege, non-amphibious).Transported troops may
ot be may not be combined in fleet attacks. If a fleet transporting troops is lost
n combat, all transported troops are also lost but do not count against losses to
e removed. Heroes being transported on an eliminated (shipwrecked) fleet are
ot lost but must make a Hero Fate Roll.
and combat units that are aboard fleets may not participate in combat, unless
port is being attacked (see Amphibious Attacks). Replacements and rein-
orcements that entered during the Random Events Phase may attack in the
ame game turn that they enter.
Units may attack any (or all) enemy units adjacent to them, except those that are
nside" Castles, those forbidden by impassable terrain, or navigable river.
Basically, only those units directly adjacent to a given enemy stack may partici-
ate in an attack upon that stack.
f a stack attacks an enemy, all units in an attacking stack must attack. However,
ust because enemy stacks are adjacent to one another does not mean that they
must attack. Once a unit has participated in an attack upon an enemy combat
nit, it may not make any other attack for the duration of that Combat Phase.
No combat unit may be attacked twice in the same player's Combat Phase.
EXAMPLE 1: To the left, A, B and C are
friendly stacks. X, Y, and Z are enemy
stacks. A and B may both attack X, or Amay attack X alone. B may attack X
alone, Y alone, or both X and Y togeth-
er. C may only attack Z.
EXAMPLE 2: The units in stack A are
nemy to stacks X, Y, and Z. Stack A could
ttack in one of 4 ways: 1) Not at all,
) Attack only X, only Y, or only Z, 3) Attack
ny combination of 2 enemy-occupied
paces, or 4) Attack all three adjacent
nemy-occupied spaces as a combined
efending total.
Mixed-Type Combatn the Basic Game, fleets and land units may fight together only in a siege situ-
tion during the Siege Phase, or during Amphibious Attack, but may not attack
ne another in the Combat Phase. In short, the presence of one type of unit is
gnored by the other even if they should occupy adjacent spaces. Even so, they
annot normally occupy the same space even if they are unable to fight.
Effects of Terrain on CombatUnits defending in a mountain may add +1 to their combat roll. Units defending
n a mountain pass have their combat strengths doubled. These combat bonus-
s are in addition to any other combat bonuses that may accrue to the defend-
ng player (e.g. those that come from heroes, etc.)
and units may not attack across an all-sea or navigable river, nor may fleets
ttack across an all-land space side. Ordinary (decorative) rivers have noffect upon combat.
Retreat Before CombatAfter an attack has been declared and before the combat dice are rolled, the
efender may attempt to retreat to avoid taking losses. The ability to retreat is
etermined by a roll of a single die and success is dictated by the type of com-
at unit trying to retreat:
Type of Unit: Retreats on:
Human 4, 5, or 6
(most kingdoms, mercenaries)
Non-Human
(Neuth, Ghem, Nithmere, Trolls) 3, 4, 5, or 6
When a stack of units is attempting to retreat, test the type of unit with the
chance of success first; if it succeeds, all other units in the stack are ass
to have successfully made their required retreat roll.
Hero units do not retreat unless all friendly combat units do. Heroes simpl
a combat unit away during its retreat.
EXAMPLE 1: Mercenaries (always treated as humans) stacked with Elves
Neuth (non-humans) receive a roll of 5. Both groups may retreat before co
If the player had rolled a 2, they would be would be forced to stand and
The Elves could still roll to retreat without the mercenaries, if their own
desires.
EXAMPLE 2: A mixed stack of Elves and Dwarves attempt retreat fro
enemy attack. A retreat roll of 2 is rolled. Neither the Elves nor the Dwarves
retreat from the combat situation.
Any units successfully retreating before combat must move to an adja
space (unless such a move is impossible). All units of the same basic type
land or fleet unit) that retreat on a single roll must retreat to the same spa
stack with two different types may choose to retreat to two different space
must roll separate retreat rolls.
Units may not retreat into the space that contains an enemy combat unit, a
plundered enemy, neutral castle (unless it is already besieged by friendly
bat units), or into any space occupied by friendly units that are cur
engaged in an unresolved attack that same player round. If no space is
able for a stack to retreat into, no retreat can take place regardless of the
The player may abort an intended retreat even after a successful retreat ro
example, if Elves and Dwarves are stacked with human units and are ab
retreat, while the humans' roll is an unsuccessful one, the player may o
keep the Dwarves, Elves, and the humans together to face the attack at b
odds. Conversely, either the Dwarves or Elves may retreat, while lettin
humans stay to help defend the space.
If, after a Retreat Before Combat, a unit or stack is still adjacent to the en
units that were attacking it, or are adjacent to a different enemy stack ca
of attacking it (Eg. they have not already made an attack and are involved
pre-existing declared battle), then the retreated unit(s) may still be attacke
second Retreat Before Combat is allowed.
It is not possible for a stack to Retreat into an enemy castle space.
Advance After CombatAttacking units may advance into a space that has been vacated by defen
that have evaded their attack through Retreat Before Combat, but in doin
the advancing units cannot make further attacks during that turn.
Amphibious AttacksThe player may attack a body of enemy combat units in a port space (eithe
tle-or non-castle) if they are "outside" the port. Besiegers of a castle-port
attack by means of an amphibious landing. But such landings are dange
and should not be engaged in lightly.
Enemy land units located "outside" a port may be attacked from adjacen
spaces by fleet units, either alone or in combination with any land units
transported. (This is an exception to the restriction on combat by transp
land units.) However, any enemy fleets in the space (either inside or outsid
castle-port) may be added to the defender's strength, but until the defennext Movement Phase, fleets, which defend against an amphibious landing
considered to be "outside" the castle-port (hence are vulnerable Storms or
sequent attack from which it may attempt to retreat). Simply stated, all co
units defending against an Amphibious Attack ("inside" and "outside") ca
combined in a total defense. All attacking combat units, both fleets and
transported units, can be combined for the attack.
Should the amphibious force lose the battle (e.g. take greater or equal los
half the surviving amphibious attackers, land units and fleets are elimin
(This represents the difficulty of withdrawing safely from a failed amphibiou
uation). The losing player may take their losses from either land units or f
or a combination thereof. The survivors either remain at sea in place, or v
tarily withdraw into the castle-port if the attacker is willing and able to adv
into the castle.
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t is possible for a relieving force to attack a besieging stack amphibiously, after
which the surviving units may advance into the friendly-besieged castle.
ikewise, a third-party force may make an amphibious attack on a besieging
tack, but it cannot advance into the castle afterwards.
EXAMPLE: 4 besieging Mivioran land units are in the space of the Rombuni port
f Thores but are "outside" it. The Rombuni fleet stops adjacent to the castle
with four fleets and 4 land units. The Rombunis may attack the Mivioran units at
to 1 (8 vs 4) by means of amphibious landing.
Relieving Forces at SiegesA relieving force is a stack of friendly combat units outside of the Zone of Siege.These units may attempt to help the besieged castle by 1) Attacking and elimi-
ating the adjacent besieging forces or 2) Attempt to advance into the castle
ast the besieging forces. The second option may be accomplished by attack-
ng adjacent besieging units. Once the relieving force has attacked, win or lose
he remaining forces earn the right to advance into the castle space.
f the castle is completely surrounded by enemy units, the relieving force must
rst clear a space of besieging units before advancing into the castle. This may
e accomplished by forcing the opposing units to Retreat, or by eliminating them
n normal combat. Once cleared, the relieving force may then advance 2 spaces
first into the vacated space and then into the castle space). This is the only
xception to the one space limit on Advance After Combat restriction.
A relieving force that fights its way into the castle may choose to remain "out-
ide" the castle or advance 'into' the castle walls. If any forces remain "outside,"
he siege immediately becomes invalid.
Because Relief Combat is only fought during the Combat Phase of a player's
urn, army and fleet units may not attack one another in the course of relief com-
at. Relieving land forces may attack only besieging land units, while relieving
eets may attack only besieging fleet units, unless the attack is amphibious.
EXAMPLE: A castle-port is besieged by 2 enemy fleets and 6 land combat units.
A relieving force consisting of 4 fleets and 2 transported land units attack. The
ttacker chooses to fight with only 4 fleets vs the 2 enemy fleets (in this case
oth the land units on the fleets and the enemy land unit are discounted). The
ombat is fought at odds of 2 to 1. After the attack, the 2 besieging fleets sur-
ive, as do 3 of the relieving fleets, and these 3 fleets now enter the besieged
astle-port (along with the 2 transported land units). Although the 2 arriving land
nits have not yet fought, they may not initiate any further attacks during this
ame turn because the time for announcing new attacks has passed.
nstead of launching an ordinary combat as given above, it is possible that the
layer may opt for the riskier Amphibious Attack.
Heroesn the Basic Game, all units representing individuals (as opposed to combat
nits which represent hundreds) are referred to as "heroes."
All monarchs in Minaria, player and non-player, are hero-leaders. Units stacked
with a hero accrue the hero's movement allowance and terrain bonuses.
Additionally, they are able to attack or defend with the aid of any combat bonus-
s granted by the monarchs Personality card.
Heroes, by themselves, have no combat strength, but can sometimes grant
ombat bonuses to the combat resolution via Personality cards. Heroes travel-
ng alone can pass through a stack of enemy combat units, or even an enemyastle, but must take a Hero Fate Roll when so doing.
HERO MOVEMENT BONUSA monarch-hero may give their movement bonus to a stack containing other
eroes, their own regular units and/or mercenaries. Units that begin their turn
tacked with a hero may move at the heros rate. Units that the player does not
wish to have benefit from the hero's bonus should be moved first. However, if a
nit begins its move in concert with a hero and then splits off from the stack
efore that hero's move is finished, it must cease movement.
f two or more heroes are in the same stack, only one of them may lead the unit
or movement or combat.
EXAMPLE: A stack of human regular units, which is led by their monarch, have
a printed movement allowance of 5 points, but they may actually expe
movement points by the Hero Movement Bonus (e.g. their monarch's move
allowance is 7).
HERO TERRAIN BONUSSome hero units have terrain bonuses on their counters (see Movemen
monarchs have mountain, forest, hill, and swamp terrain bonuses when m
within their own kingdoms. These bonuses are passed on to all units, incl
other heroes, which are in the same stack.
EXAMPLE: If the monarch of Ghem with one unit and the monarch of M
with 2 units are moving through hills, the one Ghem (Dwarven) combat un
the king of Muetar may accompany the Ghem monarch, through up to 8 spof clear terrain and hills. Because the Muetaran monarch chooses not to
with their own units, the Muetaran combat units can move only 5 move
points, which would take them through just 2 hill spaces.
Units with their own terrain bonuses that use hero-assisted movement lose
personal bonuses. Thus a unit which is able to move through forest as clea
rain does not transfer this ability to the hero in of its stack and may not u
own forest-terrain bonus if it is benefiting from the hero's movement bonu
If two heroes with different terrain bonuses are capable of leading a single
the unit may be led by, and benefit from the terrain bonuses of, only one of
Multiple heroes may not combine movement enhancements in any way
hero, which led the stack in movement, must also be chosen to lead the
in battle that phase.
HERO COMBAT BONUSVarious factors give a hero a Combat Bonus. In the Basic Game only t
heroes with Personality card 16 have a Combat Bonus. If more than 1 hero
such a bonus is involved in a given battle, only the one that lead durin
Movement Phase (if either) may use their bonus. Combat Bonuses do not
to Siege Resolution Rolls.
HERO FATE ROLL
When a hero is in danger of being captured or killed, they must make a
Fate Roll. Whenever one of the following situations occurs, a die must be
for each threatened hero.
1) One or more units in the hero's stack are lost in combat.
2) Hero passes through a stack of enemy combat units alone.
3) Stack of enemy combat units land on or pass through a lone hero
(referred to as a "search.")
4) Hero begins their turn in an enemy stack and attempts to leave it
5) Castle containing the hero falls to a siege.
6) Hero attempts to enter or leave a besieged castle alone. (To enter
the space and the castle walls is a single roll, not one for the cast
and one the enemy besiegers).
7) Hero attempts to enter or leave any enemy or neutral castle.
8) Hero is inside an enemy castle during the occupying players turn
9) Fleet transporting the hero is shipwrecked.
10) Hero attempts to cross a navigable river space controlled by ene
fleets.
A "lone hero" means that there are no friendly combat units stacked wit
hero. Several heroes stacked together without friendly combat units as es
are equally vulnerable. A lone hero in a non-friendly castle space is always
sidered to be inside the castle walls.
If a stack begins its turn stacked with an enemy hero and the player wishe
both leave the space and to make a search, the searching units must ex
movement points equal to the terrain cost of the space they occupy. (Time
lost in the process of making a search). Thus, if the space contains moun
terrain, at least one combat unit loses 4 movement points in conducting th
search. (If the unit or its hero has a mountain terrain bonus, only 3 movem
points are lost. However, if the hero's bonus is used, the hero loses the m
ment points also).THE HERO FATE TABLE
Roll Result
1 Hero Killed
2-5 No Effect
6 Hero Captured
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Usually, a Hero Fate Roll can be forced on a hero only once per a player's turn.
For example, if a hero's stack is eliminated in combat and the enemy advances
n top of the hero, only one Hero Fate Roll is made. However, on that hero's
ext Movement Phase, another Hero Fate Roll must be made when the hero
ttempts to leave the space occupied by enemy combat units.
Only one Hero Fate Roll may be required of a given hero during each enemy
layer's movement. (For instance, an enemy player may not force 7 rolls by sep-
rately moving 7 combat units over a lone hero).
f a hero begins an enemy turn in an enemy castle, a Hero Fate Roll must be
made for the hero at the start of the enemy player's Random Events Phase.
A lone hero exiting a besieged castle and passing though a non-besieging
nemy unit adjacent to it must undergo 2 Hero Fate rolls. In fact, there is no limit
o the number of rolls that a hero must undergo for situations of their own mak-
ng.
A lone hero may never be attacked. Aside from assassination (see Diplomacy),
he only way heroes may be killed or captured is through the Hero Fate Roll.
SHIPWRECKED HEROESA hero is either killed, captured, or shipwrecked if they are left without a friend-
y fleet in an all-sea space due to an enemy attack or loss through Storms from
he Random Event's Table.
A Hero Fate roll is made. The hero dies on a 1, and is captured on a 6. On a 2-
(and on a 6, if no attacking or searching enemy fleets are responsible for their
light), the hero is immediately placed on the Isle of Fright. The castaway mustemain there until picked up by a friendly fleet that moves into the space.
Enemy fleets may not capture a hero on the Isle of Fright, as there are too may
aves in which to hide. In similar manner, fleets may not unload combat units
here because of the many dangerous reefs surrounding the island. Fleet move-
ment into the Isle of Fright space is restricted to rescue attempts. Ambassadors
may still work diplomacy upon a castaway monarch's kingdom, since a tempo-
ary regency is assumed.
Until freed or rescued, a shipwreck causes the monarch's combat units to suffer
-1 modifier on all (offensive) Combat and Siege Rolls in which they make up
more than 50% of the participating friendly force. Anon-player monarch is auto-
matically removed from their place of exile should their kingdom be deactivated
r go into forced peace.
A hero castaway on an inland body of water is placed on the closest non-port
ver space, lake shore, or coastal space of the same body. If two spaces are
qually close, decide randomly. A castaway will violate a neutral kingdom if they
s cast upon its shore, unless they is eliminated voluntarily.
Death of a Non-Player Monarch (Confusion)f a non-player monarch is killed, their kingdom goes into a form of Forced
Peace called Confusion. Confusion lasts for the results of a single dice roll, while
new monarch is being selected. The unit counter for the monarch is placed on
he Turn Indicator Track according to the roll of the die. This represents the turn
hat the new monarch becomes available for diplomacy.
EXAMPLE: A monarch is killed during game turn 7 and 4 is rolled on the die. In
his case, place the monarch on the Turn Indicator Track with four blank spaces
head. The kingdom will be in Confusion for the rest of turn 7, and for turns 8,
, 10, and 11. The dead monarch's old Personality card is discarded and is shuf-
ed into the deck of unused ones.
No ambassadors may work diplomacy with a kingdom during the period of
Confusion. At the end of this time, a new monarch is crowned. This is shown by
rawing a new Personality card and placing it face down under the monarch's
dentity card.
At the onset of Confusion all of the dead monarch's regular units defend nor-
mally, but may not move, siege, or initiate combat for the remainder of the game
urn. At the end of that game turn, the kingdom deactivates.
As in deactivation, any regulars of a kingdom that were eliminated at the time of
monarch's death remain eliminated, even if the kingdom is later reactivated
nder a new monarch. Regulars are only replaced via Random Events.
The rules that govern Forced Peace hold for Confusion in regards to siege
violations. If an enemy will not abandon a siege of the kingdom, or if a p
begins a new siege, a new monarch is immediately crowned (a new Perso
card is drawn), and the kingdom becomes the ally of a random player w
enemy of the besieger.
Capture of a Non-Player MonarchWhen a non-player monarch is captured, they are immediately placed i
nearest non-plundered, non-besieged castle controlled by the captor. If the
tor has no such castle, there are two other options: 1) Execute the mon
immediately, or 2) Set the monarch free. In either case, the captor still get
victory points for the capture (see Victory).
A captured hero may not be transferred from one prison castle to anothe
is incapable of any offensive or defensive action. The captor does not ne
keep a combat unit at the castle - the intrinsic defense factor of the castle
stitutes a garrison.
If a monarch is a captive, the monarch's combat units suffer a -1 modificati
the Combat Roll, should they make up more than half of the friendly
engaged in a combat situation.
There are only 3 ways to free an imprisoned monarch:
1) Successfully siege and plunder of the prison castle by the prisone
own troops or allied troops.
2) If the kingdom in which the prisoner is being held deactivates in an
manner, the prisoner is released and placed in the nearest friendly
castle.
3) If the castle is plundered by units enemy to the captive, the captiv
freed, but remains in place until they are able to move on their ow
Usually this will require one or more Hero Fate rolls to evade the n
enemy.
PrisonersFREEING A PRISONER
A captive who is voluntarily freed is placed in the nearest friendly castle.
castle is friendly to the freed captive, they are placed with the nearest fri
combat unit. If there is no friendly combat unit, the owning player place
freed captive in any space that they desire.
EXECUTING A PRISONER
Immediately upon capture, or in any of the captor's subsequent diplomacy
es, a prisoner may be executed. No additional victory points are awardesuch an execution, though the capturing player still gets the victory points fo
capture. Additionally, the player executing a monarch incurs a Diplo
Penalty of -1 in the kingdom of the slain monarch.
FORCING PEACE ON A PRISONER
Forcing peace on a prisoner is similar to forcing peace upon a kingdom d
the capture and occupation of its Royal Castle (see Forced Peace). Eac
every game turn that a monarch is imprisoned, the jailor, during their Diplo
Phase, may make a special roll to attempt to force the captured monarch
peace. This is also called the "Forced Peace roll."
A jailor may choose not to attempt to fo