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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.

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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