Professional Documents
Culture Documents
Basic Game . . . . . . . . . . . . . . . . . .
Game Pieces . . . . . . . . . . . . . . . . .
Mercenaries . . . . . . . . . . . . . . .
Army Group Markers . . . . . . . . .
Queen Markers . . . . . . . . . . . . .
The Game Map . . . . . . . . . . . . . . . .
The Cards . . . . . . . . . . . . . . . . . . . .
Identity Cards . . . . . . . . . . . . . .
Personality Cards . . . . . . . . . . .
Diplomacy Cards . . . . . . . . . . .
Envoy Cards . . . . . . . . . . . . . . .
Game Setup . . . . . . . . . . . . . . . . . .
Victory . . . . . . . . . . . . . . . . . . . . . .
Kingdoms . . . . . . . . . . . . . . . . . . . .
Allied and Enemy Kingdoms . . .
Changing a Kingdom's Status . .
Activation of Kingdoms . . . . . . .
Deactivation of Kingdoms . . . . .
confusion . . . . . . . . . . . . . . .
forced peace . . . . . . . . . . . .
Inactive Kingdoms . . . . . . . . . . .
Fate of Player Kingdoms . . . . . .
Game Turn . . . . . . . . . . . . . . . . . . .
Player-Order Determination . . . . . .
Random Events Phase . . . . . . . . . .
Replacements/Reinforcements .
Diplomacy Phase . . . . . . . . . . . . . .
Diplomacy Cards . . . . . . . . . . . .
Activation Attempts . . . . . . . . . .
Deactivation Attempts . . . . . . . .
Assassination Attempts . . . . . . .
Dueling an Enemy Ambassador
Death of an Ambassador . . . . . .
Banishing Ambassadors . . . . . .
Forced Peace Attempts . . . . . . .
Siege Phase . . . . . . . . . . . . . . . . . .
Declaring a Siege . . . . . . . . . . .
"Inside and "Outside" of Castles
Intrinsic Defense Strength . . . . .
Effects of a Siege . . . . . . . . . . .
Resolving a Siege (Siege Attack)
Modifying the Siege Roll . . . . . .
Ending a Siege . . . . . . . . . . . . .
Breakouts . . . . . . . . . . . . . . . . .
Besieger Displacement . . . . . . .
Mixed-unit Siege Combat . . . . .
Fleets at Sieges . . . . . . . . . . . . .
Mixed-unit Combat During Relief
Besieging Neutral Castles . . . . .
Non-siege Attacks by Besiegers
Movement Phase . . . . . . . . . . . . . .
Stacking . . . . . . . . . . . . . . . . . .
Movement and Terrain . . . . . . .
Special Terrain Bonuses . . . . . .
Terrain Effects Chart . . . . . . . . .
Castles . . . . . . . . . . . . . . . . . . .
Scenic Spaces . . . . . . . . . . . . .
Rivers . . . . . . . . . . . . . . . . . . . .
Navigable Rivers . . . . . . . . . . . .
Movement Restrictions . . . . . . .
Enemy Units and Movement . . .
Fleet Movement . . . . . . . . . . . . .
Fleets and Navigable Rivers . . .
Introduction
Divine Right is a fantasy game dealing with the struggles for power
and territory between the various kings, queens, sorcerers, and
other inhabitants of the continent of Minaria. Players begin as
monarchs of different kingdoms. As the game proceeds, each
player attempts to build fragile alliances of kingdoms long enough
to crush all opposition and win the game. Assassination and
backstabbing are popular pastimes in Minaria, and loyal allies may
suddenly abandon the field in the middle of a campaign through the
use of black magic, treachery, or skillful diplomacy.
More than just a game, Divine Right is a work of fantasy literature,
in which the players control the destinies of nations. You organize
the alliances, seek out magical treasures, and lead your armies
and fleets into battle and sieges to plunder, and ultimately (if you
have been wise) victory. The game is divided into three levels of
play: Basic, Intermediate, and Advanced. Make sure to master the
Basic Game before moving on to the Intermediate and Advanced
rules included which are on the accompanying CD-ROM.
Game Inventory
Map Board
6 Army Display Sheets
14 Identity Cards
600 Counters (two sheets)
22 Personality Cards
2 dice
52 Diplomacy Cards
CD-ROM
12 Envoy Personality Cards
If any parts are missing, please check the CD-ROM for
replacements or write to:
Right Stuf International
Attn: Divine Right
P.O. Box 71309
Des Moines, IA 50325
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
2
2
2
3
3
3
3
3
3
3
3
3
4
4
4
5
5
5
5
5
5
6
6
6
7
7
7
8
8
8
8
8
8
8
9
9
9
9
9
10
10
10
10
10
11
11
11
11
11
11
11
12
12
12
12
13
13
13
13
13
13
14
14
Transporting Troops . . . . . . . . . . . . . . . .
Castle-Ports . . . . . . . . . . . . . . . . . . . . . .
Non-Castle Ports . . . . . . . . . . . . . . . . . . .
Movement and Diplomacy . . . . . . . . . . . .
Combat Phase . . . . . . . . . . . . . . . . . . . . . . .
Making Attacks . . . . . . . . . . . . . . . . . . . .
Modifying the Combat Roll (Odds) . . . . . .
Ties . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Which Units May Attack? . . . . . . . . . . . .
Mixed-Type Combat . . . . . . . . . . . . . . . .
Effects of Terrain on Combat . . . . . . . . . .
Retreat Before Combat . . . . . . . . . . . . . .
Advance After Combat . . . . . . . . . . . . . .
Amphibious Attacks . . . . . . . . . . . . . . . . .
Relieving Forces at Sieges . . . . . . . . . . .
Heroes . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Hero Movement Bonus and Terrain Bonus
Hero Combat Bonus . . . . . . . . . . . . . . . .
Hero Fate Roll . . . . . . . . . . . . . . . . . . . . .
Shipwrecked Heroes . . . . . . . . . . . . . . . .
Capture of a Non-Player Monarch . . . . . .
Special Rules for Select Kingdoms . . . . . . .
Basic Game Optional Rules . . . . . . . . . . . . .
Re-entry of Eliminated Players . . . . . . . .
History and Geography of Minaria . . . . . . .
Credits . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
14
14
14
15
15
15
15
15
15
16
16
16
16
16
17
17
17
18
19
19
19
19
20
20
20
23
Movement Rate
Coat of Arms
Monarch Symbol
Movement Rate
Coat of Arms
Terrain Bonus Symbol
Movement Rate
Coat of Arms
Starting Location
Ambassador
Marker
Common
Mercenary Army
ID Letter
Movement Rate
Mercenary Army Symbol
Basic Game
The Basic Game is the most streamlined version of Divine Right.
The Magicians, Special Mercenaries, and Magic Devices provided
in the counters, as well as the special qualities of the Scenic
spaces, are not used in Basic play. Once players have mastered
the basics of siege, movement, combat, and diplomacy, they will
be ready to move onto the evolving complexity of the Intermediate
and Advanced games. These rules introduce new material and
modes of variant play.
Common
Mercenary Fleet
ID Letter
Movement Rate
Mercenary Fleet Symbol
Army Group
Marker
In general, the rules of the Basic Game also apply to both the
Intermediate and Advanced Games.
Plundered
Castle
Marker
Randomizer Chit
Game Pieces
The multi-colored cardboard counters are the playing pieces (or
chits) for Divine Right. In the Basic Game there are hero units and
two types of combat units: armies and fleets. There are also a
number of other unit types, including ambassadors, magical items
and more.
Queen Marker
All of a kingdoms forces are the same color. Mercenary units are
black and white; each player should record the ID Letters of the
mercenary armies and fleets he controls.
The Movement Allowance indicates the maximum number of
movement points that a unit may expend in a single turn.
Terrain Bonus symbols mean the units moves faster than most
through certain types of rough terrain. See Special Terrain Bonus.
The Cards
There are four types of cards used in Divine Right:
Identity Cards
Identity cards feature the countrys king, queen, the name of the
kingdom, the national coat of arms, the name of the Royal Castle,
and the number of regular armies and fleets (if any) belonging to
the kingdom. The Eaters of Wisdom, the Storm Riders and the
Black Hand are not used in the Basic Game.
Personality Cards
Personality cards are paired with all non-player monarchs. Each
card gives a brief profile of the monarch and lists what effects the
monarch's personality will have on diplomacy, movement, combat,
etc. Each is numbered.
ERRATA: Card number fourteen may be more easily
understood as having the following effect: if the monarchs
kingdom of origin is part of the alliance attempting to
activate/deactivate the monarch, there is a +1 bonus to
the diplomacy roll. If the monarchs kingdom of origin is
part of another alliance, there is a -1 penalty to the
diplomacy roll.
Queen Markers
Much of Divine Right refers to monarchs as male in nature, but all
players have the choice of having either a male or female (as given
on the Identity Card) as the monarch of their Kingdom. If a player
decides to utilize a female monarch for his kingdom, the Queen
marker is placed on the Kingdom's identity card to designate that
the monarch in play is the Kingdom's female ruler. All bonuses
listed on the kingdom's monarch unit apply whether the monarch
is male or female.
Envoy Cards
These cards are not used in the basic game. See intermediate and
advanced rules.
Game Setup
Spread the map on a table. Carefully separate the Diplomacy
cards. Set aside the envoy and special mercenary Diplomacy
cards, which are not used in the Basic Game. Next separate the 14
Identity cards and the 22 Personality cards. Go through the stack
of Identity cards and remove the Storm Riders, the Eaters of
Wisdom and the Black Hand; these are not used in the Basic
Game. Shuffle the remaining Diplomacy cards and place them,
face down, near the map. Shuffle the remaining Identity cards.
Each player draws one Identity card. The card drawn designates
the home kingdom of that player. Players should note the color for
the kingdom they have selected and gather the matching units
(monarch, ambassador, armies, and fleets). Read the player
monarch's Identity card carefully. It lists the number and type of
units that belong in the kingdom's military (or force pool). Players
now place their armies and fleets on the map according to the
starting locations printed on the unit counters. Monarchs always
start in their kingdoms Royal Castle. (Royal Castles are castle
spaces with a white outline and an asterisk.) The ambassador
marker is placed on the players Identity card. If the player wishes
the kingdoms monarch to be female, place a Queen marker on the
identity card.
Kingdoms
There are 13 kingdoms on the game board. The hexes that
comprise each kingdom can be distinguished by being of the same
color. Following is a complete roster of the kingdoms:
1. Ghem
(The Dwarves)
2. Hothior
3. Immer
4. Mivior
5. Muetar
6. Neuth
(The Elves)
7. Pon
8. Rombune
9. Shuccasam
10. The Trolls
11. Zorn
12. Eaters of Wisdom
Victory
(The Goblins)
Points
5 castles defense strength
10 castles defense strength
70
70
40
30
Executing a Captured monarch (only possible in the case of nonplayer monarchs, and only if the captor has no castle in which to
imprison him) gains no additional victory points. The points for
capture are retained, however. If a non-player monarch is captured
and then freed by their allies, or released by the captor, the victory
points are still awarded to the captor.
A players forces may freely enter all hexes of all kingdoms in the
players alliance. Additionally, large portions of Minaria, such as
the Banished Lands and the Blasted Heath are outside established
kingdoms. No penalty is incurred for entering these unclaimed
areas. All unclaimed hexes are tinted a light brown color. A
players forces may even enter hexes of enemy kingdoms with no
Activation of Kingdoms
When a kingdom is activated, the kingoms monarch unit and all of
its available combat units are set up on the playing map
immediately. The kingdoms monarch is placed in the kingdoms
royal castle, and each available combat unit is placed in the
location specified on its counter. Available combat units consist of
the kingdoms entire force pool if this is the first time the kingdom
has been activated. If the kingdom is being re-activated, its
available combat units are all of its units that were on the board at
the time the kingdom was deactivated.
ONGOING SIEGES
A kingdom cannot be deactivated if one of its castles is currently
besieged by another player who refuses to give up the siege. The
decision to continue the siege or not is made the instant the
possible deactivation comes about. If the siege is abandoned, the
besieging units are displaced from the castle hex.
Inactive Kingdoms
While a players forces may freely enter hexes of friendly and
enemy kingdoms, if combat units or heroes of any type cross a
border and enter the territory of an inactive (non-allied) kingdom,
the violating player incurs a Diplomatic Penalty with that neutral
kingdom.
CONFUSION
Confusion is a special type of deactivation. If a monarch is killed,
his kingdom deactivates and goes into a temporary state called
Confusion while a new monarch is selected. Discard the deceased
An optional rule allows for the player to forfeit any victory points
and re-enter the game as the head of a new kingdom. See the
Optional Rules section at the end of these rules.
PHASE 4: Movement
The player may move as many of his units as he wishes
including his own kingdoms units, units of allied kingdoms,
and friendly mercenaries. Units are moved over the spaces
expending one or more movement points per space. Units may
be moved in any direction or combination of directions, up to
their full printed movement allowance.
PHASE 5: Combat
The player declares which of his units will be initiating combat
and what they will be attacking. All declared attacks are
carried out in any order that the player chooses, although
attacks entirely by or against units of a suddenly deactivated
kingdom are cancelled.
After the first player has completed all phases, the next player
begins his turn with Phase 1. This continues until all players have
completed all five phases. At that time, the Turn Indicator is moved
forward and the new game turn begins by the players drawing a
new Player-Order Determination
Player-Order Determination
For each game turn, the players randomly determine who is to
have the first player turn, the second, the third, and so on. This
draw holds only for the present game turn; the order will be
changing from game turn to game turn. It is possible, therefore, for
one player to be last player in one game turn and the first player in
the next, in effect having two player turns in a row.
To perform Player-Order Determination, take the 10 counters
numbered 1-10; these are the "randomizer chits." Count out one
chit per player. At the beginning of each game turn, each player
draws one randomizer chit. The player with the lowest number goes
first, the one with the second lowest goes second, and so on.
Players should keep their chits face up in front of them on the table.
Replacements/Reinforcements
Reinforcements are common mercenaries (that is, not the Special
Mercenaries of the intermediate game) which are added to the
players forces on the board. Reinforcements can only enter in an
unbesieged friendly castle or, if a fleet, in an unbeseiged friendly
port (including castle-ports). Castles that have been plundered
may be used by the occupying force (or the original owner, if
currently unoccupied) for the deployment of mercenary
reinforcements.
Result
One of your allied non-player monarchs
dies. Determine randomly who dies.
3 Storms
4 Mutiny
5 Bad Omens
6 Replacements
7 No Event
If all mercenary units of one type are on the board, the player must
enter a unit of the undeployed type. If he cannot deploy a unit of
the type that remains (for instance, only fleets remain undeployed
and he has no ports), he may instead steal common mercenary
units of the other type from another players forces. If a player is
due to receive a common mercenary unit and ALL common
mercenaries are on the board, the player may steal units of either
type.
Players cannot steal units currently under siege or fleets that are
transporting enemy troops or heroes. In effect, having land units in
transport protects the mercenary fleet unit from seizure.
Not all the units need to be deployed in the same space, but if the
player has no available space for immediate deployment, no
reinforcements are gained.
Diplomacy Phase
More than any other aspect of play good diplomacy will prove the
key to victory. Diplomacy is defined as actions taking place
between a players ambassador and non-player monarchs
(ambassadors of non-player monarchs are not used). Alliances are
defined as existing between a player and any number of non-player
Ambassadors do not move across the map; they are markers that
are simply picked up and put down in the space where the
diplomacy is to occur. The ambassador is removed from the map
at the end of the Diplomacy Phase. The movement of
ambassadors is in no way hindered by sieges or other activities
engaged in by other units. Ambassadors are not heroes and never
need to make a Hero Fate roll.
Note that a kingdom that currently has any castles under siege may
not be deactivated unless all besiegers gives up their sieges (see
Kingdoms). Also, a player may not attempt to deactivate a
kingdom whose monarch is held captive by another players forces
(see Prisoners).
Diplomacy Cards
The Diplomacy cards list the maneuvers and tricks of the
diplomatic art in Minaria. These are called diplomatic ploys and
they grant bonuses to the diplomatic roll. The Special Mercenary
Diplomacy cards are not used in the Basic Game.
ASSASSINATION ATTEMPTS
Only once during the entire game can each player attempt to
assassinate an enemy-allied non-player monarch. The players
ambassador is placed on the intended victim. Diplomacy cards
cannot be played.
One die is rolled for the ambassador and one for the victim. If the
monarch rolls higher, the ambassador is killed. If the ambassador
rolls higher, the monarch is assassinated. If the result is a tie,
neither is killed.
Resolving Diplomacy
In a diplomacy phase an ambassador may perform any one of the
following four diplomatic tasks:
Death of an Ambassador
Even though ambassadors represent many individuals serving in
distant capitals, the "death of an ambassador" signifies a
diplomatic catastrophe that throws the whole service into
temporary disarray. Two game turns must pass before diplomatic
activity may resume normally. Place the dead ambassador on the
Turn Indicator three game turns ahead to represent the two turns
of inactivity (e.g., an ambassador killed in turn five cannot work
diplomacy again until turn eight). Any banishments incurred by one
ambassador are passed on to all successors, although the inactive
turns are counted against the duration of these banishments.
Banishing Ambassadors
The play of certain Diplomacy cards (Black Magic, Threats,
Blackmail, and Crass Bribes) causes the banishment of the
ambassador if the Diplomacy Roll fails. While banished, the
ambassador may not attempt any of the diplomatic functions upon
the offended monarch or kingdom. The length of banishment is the
number of turns equal to the modifying number on the Diplomacy
Declaring a Siege
To declare a siege of a castle, a player must occupy the space of
an enemy castle. For him to be able to this,
Roll one die for each kingdom on which the player is attempting to
impose a Forced Peace. Diplomacy cards may not be used and
Diplomatic Penalties do not modify a Forced Peace Roll.
Siege Phase
[Designer's Note: The siege rules in the 3rd Edition of DIVINE
RIGHT differ in two major ways from earlier editions. First, it is no
longer necessary to have a besieging fleet to lay siege to a
castle-port. Second, the manner of conducting sieges has been
altered in a major way. Each castle space is now considered twospaces-in-one (i.e., a space "inside" the castle, and a space
"outside" the castle). During sieges it is permissible for stacks
which are enemy to one another to occupy the "inside" and
"outside" of the castle spaces.
The Siege Phase is the time to resolve siege situations that already
exist. No new siege situations can be created in the Siege Phase.
Effects of a Siege
Replacements and reinforcements may not enter or re-enter the
game in a castle deployment space under siege. Combat units
under siege may not move from the space unless they have made
a breakout attack.
Roll
Result
1 The attack has failed. One besieging combat unit is
eliminated. Further, besieging heroes must take a Hero Fate
Roll. Captured besieging heroes are placed inside the castle's
walls with the defenders.
Breakouts
Combat units attempting to leave a besieged castle must first make
a breakout attempt by attacking all of the besieging enemy combat
units in the castle space. The only exception to this is that
besieged land units may freely come and go if the besieging force
has no land units (i.e., is comprised entirely of fleets), and fleets
may likewise enter and leave if the besieging force has no fleets.
Win or lose, any surviving besieged units can then move out of the
castle in the subsequent Movement Phase. It is not required for the
player to move all his units from the besieged castle.
However, if enemy combat units and/or impassable terrain occupy
all the spaces around the castle, the besieged units cannot exit the
castle space. If they are unwilling or unable to exit the castle, they
lose the right to do so until they have made another breakout
attempt in a later turn.
10
Besieger Displacement
Before any siege attacks are resolved, the player may voluntarily
displace units from his besieging stacks to adjacent hexes, thereby
freeing those units for movement later in the player turn. He may
also displace an entire besieging stack, thereby ending that siege.
The displacement move itself is free; the displaced units have
their entire movement allowance available to them during the
subsequent movement phase.
The displaced units can attack normally in the combat phase, and
may even enter a castle space and begin another siege. Note:
besieging units that do not displace, but also do not make a siege
attack are eligible to instead attack adjacent enemy units in the
combat phase; they simply cannot move.
Movement Phase
During the Movement Phase, the player may move any (or none)
of his units, in any direction or combination of directions. Only the
current player may move units.
Fleets at Sieges
Fleets are not required in the besieging of a castle-port, but they
may contribute their strength to both the defense of and attack
against a castle-port.
Land units aboard fleets that are reinforcing a siege must debark
into the besieged castle space to be considered as part of the
besieging force. A besieged player's fleets can freely enter and exit
besieged castle-ports and transport units into and out of besieged
castle-ports, unless the besieger has at least one fleet in the
besieging stack.
11
Movement points cannot be saved from one turn to the next, nor
may they be transferred from one unit to another. Movement
allowances can be increased through Hero Movement Bonuses.
Stacking
All friendly combat units and heroes may stack together in the
Basic Game. Friendly allied units from non-player kingdoms may
stack with those of their allies and enter to defend a friendly castle.
At any time, any player can examine the stacks of opposing players
to determine their contents.
Clear
1 movement point
Hills
2 movement points
Treated as clear
terrain to units with
mountain movement
bonus.
Mountain
Cost is 3 points for
4 movement points units with mountain
terrain bonus. +1 to
the defenderscombat
roll if he occupies a
mountain hex.
Mountain pass
2 movement points
A defenders combat
strength is doubled
in a mountain pass.
Forest
2 movement points
Treated as clear
terrain to units with
a forest movement
bonus. Note: There
are two different map
symbols for forests.
Swamp
2 movement points
Treated as clear
terrain to units that
possess a swamp
movement bonus.
Hero units may pass their movement bonuses on to land units they
are leading, but a combat unit cannot transfer its bonuses to other
combat units in their stack. A hero may "ride" a combat unit for the
whole length of its unassisted movement, and in doing so benefit
from any terrain bonuses the unit might have.
A unit's terrain bonus may negate all or part of the penalties for
combined terrain. For example, a hill-forest space would cost a
Zorn unit, or a mercenary led by the monarch of Zorn (which has
both forest and mountain terrain bonuses), only 1 movement point.
12
simply a clear space for movement purposes. Also see CastlePorts, below.
Isle of Fright
1 movement point
Sea Coast or
Lake Shore
cost varies
Navigable River
cost varies
Castles and
Castle Ports
Scenic Space
1 point
Rivers
Rivers that travel through the hexes are non-navigable and
impassable to fleets. Land units pay an extra movement point to
enter or leave such a hex unless moving along the river valley.
This cost is over and above the cost of any other terrain in the hex.
River
cost varies
1 point
Scenic Spaces
Any named hex with a silhouetteother than a mountain pass or
castleis a scenic hex (castles can be distinguished by the
defensive value in the hex, and mountain passes by the 2
notation in the hex). Scenic hexes are treated as clear terrain in the
basic game. Some scenic hexes have a dot at the top of the hex.
(The picture in the terrain effects chart has such a dot.) When
present, the dot indicates that the scenic hex is the entry location
for a special mercenary in the intermediate and advanced games.
Navigable Rivers
A navigable river is one that is exceptionally large and deep. They
follow a path along the hexsides of the board rather than traveling
through a path of single hexes the way most rivers do. Fleet units
can move along navigable rivers; when doing so they are
positioned in the actual hexes bordering the river. See Fleets and
Navigable Rivers, below.
Land units are limited in their ability to cross navigable river
hexsides. They may not attack land units across such a hexside.
They may never retreat across such a hexside. They may only
cross such a hexside during movement if they begin the movement
phase next to the hexside to be crossed (they must stop to prepare
a ferrying operation.) Even then, the crossing is accomplished with
an extra cost of +2 movement points Fleets may act to ferry land
units across a navigable river. See Ferrying, below.
The only navigable river on the board is the River Deep and the first
hex of the River Waning, connected to the River Deep. The exact
beginning and end of the River Deep are as follows: The hex
southeast of Castle Lapspell is a coastal hex, the Deep river
commences east of that hex, running to its furthest inland hexes
southwest of Pennol.
All other cases where one might question whether water forms a
navigable river or a coastal hex are actually coastal hexes.
Specifically:
The hex southeast of Addat is a coastal hex.
The Boom is a coastal hex.
The hex to the northeast of Adeese is a coastal hex.
Parros is not surrounded by a navigable river. It is an island
surrounded by coastal hexes. See the Rombune section of
Select Rules for Special Kingdoms.
Lake Carth, to the west of Pennol, is a small sea.
Castles
Castles with asterisks are royal Castles. Hostile units may not
enter the space outside an unbesieged castle except to initiate a
siege. Once a siege is initiated, units friendly to the besieger may
enter and exit freely.
Movement Restrictions
Land units may not cross all-sea hexsides. Fleets may not cross
all-land hexsides. All ports are considered to be coastal spaces and
may be entered by both fleets and land units. No unit may move
or retreat off the map.
13
Land combat units can enter coastal hexes and hexes bounded by
navigable rivers regardless of the presence of enemy fleets. If they
stop in that hex the enemy fleet must leave during its next
movement phase. However, land units may not cross a navigable
river controlled by an enemy fleet (see Fleets and Navigable
Rivers, below).
For the purpose of ferrying land units, it does not matter on which
side of the river the fleet is physically located. If approaching the
river from the fleet side, the land units move over the fleet and to
the opposite bank. If approaching from the other direction, they
move from that bank into the fleets space on the other side.
A Hero can enter hexes containing enemy combat units, but must
must make a Hero Fate roll if he enters a hex occupied by an
enemy land comabt unit or crosses a navigable river hexside
controlled by an enemy fleet.
Transporting Troops
Fleets may transport land combat units and heroes by sea. Each
fleet may carry one combat unit and any number of heroes. To
transport a unit, the fleet moves into the coastal or port hex
containing the unit to be transported and the unit embarks. The
fleet may then continue movement. Debarking is the reverse of the
embarkation process. Fleets may transport land units up and down
navigable rivers; this is distinct from Ferrying, where the units
merely use the fleet to cross the river.
Unlike many other games, units in Divine Right do not have zones
of control extending into adjacent hexes, except in the sense that
fleets control all adjacent navigable river hex sides. This is due to
the small size of the armies of the era. A strength point represents
the equivalent of a thousand human soldiers and each space is
about fifty miles across. Therefore, units may pass through spaces
adjacent to enemy units without penalty or delay.
Fleet Movement
Fleets are seagoing combat units. They may enter all-sea spaces,
coastal spaces, friendly ports, and spaces bordered by navigable
river hexsides. A fleet in a port should be inverted to show that it
is "inside" the port. Fleets expend 1 movement point per hex except
when moving upstream in a navigable river, which costs 2
movement points per hex.
Example: two fleets are transporting two land units. This stack
may enter a hex containing a strength 4 enemy castle and initate
a siege. If land units are present outside the castle, this is not
allowed. An amphibious attack would be the only way for the stack
to directly enter such a hex (see Amphibious Attacks).
Non-Castle Ports
Bartertown and Freeport are non-castle ports. These are small
affairs. Each may shelter a single fleet from a Storm random event.
Additional fleets in the port space are not protected. Mercenary
fleet reinforcements may be entered into play at a friendlycontrolled non-castle port.
14
Fleets and land units enter at the cost of one movement point.
Land combat units may freely enter a non-castle port occupied
solely by enemy fleets. Doing so makes the port friendly to the
occupying land units (Essentially, for control purposes, land
combat units are superior to fleet units.) The enemy fleet is
displaced from the space at the end of the Movement Phase.
Ambassadors do not move across the map like units; they are
markers that are simply picked up and put down in the space
where diplomacy is to occur.
Combat Phase
Ties
If the modified rolls of both players result in a tie, then both the
attacker and defender must lose a number of combat units equal
to the unmodified number rolled by the weaker player. In such a
situation the player with more units is never required to lose more
than twice the number of losses suffered by the smaller force.
To resolve an attack, the attacker and the defender each roll one
die. This is called the Combat Roll. The Combat Roll of both the
attacker and defender can be modified by having superior
numbers, or monarchs with special Personality cards that assist (or
hinder) combat. The player with the highest Combat roll is the
winner of the attack. The loser must remove the number of combat
units equal to the difference between the two Combat Rolls.
When taking combat losses, the owner of the units always decides
which units will be eliminated. Land units aboard eliminated fleets
are also eliminated, but do not count against losses to be removed.
Land combat units that are aboard fleets may not participate in
combat, unless a port is being attacked (see Amphibious
Attacks). Replacements and reinforcements that entered during
the Random Events Phase may attack in the same game turn that
they enter. Units of a newly-activated kingdom may only attack
units inside their home kingdom on the turn of activation. See
Activation of Kingdoms.
The combat strength of both the attacking and defending units are
totaled. The larger total is divided by the smaller total, and the
result rounded off to get a simple ratio such as 3 to 1. The
rounding is always in favor of the defender. This means that if the
attacking force is larger, round the result down. If the attacking
force is smaller, round the result up. Then simply add each
player's ratio number (e.g., 3 or 1 in the case of a 3 to 1 odds ratio)
to their respective combat roll.
Units may attack any (or all) enemy units adjacent to them, except
those that are "inside" Castles, those forbidden by impassable
terrain, or navigable river. Only those units directly adjacent to a
given enemy stack may participate in an attack upon that stack.
If a stack attacks an enemy, all units in the stack must attack.
However, just because opposing stacks are adjacent to one
15
another does not mean that they must attack. Once a unit has
participated in an attack upon an enemy combat unit 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.
Hero units do not retreat unless at least one friendly combat unit
does so. Heroes basically ride a combat unit away during its
retreat.
EXAMPLE 1: Common mercenaries (always treated as humans)
stacked with Elves from Neuth (non-humans) receive a roll of 5.
Both groups may retreat before combat. If the player had rolled a
2, the humans would be forced to stand and fight. The Elves could
still roll to retreat without the mercenaries, if their owner so desires.
Mixed-Type Combat
In the Basic Game, fleets and land units may only fight each other
in a siege situation during the Siege Phase or during an
Amphibious Attack. In all other cases, the presence of one type of
unit is ignored by the other during combat even if they should
occupy adjacent spaces. Even so, they cannot indefinitely occupy
the same space. Fleets which find themselves in the same hex as
enemy land units must leave as soon as possible, except in siege
situations.
Units may not retreat into a space that contains an enemy combat
unit, a non-plundered enemy or neutral castle (unless it is already
besieged by friendly combat units), or into any space occupied by
friendly units that are currently engaged in an unresolved attack
that same player round.
If, after a Retreat Before Combat, the retreated units are adjacent
to a different enemy stack, one that has been declared to be
attacking other defenders but whose attack has not yet been
resolved, the attacker may choose to include the retreated units in
the combat. Their strength is then added to the strength of the
originally declared defenders in this second combat. The units may
not retreat again, although the originally declared defenders against
this new attack may still attempt to do so.
Type of Unit:
Human (most kingdoms, mercenaries) :
Non-Human (Neuth, Ghem, Nithmere, Trolls) :
Retreats on:
4, 5, or 6
3, 4, 5, or 6
All fleets in the basic game are considered human and retreat on
a 4-6.
When a stack of units is attempting to retreat, test the type of unit
with the least chance of success first; if it succeeds, all other units
in the stack are assumed to have successfully made their required
retreat roll. If it fails, it must stand and fight, although if other units
are present with a better chance of retreating they may make their
own roll to attempt a retreat.
Amphibious Attacks
A player may make an amphibious attack on a body of enemy
combat units in a port space or outside the castle in a castle-port
space. (The besiegers of a castle-port fall into the latter category.)
But such landings are dangerous and should not be engaged in
lightly.
16
All enemy land and sea units in the space (the ones outside the
castle in the case of a castle port) defend against the attack. In
addition, fleets inside a castle port can come outside to defend
against the attack, if their owner desires. All losses to a mixed force
of land and sea units in an amphibious attack can be divided
between the two types of units however the owner desires.
Should the attacker lose an amphibious attack (e.g., take greater
or equal losses), half, rounded down, of all the surviving attackers
are then eliminated. This represents the difficulty of withdrawing
safely from a failed amphibious situation. The attacker may
apportion these losses as desired between land units and fleets.
Note: this is NOT an amphibious attack. The land units are merely
cargo and do not participate in the combat resolution. If the player
wants both the fleets and their transported land units to participate
in the combat, he must make an amphibious attack as outlined in
the previous rules section.
If the besieging forces include both land units and fleets, a player
may launch two attacks on the hex, one by relieving land units
against the besieging land units, and one by the relieving fleets
against the besieging fleets. He must do so if he desires to have
both land- and sea-borne units enter into the besieged castle.
(Naturally, if the player conducts an amphibious attack that is a
different matterall the attackers fights all the defenders in one
battle in that case. This provision covers situations where land
units are attacking by land and sea units by sea.)
The defending forces inside the castle may participate in the relief
attack so long as they did not make a breakout attack during the
preceding siege phase. Land units in the castle may join in the
attack of relieving land units, and fleets in the castle may join in
the attack of relieving fleets. Either type (but not both) may join in
the case of an amphibious attack attempting to relieve them, as
outlined in the rules given under Amphibious Attacks.
Heroes
In the Basic Game, all units representing individuals (as opposed
to combat units which represent hundreds) are referred to as
"heroes." Those that are eligible to lead troops are hero-leaders.
All monarchs in Minaria, player and non-player, are hero-leaders.
(In the Intermediate game there are some heroes who are not
leaders.) Units led by a hero are granted the hero's movement
allowance and terrain bonuses. Additionally, they are able to attack
or defend with the aid of any combat bonuses granted by the
monarchs Personality card.
17
A "lone hero" means that there are no friendly combat units stacked
with the hero. Several heroes stacked together without friendly
combat units as escorts are equally vulnerable. A lone hero in a
non-friendly castle space is always considered to be inside the
castle walls.
EXAMPLE: If the monarch of Ghem with one unit and the monarch
of Muetar with 2 units are moving through hills, the one Ghem
(Dwarven) combat unit and the king of Muetar may accompany the
Ghem monarch, through up to 8 spaces of clear terrain and hills.
Because the Muetaran monarch chooses not to lead, the Muetaran
combat units are on their own and can move only 5 movement
points, which would take them through just 2 hill spaces.
If a stack begins its turn stacked with an enemy hero, the player
must have the units expend movement points equal to the terrain
cost of the space in order to make a search and force a hero fate
roll. Of course, this is only really a factor if the player wishes to
then move the units elsewhere after the search is conducted. (Time
is lost in the process of making a search).
Note, however, that a hero may forego leading troops and instead
be carried along by them as they move, thus indirectly gaining the
combat units own terrain bonuses. Outside of a monarchs home
kingdom, the terrain bonuses of other units may more than make
up for losing the enhanced movement rate the monarch would
confer were he leading the stack instead of being carried along by
it.
Usually, a Hero Fate Roll can be forced on a hero only once per
player turn. For example, if a hero's stack is eliminated in combat
and the enemy advances on top of the hero, only one Hero Fate
Roll is made. However, on that hero's next Movement Phase,
another Hero Fate Roll must be made at the beginning of the heros
next turn (for beginning his player turn in a hex with enemy units.)
Only one Hero Fate Roll may be required of a given hero during
each enemy player's movement. (For instance, an enemy player
may not force seven rolls by separately moving seven combat units
over a lone hero). However, a monarch that enters multiple hexes
containing enemy units must make a hero fate die roll for each
such hex he enters.
If 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
18
FREEING A PRISONER
A captive who is voluntarily freed is placed in the nearest friendly
castle. If no castle is friendly to the freed captive, he is placed with
the nearest friendly combat unit. If there is no friendly combat unit,
the owning player places the freed captive in any space that he
desires.
EXECUTING A PRISONER
Immediately upon capture, or in any of the captor's subsequent
diplomacy phases, a prisoner may be executed. No additional
victory points are awarded for such an execution, though the
capturing player still gets the victory points for the capture.
Additionally, the player executing a monarch incurs a permanent
Diplomatic Penalty of -1 in the kingdom of the slain monarch.
Death of a Monarch
If a non-player monarch is killed, his kingdom deactivates and goes
into a form of Forced Peace called Confusion (see Confusion,
above). Discard the deceased monarchs personality card and
shuffle it into the deck of unused ones.
If a player monarch is killed, the player is out of the game and his
kingdom becomes a non-player kingdom. See Fate of Player
Kingdoms, above.
Capture of a Monarch
When a non-player monarch is captured, he is immediately placed
in the nearest non-plundered, non-besieged castle controlled by the
captor. If the captor has no such castle, there are two other
options: 1) Execute the monarch immediately, or 2) Set the
monarch free. In either case, the captor still gets the victory points
for the capture (see Victory).
A captured hero may not be transferred from one prison castle to
another, and is incapable of any offensive or defensive action. The
captor does not need to keep a combat unit at the castlethe
intrinsic defense factor of the castle constitutes a garrison.
19
Events, they may replace one eliminated regular unit (if any) at the
beginning of each turn. The Troll is replaced at its original
deployment space. If the deployment space is enemy-occupied, the
regenerated units may not be brought into play that turn. Any Troll
regulars lost through Random Events may not be regenerated in
the same game turn.
over at zero victory points and must randomly draw a new player
monarch from the currently available neutral monarchs (including
his former player kingdom). The player receives its full force pool
for deployment, even if the kingdom currently has unreplaced
losses from previous conflict. However, Plundered Castles remain
plundered.
The Trolls have the only kingdom without a Royal Castle. Use the
scenic space of the Face as a Royal Castle for diplomacy purposes
and mercenary placement. The Trollish monarch may enter play in
any of the four scenic spaces of the Troll kingdom.
If the player does not choose to re-enter the game, he keeps any
victory points earned thus far. If he has the greatest number of
victory points at the end of turn 20, the eliminated player monarch
is the winner despite his death.
Hothior
Due to the vulnerability of their capital city of Port Lork, the
Hothiorans have engaged the best engineers to construct a heavy
chain on a boom to prevent the entry of unwanted ships.
"The Boom," sometimes called "Boarhort's Boom" after the king
who authorized it, is located in the scenic coastal space next to
Port Lork. This space is considered part of Hothior and it is a
diplomatic violation for an enemy unit to enter it. In enemy turns,
the Boom is closed, forcing enemy fleets to stop in the Boom space
for one turn before entering the space of Port Lork. The Boom is
open to all fleets if Port Lork is under siege or enemy-occupied.
Rombune
Like Hothior, Rombune has gone to extraordinary lengths in late
years to protect its vulnerable quarters by engineering. The
Rombunis have exaggerated the gradual sinking of the hinterland
around Parros with man-made canals. Now Parros is effectively
surrounded by a large moat.
A land invasion is still possible, but more costly. Crossing the canal
space sides of Parros costs an player 2 extra movement points,
unless Parros is a friendly castle. Increase the combat roll of the
stack defending outside the castle by +2, unless the invader attacks
with the support of fleets (e.g., has sufficient fleets present to
transport the attacking force, although no actual transport is done.
This is not considered an amphibious assault.)
The highly civilized Lloroi were unable to adapt to the new world.
What remained of the Lloroi ruling class swiftly dwindled into
insignificance as short-lived barbarian kingdoms rose and fell in a
seemingly endless succession. Fortunately, not all Lloroi culture
was lost during the centuries of the Dark Age. The people of
Minaria grimly fought to preserve what they could of the glory and
wisdom of the past. In the last few hundred years, new and
powerful kingdoms have advanced upon the foundations laid by the
work and sacrifice of their forebears, bringing about a new order to
the continent.
Shucassam
In the Basic Game the scenic space of the Obelisk is considered
a wasteland space and not part of the kingdom of Shucassam.
20
21
HOTHIOR
Eking out a living in the sandy land of Hothior has left most of the
native yeomen little time for high cultural achievement. Worse, their
thinly-populated nation is beset on every side by powerful rivals
who often come raiding and further impoverish the inhabitants. For
this reason, Hothiorans are often deemed crude and backwards by
Minarian standards. But adversity has made them a canny and
energetic people. The capital, Port Lork, is the center of a vast
horsehide tanning industry. Castle Lapspell is an even more
prosperous trading city. There the Yando Rivermen land their
wares and pay their duties, while its markets throng with merchants
from Shucassam, Rombune, and Mivior. Dikes have expanded the
marshes east of the city, protecting that vulnerable flank and
allowing new wet-land crops to be planted profitably in what was
before but poor pasture land.
IMMER
The kingdom of Immer rose from a hearty stock of hunters and
trappers who infiltrated from the south. Soon farmers followed the
hunters and Immer expanded north, east, and west from the fort
established early on at Muscaster. At length, the Immerites, in
alliance with the Eaters of Wisdom, drove the local barbarians from
the pre-cataclysmic fortress Castle Altarr and made it their capital.
Today, fur trading has diminished, except among the Gorpin.
Woodsmen, cattle grazing and placer mining in the River Rapid
have replaced the old ways. Immerites are known to be formidable
fighters, as their armies get little respite from the invading
Barbarians from the north, raiding Goblins from Zorn, and battles
with the Muetarans, who hotly contest with Immer for the western
quarter of the Disputed Lands.
Whatever else may be said, the end of Minarian history is not yet
come.
Kingdoms of Minaria
THE BLACK HAND
Some say the Black Hand arrived from exile out of the east. Others
conjecture that it arose from the mausoleums under the Tower of
Zards itself. Armed with a foul magic unknown to Westerners, and
with demonic aid, it repaired the ancient Tower and now throws a
sinister shroud over the Shards of Lor. The Black Hand has been
known to go to war for one coalition or another, but prefers to
remain alone in its tower, practicing death magic in a restrained
and culturally acceptable manner.
MIVIOR
The tangled forests and high mountains of the interior have forced
the people of Mivior into the business of the sea. From her thick
forests the ships that dominate the commerce of the Great Sea are
built. A near monopoly of trade with the distant continent of Reiken
to the west has fabulously enriched the kingdom. Mivior maintains
the largest war fleet in Minaria and controls the sea - unless two or
more enemies combine their fleets to challenge her. Its large army,
with many marines trained in amphibious raiding, make Mivior a
desirable ally and an opponent to fear.
MUETAR
The kingdom of Muetar has been forced to maintain the largest
army in Minaria. Often attacked on every side, the hearty yeomen
of Muetar have developed a strong militaristic tradition, all to often
at the price of liberty. The products of its rolling hills and fertile
valleys are carried to port by the famous barge sailors, the
rivermen of Yando or, more lately, picked up by seagoing ships
that ply the arduously- dredged channels of the River Deep. A
recent earthquake temporarily weakened the kingdom and caused
a loss of control in some minor borderland districts.
NEUTH
Often called "Elfland" by its human neighbors, Neuth is the home
of the forest Elves. The Elves believe themselves to be better
endowed with intellect, noble spirit, and pure aspirations than
humankind. A couple generations ago, this conceit impelled the
Elves to abandon their isolation and follow a fanatic monarch into
a ruthless war against their neighbors. After overrunning most of
the northwest, the Goblins rose against them and collapsed their
short-lived conquests. When the tide of battle turned, Ider Bolis, the
Elven capital, was sacked and the priceless ancient library was
claimed as booty by the victors. Yet this very act of theft may be
responsible for the new enlightenment that is sweeping over the
22
continent.
PON
The kingdom of Pon is a fusion of earlier mountain tribes and
robber baronies. The powerful dukes of Marzarbol gradually drew
the disorderly inhabitants of the forests and mountains together
and established a kingdom. The Ponese still favor their ancestral
trade of robbing and raiding their neighbors, but the growing
strength of Shucassam and Muetar have forced a change in their
ways. The most recent addition to the coffers of Pon has come
through southern caravan trade, bypassing the high imposts of
Shucassam. This trade has been further enhanced by the
expansion of the Sea of Zett. Heap, once a despised backwater,
has grown and gained wide prominence as a port of trade under its
older, more honored, name - Grugongi.
ROMBUNE
The pirate hideaways on Skull Isle thrived for many years on the
hapless merchantmen plying the Great Sea. However, as Mivior
grew to become the ruler of the seas, the independent pirate
captains were forced to unite and form an elected monarchy based
on the articles of piracy. Tradition and bribery have kept the throne
in one family for the past two hundred years. The thick forest of
Skull Island supports a flourishing shipbuilding industry. A
protectorate by marriage, the mainland city of Parros has secured
control of the important iron industry there for Rombune. More
recently, Rombune has turned its attention toward the interior of the
continent and has opportunistically seized control in Jipols. There
Rombune has built a fleet to ply the Sea of Zett.
PLAIN OF BONES
This wretched place is the only known monument to the Woida, an
ancient people destroyed here and almost completely obliterated
from the memory of men. A crumbling scroll kept in the Invisible
School of Thaumaturgy recounts the exploits of the Lloroi hero
named Gappa, who was largely responsible for the downfall of the
Woida. With great stealth, Gappa stole their magical safeguard,
thus allowing their destruction by means of a hideous putrefaction
spell.
SHUCASSAM
Minarians call the materialistic Shucassamites the "people without
gods." This is not precisely true, although their type of shamanism,
the legacy of their nomadic origins, lacks the ceremonial
sophistication of northern religions. Only the Holy Brotherhood of
Pinboh, a military order of lepers, manages to work up any real
religious fervor. The realm of Shucassam is a toll gate across the
caravan routes from the north to the south. High taxes on this
commerce allows Shucassam to support a large army and a
luxurious way of life for its upper classes. Recently, the growth of
the Sea of Zett has aided Shucassam's rival, Pon, by diverting
trade away from Shucassam's borders. In an attempt to strangle
the new route, a fleet, whose wood was brought from far away at
great expense, has been built in Adeese.
Credits
GAME DESIGN: Glenn & Kenneth Rahman
ORIGINAL CONCEPT ART & DESIGN: Kenneth Rahman
25th ANNIVERSARY EDITION MAP: Kris Kleckner, James
Spangler
BOX TOP DESIGNER: Kris Kleckner with original art from Kenneth
Rahman
BOX BOTTOM DESIGNER: James Spangler
LAYOUT DESIGNER: Kris Kleckner
EDITING & GAMEPLAY: Shawne & Kris Kleckner, James
Spangler, Marc Ray
Copyright 2002, by Glenn Rahman, Released under license by The
Right Stuf International, Inc. Divine Right is protected under the
copyright laws of the United States of America. Any reproduction
or other unauthorized use of the material or artwork comprising the
game is prohibited without the express written permission of Glenn
Rahman.
TROLLS
Although Trolls sometimes appear in mercenary units and perform
heavy labor for certain human masters, they generally prefer to
wander the wastelands of Minaria in nomadic bands. They can
thrive where life would be next to impossible for other intelligent
creatures. Minarians tend to respect the Trollish hunting grounds
and their sacred gathering areas: the Vale, the Crag, and the
Gathering. Their most sacrosanct gathering ground is, of course,
the Face. All these locations serve as places where Trolls meet to
argue Trollish matters or organize for war. The present Troll
dynasty was founded by an exceptionally craggy-faced Troll who
claimed the throne by the right of most closely resembling the holy
Face.
ZORN
The Goblin kingdom of Zorn supports a large population of fierce
fighters. Had the Goblins united earlier, they undoubtedly would
have controlled vast territories. Unfortunately, these aggressive
nonhumans were long divided amongst themselves. Only the
23