Rules for the Game of Princes

The King has died without naming his heir. All the remaining Princes are fighting each other to gain the crown and become the new King. You are one of these Princes. You start the game by building an army to help you defeat the other Princes and declare yourself King. Are you a good enough commander to lead your army to victory? The following rules are guidelines, and have been developed so that there is a level playing field so that everyone has an equal chance to win. Feel free to alter the rules, add to them, and otherwise make them your own. There are all sorts of special Champions that you can add, spells and curses you can create, and magical items to be discovered. Step #1 – Make a Prince Make a name for your Prince, and, if you want, a fancy name for your army. For example: You can be Prince Ricardo, commander of the Army of the Crashing Waves. Step #2 – Build an Army Each Prince starts the game with 25,000 gold crowns (GC). This money is used to pay for your army. You can buy any troops or champions that you want. You can also purchase a castle, magic items, or other things. Step #3 – Decide who goes first Roll a D20 (20-sided dice). Whomever roles highest goes first, the second highest goes second, third highest goes third, etc. If there is a tie, keep rolling the dice until someone has a higher number. Step #4 – Start of Turns Player one starts his turn and makes his moves. After he makes all his moves, the next person makes theirs, etc. until everyone has completed their moves. Repeat this until only one Prince is left on the battlefield. Step #5 – Crown the King The game ends when the new King is crowned. This happens when only one army is left standing, when one Prince has killed or captured all the other Princes, or when all the Princes agree on who should be crowned King. To officially end the game, all the uncrowned princes must hail the new King by saying: “All Hail King xxx!” (But use the name of the new King instead of ‘xxx’.) For example: “All Hail King Ricardo!” Basic Combat Rules 1) During your turn you can designate what all your troops are doing. You can have one group of your troops make an attack before you say what other troops are doing. a. Example: If pikeman are defending archers, you can say that your archers attack the pikeman, and roll this attack first. Then you could say that your soldiers attack the remaining pikeman and while this

attack is happening your cavalry makes a flanking manoeuvre to attack the archers. so their successful roll wouldn’t kill any of the attackers. c. If the champion wins. If archers attack soldiers. the soldiers can’t fight back.  Archers – 100 GC for 5-archers. Whoever rolls higher wins. High roll wins and the loser loses the difference between the roll in troops. But if archers were in the area being attacked. If the defender wins. he isn’t hit and the attacking champions turn is over. Non-Champions 1) Roll 1d6 per 5 troops. If the regular troops win then the champion takes 1-point of damage per 2 points they won by. b. so you say your archers are attacking the pikeman. they would count as troops and could kill the attacking archers. Jackson had the higher roll by a total of 2. so your cavalry has an easier attack after them. Champion versus Champion 1) Roll d20 + Attack bonus versus the defenders AC (Armour Class). These are basic fighters that use bows for ranged attacks and swords/axes for close fighting. weakening them. 2) Building your Army Regular Troops  Soldiers – 100 GC for 5-soldiers. minimum 1. a. 1) The champion rolls his d20 attack and adds his attack bonus to the roll. then he kills 1 regular troop per 3points he won by. The regular troops roll a d6 per 5-troops. The defender can roll 1d6 per 5 defenders he has that are being attacked. Example: Jackson attacks with 10-troops. You can stagger your attack. He rolls 2d6. Ricardo is defending with 4-troops. then your 1d6 roll is made at -1 per troop number below 5. They can shoot arrows at distant targets and at flying targets. Pay attention to the type of troops that are attacking and defending. If the attacking roll is higher. He rolls 1d6-1. . he hit his foe and should roll damage according to the weapon they use. If you have less than 5troops. Ricardo rolls a 4 (a 5 minus 1). Jackson rolls a ‘6’ (a 4 and a 2). Ricardo loses 2 troops this round. These are the basic fighters. They wear chainmail and fight with swords or axes. Special troops can affect the die roll. then his roll would have a +1 bonus. Champions versus Regular Troops. For example if one of Ricardo’s troops was a Sergeant.

See the section on scouting below for the rules on how to do this. A sergeant can inspire any regular troops.  Miners – 150 GC for 5.  Cavalry – 150 GC for 5-cavalrymen. make special weapons.  Ranger – 100 GC each. pikeman or guards that have been trained to lead others. or miners. They move twice as fast as normal soldiers. (soldiers. to be better fighters. You can improve your champion during the  . A squire can inspire any regular troops. This will give you more money to build a bigger army. archers. A ranger can command up to 10-scouts. but they gain a +1 to their defence rolls when they are defending the King or a champion. A ranger is a scout that has been given extra training. you can use miners to mine for gold. archers. Miners are like basic soldiers. Scouts are like basic soldiers. diamonds. This includes rolls for combat. When attacking a castle. etc. iron. they gain a +1 to all their die rolls involving their mining rolls. A squire is a cavalry trooper who has been trained to lead others. and all the troops he inspires gain a +1 on any combat rolls. Champions Champions are special people who have special skills that make them better than regular or special troops. but you can use them to scout for the enemy or to explore to find stuff (like gold). Guards are like basic soldiers. including cavalry troopers. An engineer is a miner with more experience.  Guards – 125 GC for 5-Guards.  Scouts – 125 GC for 5. One squire can inspire up to 10-troops. and exploration. and gain a +1 to attack all regular troops except against pikeman. They gain +1 to their defence rolls against cavalry and knights. scouting. silver. etc. An engineer never gives a bonus to combat rolls. scouts. These are soldiers who fight on horseback. guards. These are basic fighters that use long spears or pikes to keep attacking soldiers at bay. These are soldiers. but you can use them to create mines underground.  Engineer – 150 GC each. They are particularly good at stopping cavalry. If your scouts find a mine. you can use miners to create a tunnel under the castle walls which could cause the wall to collapse making it easier for you to attack. See the section on mines below for more information.  Squires – 200-GC each. Special Troops  Sergeants – 100 GC each. Whenever an engineer is working with miners.Pikeman – 125 GC for 5-Pikeman. and a group of scouts that has a ranger as a commander get +1 on all their die rolls. One sergeant can inspire up to 10-troops. and all the troops he inspires gain a +1 on any combat rolls. but not cavalry troopers) to be better fighters.

 Knights – d  Wizards – f  Witches – f  Spies – f  Dragons – d  Basilisks – f  Giant Eagles – f  Assassins Equipment This is equipment that you can purchase to help your troops. When you do.  Combat – This the bonus they add to all their attack and defence rolls. using the examples below as guidelines.  Catapults  Battering rams  Magic Items o Magic Weapons o Potions  Healing  Shrinking  Growth  Invisibility  Transformation  Poison  Speed Magic Spells These are magic spells that wizards can cast. Saving throw to avoid is DC 12 + wizard level. write the information down so everyone knows what the special rules for the new champion are.  Armour Class (AC) – This represents how hard it is to hit the champion in combat. they become stronger. . Here are some quick definitions. and become harder to kill. There are some special terms that are used to describe the champions. can do more things.  Level 1 Spells o Magic Missile – Cast 1 magic missile per 2-wizards by increasing their level. Each missile does 1d4 damage. You will get more detailed information in the specific rules that follow this section. The higher the number. As they gain levels.  Damage – This is the dice they roll to determine how much damage they do with a successful attack. The champions listed below are examples. o Sleep – Cause the wizards level times 2 people to fall asleep for 2d6 turns. the harder it is to injure them. Feel free to make up your own champions. Assign a cost to the champion.

o Dispel Magic – Cancels any spell up to the level the wizard can cast. or until he makes an attack. Level 3 Spells o Fireball – Cast a fireball that is 20-feet wide. If you attack someone while invisible.    o Summoning – Summon 2 solders per wizard level Level 2 Spells o Cure Light Wounds – heal damage by casting this spell. Level 4 Spells o Firewall – 20-feet long and 10-feet high + 20-feet long per spell caster level. o Lighting Bolt – Damage is 1d6 per wizard level. Take 6d6 damage when you go through this wall. Level 5 Spells o Meteor Shower – Area o Duplicate self. cancels the magic part of the item for 1d6 rounds. Damage is 1d6 per wizard level. . Duplicate can make physical attacks. you instantly become visible again. o Invisibility – Makes one person and all his equipment invisible for 6-rounds. o Enchant magic weapon. If hit twice it disappears. Heal 1d8 damage + spell caster level. o Protection from Arrows – o Mirror Image – Makes duplicate of yourself o Create potion – create any potion based on your spell casting level. If it is a magic item. if successful take half-damage. but not cast spells. Reflex save DC 12 + wizard level. o Reversing spell – Reverses a spell lower than your wizard’s level. Goes 100-feet + 10-feet per wizard level.