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THE ONI
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Re: Divine Right
Reply #105 - Aug 5th, 2013 at 7:58pm
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John wrote on Aug 4th, 2013 at 10:54pm:
I  found a yahoo group dedicated to this game.  I have downloaded many new rules and new counters.

Among them are traitors, jesters, minstrels, damsels, and my favorite; priests.

Owe and engineers can build bridges over rivers!


And lots of new random magic items!


Some new monsters like walking trees, harpies, griffins, and the mysterious stranger.


I think you need to see of any members of the group are local.

You are going wwwwaaaayyyyy beyond me at this point.

You are officailly a Divine Right Addict. Shocked

  
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Re: Divine Right
Reply #106 - Aug 5th, 2013 at 8:24pm
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Abomination:   There are things that lived in Minaria before the coming of man.  They sleep and wait.  They lurk in the forgotten places.  Woe to he who disturbs them.

Abominations can sometimes be disturbed by treasure seekers who dig to deep, or shed light in a place better left in the dark.

When one is awoken, roll 2d6.  That is the strength of the creature.  If you rolled 6, then the abomination is like a stack of 6 armies and fights as such.  However, they can not be harmed unless  the stack has a magic weapon, magic leader, or the Demon Hunter.  And even then, they must do enough damage to kill it in one strike or it is not dead.   
Ex.   A size 6 abomination is attacked by a stack of armies lead by the King of Rombune wielding the Sword of Wizardry.  The combat dice is rolled.    The King rolls a four ( becomes a five due to the Sword).  The Abomination rolls a 5.  A die.  The king loses 5 units and must take a fate roll.    The abomination laughs off the attack cause he  is a size six, and five is not enough to kill it.


Sometimes you just got to run away.    The player with the lowest points controls the Abomination.   He rolls a d6 during his random events phase and if a unit or a castle is within the number of hexes as he rolled, then the creature moves 2 hexes towards the castle or stack.   

If three turns go by and the Abomination doesn't move, then it goes back to sleep.  Put the token away,  you dodged a bullet.

Killing an abomination earns you 10 points per size of the monster.


A priest can cause them to  go dormant.   If the priest moves to the hex with the Abomination, and survives a fate roll, then a flat d6 vs d6 roll is made.  If the priest's roll is higher, then he banished the creature.    Half points for the creature are then scored.
  

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Re: Divine Right
Reply #107 - Aug 5th, 2013 at 8:30pm
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Demon Slayers  A special mercenary leader.  They possess arcane knowledge and are gifted with tokens needed to fight the monsters that roam Minaria.    They can fight and kill Vampires, Werewolves,  the Dark Guardian, the Colossus, and Abominations.   They can also remove curses, and banish abominations.

They cost 3 treasures to recruit, and their are not too many of them.     If you want to recuit them, you have to make a roll  to see if one is around.   

1-4 Nope
5-6 One is available.
Or you can find them from the randomizer. 
« Last Edit: Aug 5th, 2013 at 9:32pm by John »  

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Re: Divine Right
Reply #108 - Aug 5th, 2013 at 8:52pm
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Priests: Special Mercenary.  They can be found in any place with a spiritual connection.  The Temple of Kings,  Altar of Graystaff, Standing Stones, Eerie Oasis, Havens, the Invisible School, The Tower of Zards, Or Hyyx.  If you have Nonus in your party, you get a +1 on your roll.  If you  have a Damsel, you also get a +1.

You give a gift of one treasure and make a roll.

1-2  No priest is available.
3-4 One Priest is available.
5-6 One priest with a random Magic Item.

Each time they given a tithe ( one treasure token) You can get one blessing.   Check the Priest Token to see what blessing it can confer.

1. Get a Fate Point.
2. Healing: If a leader suffers a Killed result of a fate roll, they get to re roll.  Odd, they die.  Even they suffer a wound instead.
3. Exorcist: They can remove curse. One attempt per turn. Each attempt requires a tithe.  Roll 1d6 
        1-4 Nothing
        5-6  It worked!
4.Herbalist:  The priest knows the native flora and can treat wounds.  It can speed up the healing of a wounded leader by 1d6 turns.  This works only once per wound.
5. Foresight.  The priest can tell if an item is cursed.  The item must be decursed or left there.
6. Halo:  No Vampire or Undead will attack the stack with the priest this turn.
7.Calming the Waters:  If you rolled a storms at sea, the priest can negate the loss if he is in the stack.
8. Convert: Any captured units can  be converted to your cause if the Priest makes a roll of 4-6 on a d6.
9.Taming the Demon:  The Boons of Graystaff will not harm the stack with the priest.
10. Blessing the shields: Gives his stack a +1 in combat if they are defending only.
11. Blessing the Spears: Gives his tack a +1 in combat if his stack is attacking.
12. Divine Aid:  Turns a leader in his stack into a magical leader for one combat phase.

If a stack with a priest is attacked, and the priest is captured, he will join the stack of the capturer.  They are not political and only wish to further the worship of their gods.   
  If a stack with a priest is attacked and the priest is killed, the killer loses one fate point.  If they have none, then they lose 10 points.
  

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Re: Divine Right
Reply #109 - Aug 5th, 2013 at 8:55pm
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Fate Points: You can get them from certain priests, The Temple of Kings, the Altar of Graystaff, or at the Havens.

You make a sacrifice of one treasure token per fate point. 


Each point allows you to alter your or another players Random Events roll by + or -1 ( your choice) per fate point spend.
  

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Re: Divine Right
Reply #110 - Aug 5th, 2013 at 9:04pm
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Minstrels:  Special Mercenary.

These are odd units.  They can move like a diplomat going anywhere without fear of attack. Anyone who attacks a lone minstrel loses one fate point or 10 points if they don't have a fate point, even if they don't kill or capture them.  This is due to other minstrels singing songs of the attacker's horrible actions.  Minstrels are a tight knit community.

Minstrels inspire people.  Their music and songs give anyone stacked with them a +1 on their die roll.  This bonus can go towards combat, diplomacy, exorcisms...basically anything except things that require stealth ( like sneaking and assassination).

They can be recruited in any Royal Castle or the trading posts.  They cost 1 treasure to recruit.
  

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Re: Divine Right
Reply #111 - Aug 5th, 2013 at 9:11pm
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Leprechauns:  Special Mercenary Unit.  You can only get the Leprechaun from the Mercenary Randomizer.

Leprechauns are troublesome faeries that cause any stack they are with to suffer a -1 on ALL die rolls. They can only be killed or captured by a magical leader.If you have a magical leader then  each time they cause a -1, they must make a fate roll.     If captured, they will offer their treasure  and leave.

Leprechaun Treasure.
1-3 One Treasure
4-5  Two Treasures
6 A  Random Magic Item.
  

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Re: Divine Right
Reply #112 - Aug 5th, 2013 at 9:17pm
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Merchants:  Special Mercenary non combat unit.
     Can be recruited at any castle or port or any trading post.

  Cost one gold to recruit them.

   Once per turn you can give your Merchant  any amount of treasure you want.   The next turn, during your random events phase, you roll 1d6 per treasure token stacked with your merchant.
1-2 Bad Investment, treasure is lost.
3-4 Needs more time, nothing happens.
5-6 Ka-Ching, pay off,  give one more treasure token.

This die roll is modified by a +1 if the merchant  is in a port or a Royal Castle.  This is not cumulative , however.
  

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Re: Divine Right
Reply #113 - Aug 5th, 2013 at 9:25pm
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Are you typing all this into the rules???
  
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Re: Divine Right
Reply #114 - Aug 5th, 2013 at 9:31pm
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Alchemists:  Special Mercenary Units.

Can be recruited at the Invisible School, the Tower of Zards or in any Royal Castle.

There can only be as many Alchemists as their are players in play, they are very rare.

They cost one treasure to recruit, and then they must be escorted to the royal castle if they were recruited out of the castle.  Then they set up a lab and never move.

  They then can brew potions.  Each potion cost 1 treasure and each alchemists can only brew one potion at a time.
  During the random events phase, roll the die.

1 The lab blows up,  Alchemist must make a fate roll, treat capture as wounded.
2-4 Not ready yet, try again next turn.
5-6 Potion is a success!

Now the types of potions.   

Love: Same as the Love Curse.

Invisibility:  The leader who drinks this can sneak for this movement phase until the end of the next phase.  Invisible beings can't be found, so they pretty much don't have to make a fate roll if they move into an enemy stack or castle.  If used in conjuction with  placing a curse or assassination, it gives a +3.

Healing:  It cures a leader of their wound.

Flying:  One leader can move double their ground movement, and ignore terrain penalties.

Poison: gives +3 to an attempt to assassinate.

Potion of Transformation:  Turns one  leader into another leader.  This is useful in causing civil wars, moving enemy stacks or general chaos.   The Transformed leader is treated like a Wayfarer for purposes of starting Civil Wars or even Peasant revolts.
  

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Re: Divine Right
Reply #115 - Aug 5th, 2013 at 9:33pm
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THE ONI wrote on Aug 5th, 2013 at 9:25pm:
Are you typing all this into the rules???


Not,  just looking for feedback right now.    Since you played the most, I was hoping you would tell me if these things are good additions or not.
  

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Re: Divine Right
Reply #116 - Aug 5th, 2013 at 9:36pm
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Barbarian Chiefs:   If your roll to recruit barbarians is a 6, you not only get 6 barbarians, but you also get a Barbarian Chief.   Treat as a Great Captain, but only for barbarians.
  

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Re: Divine Right
Reply #117 - Aug 5th, 2013 at 9:39pm
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Battle Mages:  Special Mercenary

They can be recruited at the Invisible School,  or the Tower of Zaards. 

Cost 2 treasures.

Battle Mages are adept at the  types of magic that makes Generals happy.  They shoot lighting bolts, fireballs, etc...
   
    For each battle mage in a stack, you can add +1 to your combat die roll.
  

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Re: Divine Right
Reply #118 - Aug 5th, 2013 at 9:43pm
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Bridges:   Engineers or Dwarves can build bridges.  They can be placed over rivers and cause them to as clear for movement purposes.     It takes one Engineer or Dwarf and one combat unit to  do the work.  Remember Dwarves are both Engineer's and combat units so only one will do.

For each bridge in friendly territory at the end of the game, one victory point is awarded.
  

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Re: Divine Right
Reply #119 - Aug 5th, 2013 at 10:03pm
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Damsels:   Each player picks one Damsel and places her in any neutral hex.   Any player can then send a stack with a leader to rescue her.    When adjacent to the hex with the Damsel, roll the die to see what is her problem.   When the problem is solved, then she must be brought to any royal castle and is then considered rescued.   

Rescuing a Damsel is worth 15 points each.

If Barbarians capture a Damsel, replace her token with a Dancing Girl Token.

Damsels give +1 on breaking Breis the Unicorn, on chasing away the Leprechaun, If stacked with a diplomat they can give a +1 on Diplomatic Marriage ( the damsel then goes to the person whom you married her off to) and +1 on White Magic Cards.

Damsel's Distress.
1  An Abomination.
2. Vampire
3. Werewolf.
4  Enchanted Sleep ( make a roll, a 6 wakes her  up.  Magic Bonuses count)
5. Cursed-She is turned into a hideous thing.  Must make a seek roll to find her, then cure the curse.
6. Loved by a god.   To get him to release his  love, a trade is offered.   Give up a Dancing Girl, a Witch, Queen, or a female Wayfarer, to the god.  Make a roll  4-6 he offer is taken.

Also the player who rescues the most Damsels gets a 20 point bonus.
  

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Re: Divine Right
Reply #120 - Aug 5th, 2013 at 10:08pm
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Repairing a plundered castle.

You need at least one engineer per intrinsic strength of the castle, and one combat unit per intrinsic strength of the castle.

You roll for success during the resolve siege phase of your turn. 
A 6 on a die six repairs the castle, and the plundered token is removed.   The plundering player retains the points he received.     The owning player gets his castle back.

Each extra combat unit helping gives a +1 on this die roll.
  

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Re: Divine Right
Reply #121 - Aug 5th, 2013 at 10:15pm
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Traitors:

Any diplomat can turn any leader into a traitor!  They have to sneak into the enemy stack, survive  the fate roll, with the leader they wish to turn and make a die roll.  If the roll is 6 they turned him.  Only white or black magic cards can be used for this roll, unless they are mercenaries, which case bribes and crass bribes can be used as well.

Nonnus can not be turned.    Monarchs can not be turned, they must be dealt with through diplomacy.  Anyone else is fair game.

If a leader turns traitor, place the traitor token on top of him.  He can still command that stack but must make a fate roll the same as Sir Mortinoir.  If he leaves that stack, you can take the traitor token off him as he is now yours to command.
  

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Re: Divine Right
Reply #122 - Aug 5th, 2013 at 10:20pm
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The Ghouls:   They are amped up a bit.

They feast on the dead, so they can eat up recent battle fields  making so the Black Hand can't use them.   They can also plunder Ancient Battle fields making them useless to the Black Hand.

Plundering Ancient Battle Fields.

1 Wake an Abomination!
2-5 Did it.
6 Find a magic item and plundered it.



They can also  damage the Colossus as if they were a magical leader allowing their stack to fight them.

And they automatically defeat the walking dead, as they are just a walking feast to them. Same with the Dead.  They are vulnerable to the Black Hand's other spells. 

A Wise Black Hand will try to align with the Ghouls.
  

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Re: Divine Right
Reply #123 - Aug 5th, 2013 at 10:24pm
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Harpies:  Special Mercenary Monster.  They can only be deployed when the Mercenary Randomizer is used.

They are a flying unit that swoops down and tries to assassinate a leader.  Both must make a fate roll.  Harpies are always in the air unless assassinating.    There is only one Harpy token.


Griffins Special Mercenary unit.

Can carry one leader giving him flight like the wings of wonder.  From the high vantage point, this leader can see the battle better and give his troops a +1 in combat.

When ever the leader makes a fate roll, the griffin makes one also.
« Last Edit: Aug 6th, 2013 at 4:47pm by John »  

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Re: Divine Right
Reply #124 - Aug 5th, 2013 at 10:30pm
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The Dead Man's Chest:

This legendary artifact is rumored to be somewhere on the Isle of Fright.   If sought there and found, they can still decide not to open it.

If they open it, roll a die.   Odd, its bad,  Even its good. 

Good.
1. The Mysterious Stranger  can be found in it.
2. 1d6 Magic Items
3.1d6 fate points.
4.1d6 treasure
5. A dancing girl
6  A Damsel

Bad.
1 An Abomination.
2. A vampire
3. A werewolf
4. All leaders are cursed.
5. All leaders make a fate roll.
6. An epidemic is released.

However, due to the fame of finding the Dead Man's Chest,  20 victory points are earned.
  

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Re: Divine Right
Reply #125 - Aug 6th, 2013 at 7:00am
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John wrote on Aug 5th, 2013 at 9:33pm:
THE ONI wrote on Aug 5th, 2013 at 9:25pm:
Are you typing all this into the rules???


Not,  just looking for feedback right now.    Since you played the most, I was hoping you would tell me if these things are good additions or not.


They seem pretty cool. Just need to take the time and read through them all. It seems like the size of the game just doubled.

I love the Griffin of course..... Smiley
  
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Re: Divine Right
Reply #126 - Aug 6th, 2013 at 4:51pm
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The Gargoyle:  The gargoyle is an ancient, enchanted animated statue.  Its duty is to protect.  If you find it and install it in a castle, then besieging armies suffer a -1 on their rolls to plunder your castle.
  

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Re: Divine Right
Reply #127 - Aug 6th, 2013 at 7:36pm
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John wrote on Aug 5th, 2013 at 10:15pm:
Traitors:

Any diplomat can turn any leader into a traitor!  They have to sneak into the enemy stack, survive  the fate roll, with the leader they wish to turn and make a die roll.  If the roll is 6 they turned him.  Only white or black magic cards can be used for this roll, unless they are mercenaries, which case bribes and crass bribes can be used as well.

Nonnus can not be turned.    Monarchs can not be turned, they must be dealt with through diplomacy.  Anyone else is fair game.

If a leader turns traitor, place the traitor token on top of him.  He can still command that stack but must make a fate roll the same as Sir Mortinoir.  If he leaves that stack, you can take the traitor token off him as he is now yours to command.



This one I like a lot
  
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Re: Divine Right
Reply #128 - Aug 6th, 2013 at 8:27pm
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The Mysterious Visitor:  A Special Mercenary.

This unknown being is shrouded in legend.   Is he an angel?  A demon?  An immortal wizard? 
What is known is that sometimes he takes an interest  the Kings of Minaria and intervenes.   When he does he offers three gifts, which the Monarch he has taken a shine to may select one.

   After the Magic Item is given,  he disappears.   He may show up again to help a king on the other side.    The Mysterious Visitor moves in, well, mysterious ways.


Gifts.

The Hour Glass:
This powerful Artifact can reverse time.  Each time it is used the holder must roll a d6.   A roll of one sucks the user into a hole in time, eliminating  him from the game.   All other rolls it works normally.

It can,  reverse time so that a new Random Event Roll is made.

Let the player re reroll a combat die.

Let the player re reroll a fate roll.

Re draw a diplomacy card.

Re roll a diplomacy roll.

Pretty much re reroll any die roll.

The Hour Glass can be used only 6 times before it dissolves. 

The Lion Skin:
This ancient cloak has the power of summoning the Free Children.

The Free Children are the offspring of humans and the beasts.  They are considered combat units.  Their strength is that off the land hex that they were summoned from, plus one.

So of Swamp Children were called, then they are 2+1=3.   They need to take three damage in one attack to be killed.   Mountain children are pretty tough, 3+1=4!   If they only take 3 damage,  ignore it.

Only one Free Children unit can be called at a time.    If one dies, they can be summoned again next turn, but only one type per terrain can be called.  When all times are killed off, the Lion skin dissolves.

Harju's Lamp:  This powerful Lamp contains a powerful Djinn that will grant its user three  wishes.

1. Wealth 1d6 treasures
2. Friendship: One free draw from the Mercenary Randomizer
3.Magic:  One random Magic Item.
4.Escape:  The wielder can go to any hex on the map.
5.Power: return two lost regulars, or two common mercenaries.
6. Love: Get one free female ( Queen, Dancing Girl, Damsel, or Witch) If Female get male ( minstrel, rouge, Warlock or King)
7. Remove Curse: Any one curse is lifted automatically.
8. Heal: cure a wound or end an epidemic.
9. Theft: take all treasure from a stack, or one magic item of your choice.
10.Beguile. Change the loyalty of one monarch to your side.

After three wishes the Lamp dissolves.




If the Mysterious Visitor is drawn again, he can only give the gifts he has not already given.

  

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Re: Divine Right
Reply #129 - Aug 7th, 2013 at 6:10pm
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Jesters:  Special Mercenary.

They can be recruited at any port, friendly castle, or Trading Post.

They say that laugher lifts the soul.  So any stack trying to get a favor from the spirits ( Eerie Oasis, Ghost Wood, etc...) will get a +1 on their die roll.

Also if a Diplomat is stacked with a Jester and a Long Oration card is used, they also get a +1.

And since everyone loves a clown, but clowns are useless in battle,   a Jester can take the place of any leader that fails a fate roll.
  

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Re: Divine Right
Reply #130 - Aug 7th, 2013 at 6:13pm
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And that is that. I will add all of this to the official House Rules.   There is one more, the Arch Druid, which is a nation but without any territory.   Its like the Invisible School or the Black Hand.  Its kind of cool, but I think I will hold off on that for a while.
  

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Re: Divine Right
Reply #131 - Aug 9th, 2013 at 8:48pm
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It looks like you transferred everything to the rulebook. I'll print a new copy tomorrow if I remember
  
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Re: Divine Right
Reply #132 - Aug 9th, 2013 at 8:51pm
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I am almost done.  So don't print until tomorrow morning.  And if you can, print two, and use those nifty paper clips I like.  You know the ones you use for your scrotum.
  

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Re: Divine Right
Reply #133 - Aug 9th, 2013 at 8:58pm
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Don't forget the nipple crunchers.

Remind me tomorrow
  
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Re: Divine Right
Reply #134 - Aug 10th, 2013 at 9:26am
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Ok   Finished the Rules for Todays game and updated the Random Events to include Fate Points ( it now  goes from 1-13)

Too many changes to mention here.   I don't see changes happening in the near future.
  

Random_Events.docx (Attachment deleted)
Divine_Right_Rules.docx ( 83 KB | 5 Downloads )

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Re: Divine Right
Reply #135 - Aug 10th, 2013 at 10:02am
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Yowser. Almost 45 pages of Rules!!!!
  
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Re: Divine Right
Reply #136 - Aug 10th, 2013 at 10:17am
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Most Notable Change; Pirates.

There are two ways to get Pirates.

One: recruiting like Barbarians at the edge of the map

Two:  Tana recruits fleets and turns them to pirates.

Two different Pirate counters to represent the different pirates.
  

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Re: Divine Right
Reply #137 - Aug 10th, 2013 at 12:24pm
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Damn, I left out a few things,  I will add them in later as you already printed out two copies.


If the Graystaff is taken from the plundered altar and brought to the Temple of Kings, 100 points.

The Leper Messiah:  Special Mercenary leader only gotten from the Randomizer.  Can stack with and lead lepers.  Can cure Leprosy, and can inflict it ( first unit killed by a stack led by the leper messiah is not killed but becomes lepers).  He can also cause and remove epidemics ( if 1-3 he fails in curing/causing 4-6 he succeeds)


The Stubbstaff:  Comes into play with the Black Knight. How ever it only comes into play if the Black Knight wants to move with it.  While its tucked way in the Stubbstaff Keep it is safe and can not be stolen by any means.  If its with the Black Knight, then he can not be killed on a 1 on a fate roll, and does not have to return to the keep to restore his immortality.
  BUT  the staff is no longer protected from theft.  AND if he is captured, the staff can be taken.

   Any leader who holds the staff is then immortal, just like the  Black Knight.
  

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Re: Divine Right
Reply #138 - Aug 10th, 2013 at 10:59pm
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Ask any two people, they will tell you two different causes.  What started the Ten Year War* doesn't matter.  What does matter is it nearly caused the extinction of the Dwarves and Trolls.
   Trying to rescue a damsel sparked a love triangle between a Shucassamite Captain, a Jester and a vampire.   

  The Schuassimites form an Alliance and dominate the Sea.   These dreaded Marines even capture and imprison the Monarch of Mivior.
   The sneaky Elves enlist the aid of the Invisible School.  They battle the colossus, not once, but twice, both sides walking away to due further havoc.
   During this, the Deadman's Chest is discovered.  The gods shine on the Schucassimite King. 
   Pon helps its ally, Muetar by destroying a Goblin invasion.  The Goblin king has to sneak back and beg the gods for help.

  During the last two years of the war,  assassinations abound.   Kings, Envoys and Ambassadors are killed.  Kingdoms descend into confusion  and the Black Hand plunders Pinneol, killing both the Monarch of Muetar and Hamarra the Air Dragon.
The  Elves assassinate the Black Hand's Ambassador.

  This mess ends with an uneasy truce.

the Elves ( Paul) 208
the Black Hand ( John) 162
Shucassum ( Jimmy) 61
and Pon  ( Gerry)  22


* The Barbarians refer to this war for some odd reason as "Nine pounds of Meat."   Who can understand the mind of a savage?
« Last Edit: Aug 10th, 2013 at 11:55pm by John »  

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Re: Divine Right
Reply #139 - Aug 10th, 2013 at 11:07pm
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Some of the new rules were pretty cool. Used the Fate points for myself until the end when it was time to test it out on everyone elses rolls.

Hey, you kept saying there were no epidemics.

Too bad I didn't get those points. The new rules seem to add a little more of the story telling to the game also
  
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