Very Hot Topic (More than 25 Replies) Divine Right (Read 25252 times)
John
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Divine Right
Jun 9th, 2012 at 2:21pm
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I bought the 25th edition of Divine Right.  This is a game I have always loved and  it was thrown out years ago when the box fell apart and the pieces went missing.

  This edition is an upgrade to the old game, with MANY more units and exotic locations.   Its more complicated, but  most of the new rules make sense, and I am house ruling a few that are just way to complicated or just plain don't work.

   Oni and I play tested it, but my lack of understanding some of rules kept a lot of the newer  stuff from comming into play.    New ways to score points ( one piont per combat unit defeated is a welcome addition),  and more leaders and mercenaries make each time you play it unique.

    For those who don't know, its a Risk type game but heavy mixed with D&D.   Its a nice blend of table role playing with a strategy board game.    Its a true cult classic.

  So anyone interested in playing, let me know.  Post here, and on an off gaming night, or a Saturday,  we can play this awsome game.
« Last Edit: Aug 10th, 2013 at 11:28pm by John »  

Divine_Right_Rules.docx ( 83 KB | 5 Downloads )

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Re: Divine Right
Reply #1 - Jun 9th, 2012 at 2:27pm
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And by the way, I WON!!. Grin

Now that John mentioned the change in point system because of the Head to Head battles I think, I LOST!! Cry

It was a lot of fun and inspired me to get my arse in gear for the Ravenswood Campaign.

We had to put a time limit on the game but with the points system it did not really seem to be an issue.

« Last Edit: Aug 10th, 2013 at 9:25am by John »  
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Re: Divine Right
Reply #2 - Jun 9th, 2012 at 2:31pm
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I don't think I have ever played a full on 20 turn game.


Jimmy, you would love some of the new stuff I have been reading.  You can becursed and become a vampire! or a Werewolf.  You can turn mercenaries by offering them more money.  You can send in dancing girls to seduce leaders!  Graystaff is more evil.   Random magic items!  You can curse leaders,  search for magic items, and raise ogre armies and even raise Pirate fleets ( basically sea barbarians)
« Last Edit: Aug 10th, 2013 at 9:24am by John »  

Random_Events.docx (Attachment deleted)

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Re: Divine Right
Reply #3 - Jun 9th, 2012 at 2:34pm
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Keep me updated. Did you print all the new rules out or just read them off the download????

Based off last nights game I am thinking of new Strategic elements for next game.
  
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Re: Divine Right
Reply #4 - Jun 9th, 2012 at 2:43pm
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I ran out of ink, so I will  pick up more.  I want to have the rules handy cause no one can remember them all.  And I want to tell the players about some house rules, since some of the rules just add complications that make no sense.

ANd some mercenary units are so useless I felt that they should be amped up.  Why call into play the Ghouls, who have only one unit and can retreat on a die roll the same as non humans?  WHat good is that?  So I added the rule that to fight the ghouls, the attacker automatically looses one unit from plauge after the fight, win or loose.   It gives them some bite.

Some of the rules maybe I need another person to read cause they don't make sense to me.

But I love the new rules for Graystaff.  You can sacrifice anyone you control, but if you kill a barbarian or a mercenary, you can't get any more.  And for each regular you sacrifice,  you roll a die roll.  If you killed one and roll a one, your people depose you as an evil tyrant, and that kingdom goes into chaos.  The chances of this go up for each unit from that kingdom.   Harsh odds for a boon!

Oh, and all magic items carried by a leader stay on the spot where they were when the leader was killed and have to be searched for.   You spend turns looking,  and the die roll offers you a chance to find it, or be cursed by the spirit of the last leader who weilded it!   Cool stuff,  makes units like the scum or the new unit, the Rogue ( who's only benifit is he can search well)  usefull.   
  

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Re: Divine Right
Reply #5 - Jun 9th, 2012 at 2:50pm
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All this sounds a lot better and yes you have a lot of reading.

The additions to the rules really give it more of the Roleplaying feel in a board game.

The changes in Graystaff make sense. You get in trouble for sacrifiicing your people. Seems most folk just don't like that type of thing. Go figure. Selfish peasants.

  
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Re: Divine Right
Reply #6 - Jun 9th, 2012 at 2:52pm
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Hey,  I just read this   There is the Runesword, which is basically Stormbringer.

The sword is nothing less than a major demon bound into the shape of a twohanded
black broadsword. Its appetite for living souls is insatiable.
If a hero wields the Runesword in combat, the opposing army gets no roll of its
own. That is, the stack simply takes 1-6 units in losses. The catch is that the
Runesword will not fight unless a friendly hero is sacrificed to it. At the start of
the combat sub-phase, eliminate a friendly hero in the same space as the
Runesword, then roll the attack die. The sword-wielder may not be eliminated.
If the Combat Roll result is 6, the sword passes into a feeding frenzy. Roll again
and eliminate that number of friendly combat units from the sword's space
and/or the space(es) adjacent to it. If there are not enough friendly combat units,
eliminate also all the friendly heroes in these spaces, including the sword-wielder
and player monarch (if present).
« Last Edit: Jun 9th, 2012 at 2:52pm by John »  

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Re: Divine Right
Reply #7 - Jun 9th, 2012 at 3:02pm
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I also like he the rules for the Usurper.

He can be played as normal, taking over upon the death of the king, OR the ambassador with this card may on his diplomacy, cause a coup!   The king is ousted for 1d6 turns, and the Usurper takes over that kingdom.   When the king comes back,  a roll is made, a one, the usurper becomes the true king and start of a new dynasty, a 6 the old king is restored.  2-5 there is a civil war!
  

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Re: Divine Right
Reply #8 - Jun 9th, 2012 at 4:40pm
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Barbarians are cooler!  And can become a nation of their own!   Leaders can now stack with them, but beware, barbarians sometimes murder their leaders or sell them into captivity.
  

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Re: Divine Right
Reply #9 - Jun 9th, 2012 at 4:53pm
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Uh, these last three were a little Dark, John.

I'm liking this game more and more by the minute
  
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Re: Divine Right
Reply #10 - Jun 9th, 2012 at 5:30pm
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I call dibs on the Barbarian with heightened strength, a huge poisoned tip mace, and of course magnetic abilities.
  

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Re: Divine Right
Reply #11 - Jun 9th, 2012 at 6:16pm
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There are senarios in the game that you can play. One of them is a barbarian invasion.  Their leader gets the Stormcrow army, with 40 units!   Considering the next biggest nation's army is 13,  Paulie might want to run them, magnetic ablities or not.
  

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Re: Divine Right
Reply #12 - Jun 12th, 2012 at 10:00pm
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John,

Any new tidbits on this??? I need to be able to defend myself while playing the role of Elric and fighting off Barbarian Hordes.
  
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Re: Divine Right
Reply #13 - Jun 15th, 2012 at 2:52pm
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Nothing other than I am itching to play again.
  

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Re: Divine Right
Reply #14 - Jun 25th, 2012 at 8:42pm
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Ok this Saturday,  June 30th,  we will play Divine Right.   Unless Jimmy's wife is coming, then we will play  Arkham Horror.

So either way, a board game is coming  Saturday following Friday's game.

All are invited.
  

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Re: Divine Right
Reply #15 - Jun 25th, 2012 at 9:57pm
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We are unknown for now but I will know later in the week.

I should be good to go for now.
  
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Re: Divine Right
Reply #16 - Jun 26th, 2012 at 8:13am
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OK. Wife, Child and Myself are good to go for Saturday.
  
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Re: Divine Right
Reply #17 - Jun 26th, 2012 at 4:25pm
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OK so its Arkham Horror then?
  

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Re: Divine Right
Reply #18 - Jul 2nd, 2012 at 9:12pm
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This Friday, Divine Right at my house BOIEEEE!
  

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Re: Divine Right
Reply #19 - Jul 2nd, 2012 at 10:08pm
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I am already confirmed.
  
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Re: Divine Right
Reply #20 - Jul 3rd, 2012 at 3:52pm
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John wrote on Jul 2nd, 2012 at 9:12pm:
This Friday, Divine Right at my house BOIEEEE!


I've got a friend at work (Vinnie, from New York) who also yells this from time to time.

[shrug]

Must be a New York thing...  Wink
  
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Re: Divine Right
Reply #21 - Jul 4th, 2012 at 12:26am
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Tell Vinnie I said Fughedaboutit.
  

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Re: Divine Right
Reply #22 - Jul 5th, 2012 at 9:42pm
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Should I assume the rest of the Crew is just afraid of my Board Gaming Skills????
  
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Re: Divine Right
Reply #23 - Jul 7th, 2012 at 1:35am
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Managed to squish in two of the fastest games of Divine Right in the history of the multiverse.

  The first game I won a 17 to 3 after Jimmy caused an earthquake and destroyed my royal castle, killing me in the processe and ending the game.  I had plundered a castle and got the points so even though I was killed, I won.   He used a magic boon which destroys stuff, but doesn't win you any points.


The second game, Jimmy had the worst luck imaginable!   I won after plundering his castle, but the random plauges pretty much killed Jimmy for me.  I won 174 to 3.
  

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Re: Divine Right
Reply #24 - Jul 7th, 2012 at 9:10am
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I got my Royal Arse handed to me last night!!!

It's too bad on the second game. Like John said, I kept losing armies due to attrition. Plagues and desertion almost every round. Right before I had to call it a night I negotiated a deal with The Black Hand but had no time left to bring them into play.

I shall have My Vengeance GM Boy!!!

King Oni

  
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Re: Divine Right
Reply #25 - Oct 27th, 2012 at 1:02am
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the holy Dwarven crusade vs everything Magic has prevailed!

Yeah, the Dwarves allined with their natural enemies, the Trolls, to stop the magic useing forces, as lead by Schucasim.   The pious Dwarven leader even sacrified himself to the old gods in the name of peace, and good riddance to the devil horror of spell casting.

I beat Jimmy, 45 to 5.  He dominated the sea, and did a good job of repelling my much larger forces.    I won, only because I killed off one of his heroes.  I died before he could kick my ass!
  

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Re: Divine Right
Reply #26 - Oct 27th, 2012 at 9:48am
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OK. Question about the game. Right before your Dwarf King was ripped to pieces by Evil Temple Gnomes you had my King surrounded and were getting ready to attack.

I was thinking on the way home, he was ridig a Dragon. Could you have attacked him since he is coonsidered to be always in the sky unless he lands for an attack?? I know he had attempted to attack the previous round but your scaredy cat Dwarf King ran away. Wink
  
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Re: Divine Right
Reply #27 - Oct 27th, 2012 at 10:01am
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I am thinking that killing a hero mercenary is just not worth the same amount of points as killing an allied king.  Something needs to be tweeked.
  

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Re: Divine Right
Reply #28 - Oct 27th, 2012 at 10:06am
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Maybe but not by much if you do. They are both allies and the Mercenary has special abilities and is basically a General if you want to look at it that way.
  
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Re: Divine Right
Reply #29 - Oct 27th, 2012 at 10:09am
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At the very least, I need to streamline the rules for easy reading.
  

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Re: Divine Right
Reply #30 - Oct 27th, 2012 at 10:20am
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What do you think about what i asked when my King was flying on the Dragon?? Could you have attacked???
  
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Re: Divine Right
Reply #31 - Oct 27th, 2012 at 10:28am
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No I couldn't, as the air dragon never lands unless you say he lands, or just finished an attack.
  

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Re: Divine Right
Reply #32 - Oct 27th, 2012 at 10:44am
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One of these days we will have to schedule a Sunday or Saturday game and start much earlier. I had to cut off just before Midnight. Of course the signaficant others may kill us.
  
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Re: Divine Right
Reply #33 - Nov 3rd, 2012 at 6:10pm
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Jimmy, Gerry and myself all played Divine Right this Friday.

I lost, but at least I made it to the top ten highest scorers of this game.*


It started out as a trading dispute in the heart of Minaria. Pon, Muetar and Schucassim couldn't settle on the trade routes to the East.   The fighting got so bad, that  screaming hoards of uncircumsised barbarians had to intervene.   Even the Black Hand had to unlease the Colossus to stop them.

Schucassim dominated the Sea, sinking the fleets of Rombune.   And only Schuccassim did any plundering.

At least the great old ones slumbering beneath the altar of Graystaff, fed on the spoiled blood of the Lepers.  That was fun!

Oh, and  Pon murdered the Goblin King, which totally helped out Muetar and had we played more,  would have changed the course of the game, making me the winner.  I blame Jimmy being a wuss and leaving at midnight.  Oh woe is me,  keep using that, " I was up for 72 hours, so that old people wouldn't die excuse".  Like anyone believes that.  Like that is important anyway.

Well I have to say that some Rombuian troops did do a good job at stabbing  Schucassimites, and nearly stabbing Zanwee the Decadant ( Jimmy) for some nice juicy points.

One thing that happened for the first time was a captured king was deposed and the potential for a civil was was set up, but again to Jimmy's weepy vagina, it never happened.


So the final score was 

Schucassim ( Jimmy) 54
Pon   (Gerry)     42
Muetar (Me)  12
Jimmy' Weepy Vagina: 9000



* The joke is that only three people were playing.
  

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Re: Divine Right
Reply #34 - Nov 5th, 2012 at 7:52pm
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Hey! I said one of these days we have to get an early start on a day other than Friday night.

True my excuses are said and pathetic. I'll work on some better ones.

At least me and my Weepy privates Won!!!!

Until next time that is.....


  
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Re: Divine Right
Reply #35 - Nov 7th, 2012 at 10:02am
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I was lucky to come in second. Of course, I had to kill the Goblin King to get out from having like 2 points.

BTW, were you guys aware of Divine Right Online?
  

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Re: Divine Right
Reply #36 - Nov 7th, 2012 at 12:54pm
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Yes, I saw  that a while ago.  Is it still running?
  

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Re: Divine Right
Reply #37 - Nov 8th, 2012 at 5:58am
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not sure. I only just found it when searching to see if there was  pc version of the game
  

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Re: Divine Right
Reply #38 - Apr 13th, 2013 at 10:48am
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We played last night and I got my Divine Ass handed to me.

So rumor had it for many years when we were younger John could not buy a win.

Not the case any longer. I think I have one win total
  
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Re: Divine Right
Reply #39 - Apr 13th, 2013 at 10:51am
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Its easy to win when the rules are made up as I go along.   You didn't even notice that the "rule book"  I typed out was really the first three chapters of The Great Gastby.
  

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Re: Divine Right
Reply #40 - Apr 13th, 2013 at 11:04am
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So from the Chronicles of  Ass Kickery, or the Doom that came to Jimmy's Ass, the story from last nights game.  And remember, the winner writes the history book, even though, in reality, the loser wrote the chronicle.

"In their infinite wisdom, the Invisible School Of Thaumalogy decided that mere muggles should not have access to magic.   They embarked on a quest to the Temple of Kings to bless their holy mission.   They were rewarded with the Helm of Wisdom!   If that ain't an omen, then go shit in a box!

   They recruited Shucassim to their crusade.   Rombune allied with Mivior, two muggle nations jealous with the Invisible School's greatness.   They embared on the Great Sea to storm the peaceful port city of Zefnar.    Pon joined the Muggle Network and tried to sail shits to Walled Adeese.   

    the Eaters of Wisdom called, and the Ghost Riders of Khos and Mighty Hammarra, the Air Dragon answered.     The cowardly mundane humans assassinated Zanwee the Decadent, king of Schuccassim sending the mighty southern nation into chaos.

  Immer joined the Holy Cause and the king himself was blessed by the gods with the Sword of Wizardry.   How can this Holy Alliance be defeated?

The Eaters installed one of their own as king of Shucassim and the Southern nation was once again in capable hands.   

  The Dreaded Kang,  warlord of the East was spotted marching in the mountains.    This changed the nature of the war.   Al Jabaar  of the Southern Barbarians was invoked to meet his hated rival, but the gods intervened.   Kang was stucked by the Pox, and his barbarians were weakened by plague.   

The Eaters moved on Mivior, and begane to siege their castles in the north.   Jipolis of Rombune was razed by Schucassim and  the Muggle resistance collapsed.


Finale score Good:120   Evil: 57
  

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Re: Divine Right
Reply #41 - Apr 13th, 2013 at 1:30pm
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I am so going to Break You Next Time!!!

  
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Re: Divine Right
Reply #42 - Apr 13th, 2013 at 2:09pm
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I look forward to playing that again. I'm not much into board games any more, but found that one (and Arkham Horror) fun to play
  

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Re: Divine Right
Reply #43 - Apr 15th, 2013 at 2:57pm
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Have you guys played "Elder Sign" before?  We did a board game night a few weeks ago and played it a few times.  Seems like a game John would like.
  
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Re: Divine Right
Reply #44 - Apr 15th, 2013 at 5:14pm
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I have it and play tested it by myself.  I have yet to try it in a group.
  

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Re: Divine Right
Reply #45 - Apr 15th, 2013 at 5:29pm
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He means the game john, not your Elder Sign dildo.

Kiss
  

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Re: Divine Right
Reply #46 - Apr 15th, 2013 at 8:43pm
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Anyone up for a game of Divine Right, earlier on a Saturday?
  

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Re: Divine Right
Reply #47 - Apr 15th, 2013 at 10:10pm
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what time? I might be able to this weekend
  

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Re: Divine Right
Reply #48 - Apr 15th, 2013 at 10:31pm
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This weekend I have some stupid union function.  How about the following Saturday?
  

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Re: Divine Right
Reply #49 - Apr 16th, 2013 at 8:45pm
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I will check the Little One's schedule to make sure I am not missing anything.

That would aslo mean you would be dealing with us two days in a row.
  
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Re: Divine Right
Reply #50 - Apr 17th, 2013 at 9:05am
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Who would be dealing??  ME!  that's right!  Me!!  You better bring gold and jewels to sate the demon known as El!!!

Bwahahahahaha!!!!  Wink

LOL  J/K  Or... am I....  =P
  
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Re: Divine Right
Reply #51 - Apr 17th, 2013 at 10:26pm
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I would say I am not afraid of you but actually I am....... Undecided
  
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Re: Divine Right
Reply #52 - Apr 17th, 2013 at 11:28pm
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As you should be!  HA!   Grin
  
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Re: Divine Right
Reply #53 - Apr 22nd, 2013 at 8:18pm
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I can make it this Saturday at 4pm.

The Oniettes have a prior engagement so it would just be me.
  
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Re: Divine Right
Reply #54 - Apr 22nd, 2013 at 8:32pm
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That's cool.  Please look at the Friday game night, message thread in about 2 minutes.

There is an update.
  
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Re: Divine Right
Reply #55 - Apr 22nd, 2013 at 9:05pm
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I'm showing up anyway. You and me can watch really bad movies and eat Pizza while John gets Political.
  
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Re: Divine Right
Reply #56 - Apr 22nd, 2013 at 9:20pm
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Diet... no pizza.  LOL
  
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Re: Divine Right
Reply #57 - Jun 2nd, 2013 at 11:46pm
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I've been watching a lot of Game of Thrones, so I am itching for a good game of Divine Right.

So how does this Satuday, the 8th, sound?
  

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Re: Divine Right
Reply #58 - Jun 3rd, 2013 at 6:00am
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I wish I could, but I have plans that night
  

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Re: Divine Right
Reply #59 - Jun 3rd, 2013 at 9:37am
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Not good for me either.
  

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Re: Divine Right
Reply #60 - Jun 3rd, 2013 at 6:02pm
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So what you are all saying is that I win!

Ahh, another great game.
  

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Re: Divine Right
Reply #61 - Jun 3rd, 2013 at 7:18pm
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Gotta check with the Gang. What time are you looking at?
  
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Re: Divine Right
Reply #62 - Jun 3rd, 2013 at 7:26pm
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3 or 4  and Jennifer is going to come too.   Are you bring the wife and devil child?
  

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Re: Divine Right
Reply #63 - Jun 3rd, 2013 at 9:24pm
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Waiting for them to get home and check. No clue on the plans as of yet or if I have something to do with them or not.

Oni only Pawn in Game of Life......

Mongo
  
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Re: Divine Right
Reply #64 - Jun 3rd, 2013 at 10:24pm
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Evil Wife and Scary Child are available for Saturday closer to 4pm since I will work until about 2pm and have to go home first to get them.

  
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Re: Divine Right
Reply #65 - Jun 4th, 2013 at 12:17am
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Ok
  

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Re: Divine Right
Reply #66 - Jun 4th, 2013 at 12:17am
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You think  Emily and Karen can handle Divine Right?
  

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Re: Divine Right
Reply #67 - Jun 4th, 2013 at 8:38am
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Emily sounds interested. It would be just like the first Arkham Horror. Karen can hang out and eat food and if we want to make it easy Emily can join my Mighty Empire as a Team Mate.
  
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Re: Divine Right
Reply #68 - Jun 4th, 2013 at 5:28pm
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I don't think its as tough as people make it out to be.
  

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Re: Divine Right
Reply #69 - Jun 4th, 2013 at 5:47pm
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Then why do I keep Losing!!!!
  
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Re: Divine Right
Reply #70 - Jun 4th, 2013 at 5:52pm
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Just tell her it is like playing A Game of Thrones, with less nudity.
  

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Re: Divine Right
Reply #71 - Jun 4th, 2013 at 7:12pm
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That should go over well with The Mrs.......
  
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Re: Divine Right
Reply #72 - Jun 4th, 2013 at 7:35pm
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Hey if the less nudity thing bothers her.  Tell her I am completely ok with her doing  more nudity.
  

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Re: Divine Right
Reply #73 - Jun 4th, 2013 at 7:55pm
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is there a website i can buy this game ? no game/hobby shops around here.
  
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Re: Divine Right
Reply #74 - Jun 4th, 2013 at 8:16pm
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I'll Pass it on. Some Women will do anything for your Chili
  
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Re: Divine Right
Reply #75 - Jun 4th, 2013 at 8:19pm
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Templar,

Divine Right is an old TSR game.   It was hard to find when it was new. 

I bought the old version for like 60 bucks on Ebay a while ago, and I bought the second edition for 200 also on Ebay. 

If you do manage to find it,  I will send you my rewritten streamlined rule book that I typed out as it was a mess to put all the rules in one place.
  

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Re: Divine Right
Reply #76 - Jun 4th, 2013 at 10:57pm
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all right cool... i fuckin love tsr lol
  
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Re: Divine Right
Reply #77 - Jun 8th, 2013 at 11:46pm
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Results with summary to follow.


Pon (Jimmy) 149
Neuth (Emily) 133
Immer ( Karen) 93
Hothor (Jen) 79
Rombune ( John) 52

I hate you all.
  

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Re: Divine Right
Reply #78 - Jun 9th, 2013 at 11:06am
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Pon was merely a Pawn, I was Meutar and my Emperor stayed hidden behind His Mighty Iron Walls all game.

I will Update the Chronicles at some point. Emily and Karen wrote them up seperately and Emily is currently home thinking about what her next move will be as we patiently wait.  Wink


  
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Re: Divine Right
Reply #79 - Jul 11th, 2013 at 11:14pm
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Updated with newest Divine Right Rules.
« Last Edit: Jul 12th, 2013 at 2:37pm by John »  

Divine_Right_Rules.docx ( 83 KB | 5 Downloads )

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Re: Divine Right
Reply #80 - Jul 23rd, 2013 at 7:47pm
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The rules are finally finished and posted.


Anyone up for a game this Saturday?  We can start early.
  

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Re: Divine Right
Reply #81 - Jul 23rd, 2013 at 8:01pm
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I don't think I am good for this Saturday. Family is finally coming home Friday.

It's been a while.
  
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Re: Divine Right
Reply #82 - Jul 23rd, 2013 at 8:41pm
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Sorry, going to wrestling again that night
  

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Re: Divine Right
Reply #83 - Jul 23rd, 2013 at 10:12pm
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Ok so Saturday is a no go.


I hate you all.
  

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Re: Divine Right
Reply #84 - Jul 24th, 2013 at 12:59am
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well you hate always hate us, so it's nothing new  Wink
  

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Re: Divine Right
Reply #85 - Jul 24th, 2013 at 7:59pm
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Can someone remond me who won the last game?

I seem to have forgotten.

Oh, wait now I remember. It was ME!!

Of course thatw as because I had my Wife and Daughter attack Johns forces all night.
  
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Re: Divine Right
Reply #86 - Aug 3rd, 2013 at 10:32pm
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It seems a trade dispute over tolls from the River to the Sea has broken out in all out war between the good guys, who are nice and pet puppies, Immer, and the child molesters of Mivior.

The gods were on the side of Nice and gave the Immerian King the Sword of Wizardry!  Isn't that proof that puppy petting is nice?


Things happen, things go crazy.  The Immerian Envoy is turned into a bear.   Kings drop dead,  ambassadors get burned at the stake, and  one king turns into a vampire.    Crazy!

And  Sir Mortinor leads the Immerian king into a series of stupid events.   The charlatan amazingly fends off a series of assassinations and gets the sniffles.   While recouping in bed, he is finally murdered by a paid killer.     The King of Immer ( ME!) is finally free of this inept jerk.

All of this drama leds Immer to a close defeat of 147 to Jimmy the evil fart sniffer's 161.

I am glad I sneezed in his coffee.
« Last Edit: Aug 3rd, 2013 at 11:45pm by John »  

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Re: Divine Right
Reply #87 - Aug 3rd, 2013 at 11:32pm
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It's like you are talking a different language!

  

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Re: Divine Right
Reply #88 - Aug 4th, 2013 at 10:30am
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John wrote on Aug 3rd, 2013 at 10:32pm:
It seems a trade dispute over tolls from the River to the Sea has broken out in all out war between the good guys, who are nice and pet puppies, Immer, and the child molesters of Mivior.

The gods were on the side of Nice and gave the Immerian King the Sword of Wizardry!  Isn't that proof that puppy petting is nice?


Things happen, things go crazy.  The Immerian Envoy is turned into a bear.   Kings drop dead,  ambassadors get burned at the stake, and  one king turns into a vampire.    Crazy!

And  Sir Mortinor leads the Immerian king into a series of stupid events.   The charlatan amazingly fends off a series of assassinations and gets the sniffles.   While recouping in bed, he is finally murdered by a paid killer.     The King of Immer ( ME!) is finally free of this inept jerk.

All of this drama leds Immer to a close defeat of 147 to Jimmy the evil fart sniffer's 161.

I am glad I sneezed in his coffee.



I have to say that though SOME of that rings true it's not exact. If I recall the Peaceful Trade Ships were accosted by Foul Pirates while travelling up river. Poor mis understood Mivior. This of course waht would eventually be known as the Fifteen Year War.

Poor Innocent Mivior was mis understood but retaliated with Multiple assasinations. This of course was done simply to remove those Tyranical Dictators from their thrones and free the people to enjoy a better life.

Obviously everything was written from memory as there is no way you could understand my handwriting of the Chronicles.

Close game and we went through 15 out of a possible 20 turns. Probably would have played out a little differently once Immer's King finally took control back of his Armies.
  
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Re: Divine Right
Reply #89 - Aug 4th, 2013 at 10:44am
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Things to note about the game.

Sir Mortinoir is devastating!

Epidemics are things to fear.  They humbled the Marshal of the Hippogriff and took out Hamarra the Air Dragon!

Treasure changes the game.

And neither magical nation was part of the war.
  

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Re: Divine Right
Reply #90 - Aug 4th, 2013 at 10:53am
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Quote:
Obviously everything was written from memory as there is no way you could understand my handwriting of the Chronicles.


Yes, maybe next time you will be in charge of the cards, and I will write the Chronicles.

  

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Re: Divine Right
Reply #91 - Aug 4th, 2013 at 10:55am
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Absoultely Right. Neihter of the Magical nations were involved.

Curious though if they somehow joined forces in the backround and sent their own Magical Emmisary as a doble agent for Mivior.

Strange how two Kings were assasinated. One by White Magic and One by The Dark Arts....... Wink
  
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Re: Divine Right
Reply #92 - Aug 4th, 2013 at 12:10pm
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Update with some minor rule clarifications.

Edited Sir Mortinor so that any time he makes his stack do something against the best interests of his "nation" he gets a fate role.

fixed some spelling errors.

Updated lone rogues so you have to find them then force them to make a fate roll.

Made some special mercenaries repeatable, like Skelkies, ghouls, etc...


Fixed the wording on Ogsboog.

Clarified the wording on a nation in confusion.

Envoys and Monarchs acting as diplomats ( see the mask of influence) move during the diplomacy phase, this keeps all the diplomatic functions at the same phase.  You move your diplomat during your movement phase, and like a siege, you may have to wait till your next turn and resolve the diplomacy during your diplomacy phase.
   Example.  You move your envoy to the edge of  the map and end your turn there.  Next turn you roll for barbarians during your diplomacy phase.  Then during your movement phase you move your envoy closer to its next mission.   Make sense?

Expanded the diplomatic powers of Monarchs.





« Last Edit: Aug 4th, 2013 at 1:11pm by John »  

Divine_Right_Rules.docx ( 83 KB | 5 Downloads )

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Re: Divine Right
Reply #93 - Aug 4th, 2013 at 12:53pm
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John wrote on Aug 4th, 2013 at 10:53am:
Quote:
Obviously everything was written from memory as there is no way you could understand my handwriting of the Chronicles.


Yes, maybe next time you will be in charge of the cards, and I will write the Chronicles.




Man!! The cards are Hard Work!!
  
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Re: Divine Right
Reply #94 - Aug 4th, 2013 at 1:18pm
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I printed out a bunch of new counters, so we have scads of treasure, mercenaries, scum, and extra beasts ( since two  came up in the last game) and others that I feel we just need more than one of like Pirates.)

I also ordered some magic markers so I can color coordinate some counters.   I want each nation to have color coordinated militia, peasants, queens and one envoy.
I was thinking of making queen personality cards and Captain personality cards.

Having each nation start with a queen and a captain and drawing a personality for each.    That would be fun, I think.
  

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Re: Divine Right
Reply #95 - Aug 4th, 2013 at 1:23pm
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Lots of Barbarians.

I am thinking of trying something different next time and going with Hordes.

Just need to find some leaders
  
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Re: Divine Right
Reply #96 - Aug 4th, 2013 at 1:42pm
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I can print out scads of barbarians if you think its needed.
  

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Re: Divine Right
Reply #97 - Aug 4th, 2013 at 1:52pm
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Don't use up the heavy paper.

I will just tally the millions of Warriors under my mighty sway on the other pages.

Be Afraid. Be Very, Very Afraid......
  
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Re: Divine Right
Reply #98 - Aug 4th, 2013 at 10:54pm
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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.
« Last Edit: Aug 4th, 2013 at 11:02pm by John »  

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Re: Divine Right
Reply #99 - Aug 4th, 2013 at 11:50pm
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Crap!

I found mages, alchemists, potions, crap, so many things I have to think about it all.
  

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Re: Divine Right
Reply #100 - Aug 5th, 2013 at 12:14am
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The Druid.  A new magical being that is always a non player.  Its like the Eaters of Wisdom and the black Hand.  She is a source of nature magic and has her own package of spells.
  

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Re: Divine Right
Reply #101 - Aug 5th, 2013 at 12:23am
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Engineers rebuilding plundered castles.
  

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Re: Divine Right
Reply #102 - Aug 5th, 2013 at 12:23am
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Offering gold at the Temple ( or Graystaff) for fate!
  

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Re: Divine Right
Reply #103 - Aug 5th, 2013 at 12:52am
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Going over the falls!

Abominations!

Seers

Demonhunters
  

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Re: Divine Right
Reply #104 - Aug 5th, 2013 at 7:24pm
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Lost Treasure:  Rumors abound about forgotten treasures.   They are hidden in dark places, in tombs, caves, river beds.   They hold great wealth,  great magic, or great horrors!

Each player is given a Lost  Treasure Token.   They can place it in any neutral area they wish.     If any leader or unit ends their movement on a place with a Lost Treasure Token and they make their seek roll, roll 1d6.

1 You woke an abomination!  Place an abomination token on that spot!
2 Nothing.
3 One Treasure.
4 Two Treasures
5 Three Treasures
6 Random Magic Item.
  

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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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Re: Divine Right
Reply #140 - Aug 10th, 2013 at 11:29pm
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Updated the Rules.

Clarified some points and  up Damsels.

The first rescued Damsel taken to your royal castle can become your Queen and is treated exactly as a Player Monarch.  Meaning BOTH have to be killed to for a player to be taken out of the game.
  

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Re: Divine Right
Reply #141 - Aug 11th, 2013 at 12:56am
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No Trolls were harmed during this war. Instead, the Troll King held 2 feasts made from the corpses of Hrotarian infantry that dared to attack his entourage.
  

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Re: Divine Right
Reply #142 - Aug 11th, 2013 at 8:04am
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Paul (a.k.a. "The Moray Eel" - as he's known in the south western water kingdoms) played dumb on purpose, luring his enemies in, and then struck for multiple kills and strategic alliances.  Six out of nine pounds of meat were consumed during the strategic maneuvers.

Roll Eyes

Ok fine, I got lucky. REAL lucky.

Cheesy
  

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Re: Divine Right
Reply #143 - Aug 11th, 2013 at 8:25am
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But it was awesome lucky

  

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Re: Divine Right
Reply #144 - Aug 11th, 2013 at 10:25am
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Gerry wrote on Aug 11th, 2013 at 12:56am:
No Trolls were harmed during this war. Instead, the Troll King held 2 feasts made from the corpses of Hrotarian infantry that dared to attack his entourage.


I know.  TWICE you smashed my attack.  In the same exact hex.
  

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Re: Divine Right
Reply #145 - Mar 23rd, 2014 at 6:07pm
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It was a minor war, as far was wars go.  It lasted only five years.  Shucassim went out to capture a poor damsel, for Zanwee is not called the decadant for nothing.  This must have angered the gods.  They sent an Abomination to punish him.  Muetar, rightfully fearing the god’s wraith, stirred up against Shucassim.  Rhombune, as it always does, looked after itself.

  A few navel battles, nothing much to talk about, and a few land skirmishes here and there.  They served no purpose, accept to wake a great sleeper.  Twice now Shucassim has woken Those Who Lurk.   Surely the gods are miffed.

Muetar rallied the Sea Dogs to their banner.  And with this the gods smiled.   They smiled, yes, and they spat too.   Spat pestilence over the scurvy sailors or Mivior.  How dare they ally themselves with the Caller of the Things That Should Not Be Called, Not Even Once, But, Never Twice, Even Though He Did Call Them Twice? 

Muetar attacked Rhombune.  And all rejoiced at Sir Mortinor took over Muetar’s armies.  Everyone but the gods who quickly gave him, and everyone else, Extreme Bowel Pox.   The gods are funny like that.

As more people died from pox than steel,   the people pleaded to the gods for mercy.  And it came.  The war endeth.


Gary 29
Jimmy 22
John 18
  

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