Optional Rules for Divine Right
2nd Edition TSR Version Only

unless otherwise credited, all are by me - jimmylogan0916@gmail.com

Optional Rule # 1: Fleets may move up and down rivers at a cost of 2 movement points per hex regardless of the other terrain in that hex. Troops may embark/disembark at any river hex other than a mountain hex. Fleets in lake or lakeside hexes move at a cost of 1 movement point per hex. Fleets may also embark/disembark troops at any lakeside hex other than a mountain hex. Note: remember that fleets can move through hexes containing enemy land units but may not end there, and vice versa. Also, fleets do not force a Leader Fate Die Roll when moving through a leader on the ground. (developed by Chris Johnson and me)

Optional Rule # 2: When playing a two player game, the game will last for 20 turns. If a player monarch is killed he may make no further actions that turn. At the end of that game turn all of his mercenaries (regular & special), mercenary leaders and barbarians are removed from play. Any victory points are lost. When the next game turn starts the player reenters the game just as the rules allow. Note: if this happens on the 20th turn, he loses all as above and does not reenter, ending the game with zero points.
 
 

New Personalities for Non-Player Monarchs

Personality Card # 21: Unbeknownst to this monarch, he is the son of Scharendzar. Though not magical in nature, he treats river hexes as one just as Scharendzar does. He may not cross lakes or seas.

Personality Card # 22: This monarch drafts younger armies than anyone else, so some of them are less hardy than others. Though they will still put up a strong fight, whenever a stack with regulars of this country loses at least one unit, they lose an extra unit. Also, one unit is automatically regenerated each game turn (two if Trolls).

Personality Card # 23: This monarch was taught by a magician at any early age, therefore he is a magical leader and has all the powers a magic SML has in reference to combat. He does not get any combat or movement bonus.

Personality Card # 24: This monarch is a good neighbor. Once allied, he gives the allied player's ambassador a +1 when working diplomacy with any monarch of a bordering country.

Personality Card # 25: This monarch craves spoils of war. Whenever he takes part in a siege, he adds +1 to the plunder die roll.

Personality Card # 26: This monarch pushes his troops to their physical limit. They are given the same movement rate as their monarch (+2) at all times.

Personality Card # 27: This monarch is a lousy neighbor. Ambassadors wishing to work diplomacy must subtract 1 if any bordering country is allied. There is a +1 if any bordering country is enemy allied. If both are present, there is no bonus or penalty.

Personality Card # 28: This monarch hates Barbarians. He will not ally with any player who has barbarians on the map. He will automatically deactivate if the player recruits a Barbarian army. The regulars of the kingdom will never attempt retreat when being attacked by Barbarians, regardless of the odds. They also receive a +1 when in combat against Barbarians if the regulars make up half or more of the forces. He will allow Juulute Wolfharte to be allied and even to lead the regulars.

Personality Card # 29: The troops of this kingdom have been taught to pillage and plunder, then go home to enjoy the spoils. Whenever the regulars of this kingdom make up half or more of the forces in a siege, the besieging player gets a +1 to the plunder roll. In addition, 1/3 (rounded down) of the units taking part in the siege will desert immediately after a successful plunder roll, even if no bonus was given. They may be brought back in as eliminated regulars.
 
 

New Diplomacy Cards

Diplomacy Card # 1: Enter Omarrk the Terrible, Special Mercenary Leader, at any friendly castle or port. His movement rate is 8 with no special bonuses. He gives a +1 to the plunder die roll, +1 when combating units in a castle hex, and -1 to all other combat. Being human, he retreats on a 4-6. He can lead all troops except barbarians.

Diplomacy Card # 2: Enter the Witches, Special Mercenary Troop, at Witches Kitchen. They are a trio of witches who together comprise a full combat unit. Their movement rate is 8 and can levitate over most all types of terrain. In game terms they have forest and mountain movement bonus as well as the ability to count rivers as one. They can levitate over open sea and lake hexes, though they must land at the end of movement. As they levitate and do not fly, they do not block flying units. They are magical in nature and have two spells. Once a spell is complete, it can not be cast for 3 full game turns. The spells are:
          Confusion - Half of the defending stack (rounded down) must retreat before combat and the other half must stand (defender's choice). The spell is cast at the end of the movement phase as combat is declared and disappears after combat.
          Cloudy Day - Movement costs are doubled for a radius of 5 hexes around the hex in which the spell was cast. This spell is cast at the end of the movement phase and lasts until the casting player's next movement phase.

Diplomacy Card # 3: Enter Robin Hood, Special Mercenary Leader, at any friendly castle or port. His movement rate is 8 with forest bonus. He gives a +1 to combat when leading troops. Being human, he retreats on a 4-6. He can lead all troops except barbarians. He also has the ability to snipe. Once per turn he can forgo leading troops in battle and instead make an attack against any one leader in an adjacent hex. If he snipes, the leader being sniped makes a leader fate die roll and ignores capture. This happens during the combat phase and before other combat takes place. Leaders killed are removed immediately and do not affect other combat. Points are scored as usual. Remember that any one leader can only be forced to make one leader fate die roll per player turn. (by Chris Johnson)

Diplomacy Card # 4: Enter The Black Arrow, Special Mercenary Leader, at any friendly castle or port. His movement rate is 8 with forest bonus. Being non-human, he retreats on a 3-6. He can stack with and lead all troops except barbarians and goblins. If leading humans or elves, he may launch a "missile attack" (bows, spears, etc.) instead of a normal attack. The defender may not retreat, but may roll for a defensive bonus. If a retreat roll is successful, the defender gets an extra +1 for his die roll. Combat is carried out with normal modifiers with the stack containing The Black Arrow ignoring adverse effects. (by MRENECruz@aol.com)

Diplomacy Card # 5: Enter The Amazon Horde (2 counters), Special Mercenary Troop, at any friendly castle or port. Their movement rate is 6 with forest and mountain bonus. Being non-human, they retreat on a 3-6. They will never stack with Dwarven or Elvish units or leaders. Due to a fear of Magic, they will not stack with a magical leader nor enter the lands of the magicians. (Note: they may be entered at a restricted castle, but must move out at the first opportunity or be eliminated.) (by MRENECruz@aol.com)

Diplomacy Card # 6: Enter The Maiden Riders, Special Mercenary Troop, at any friendly castle or port. Their movement rate is 10 with forest bonus. Their mounts are magical (Unicorns), allowing retreat on a 2-6, as well as the ability to exorcise the Guardian, battle the Colossus, etc. They always add +1 to combat and will only stack with Human or Elvish units or leaders. They will never board a fleet. They also have a limited "teleport" ability that can only be used for defense. When attacked, they may automatically retreat one hex via teleportation. If one hex will still be in range of an attack, they may not re-teleport, but may attempt a retreat in the normal manner. (by MRENECruz@aol.com)

Diplomacy Card # 7: Enter The March of the Ents, Special Mercenary Troop, at the unnamed forest hex above the Tombs of Olde. Their movement rate is 4 with forest bonus. They retreat on a 5-6. They add +1 to seige resolution and add +1 when defending in a Forest Hex. They will only stack with Elvish units or leaders and will never board a fleet. If the Ents end their movement phase in a forest hex of any type, they may summon a "living tree" counter. Only three are available. The tree counters will never move on their own. If ever seperated from the Ents, the trees will be eiliminated. The Ents long for a return to peaceful times. If the Wandering People successfully roll for "soothing music" against the Ents, they will return to their forest homeland (deactivate). (by MRENECruz@aol.com)

Diplomacy Card # 8: Enter The Scourge, Special Mercenary Troop, at the Player Monarch's Royal Castle. Their movement rate is 5 with forest and mountain bonus. They will only retreat when being led. If they are eliminated, they regenerate two turns later at the Player Monarch's Royal Castle, unless it is under siege. If so, they are deactivated. As they do not take prisoners, any leader captured by The Scourge is immediately slain. (by MRENECruz@aol.com)

Diplomacy Card # 9: Enter The Warg Riders, Special Mercenary Troop, one hex away from the Player Monarch's Royal Castle. Their movement rate is 10 with forest and mountain bonus. Being non-human, they retreat on a 3-6. They receive +1 in combat against against Dwarves and Elves and will not stack with them. They will not board fleets nor be allowed inside any castle or port. (by MRENECruz@aol.com)

 
 

New Gifts from Temple of the Kings

Gift # 1: Magical Battering Ram. Gives the monarch +1 on plunder rolls. Due to its magical nature it allows the monarch to serve as a magical leader for purposes of laying siege to a magical castle.

Gift # 2: Orb of Prophecy. Once per player turn, it allows the owning monarch to pre-roll on an optional action. The monarch may not re-roll the result, but decides whether to continue or skip the action. For example, the Orb would allow a player to see the outcome of raising Barbarians, or the Diplomatic Die Roll, or his own combat roll. If the action continues, the same roll must be kept. If the action is skipped, the roll becomes null. (by MRENECruz@aol.com)

 
 

New Spells

Spell # 1: Dark Castle (For Black Hand). There are only two that can be constructed per game, and only one may be on the map at a time. It takes two turns to construct (The Black Hand must end movement in a non-castle hex and not move during the next turn). Once built, it gives the Black Hand another place to teleport to. It may be voluntarily removed at any time. It can be brought under siege in the same manner as the Eaters of Wisdom's Enchanted Castle. It has an intrinsic value of 3 regardless of how many Black Hand troops are in it. Only the Black Hand and his troops may enter the hex for as long as the Dark Castle is maintained. Mercenary units may not be brought in there.
 
 

The Ogre Tribes
by Victor Selby

The wild outlands to the west of the Breaking and Stumphole are populated with fiercely competitive tribes of Ogres. These tribes can be recruited much as normal Barbarians are. The Ogres are ferocious fighters and much-feared opponents. However, Ogres are even more cantankerous and unreliable than Barbarians: a player's ambassador undergoes even more perilous activity to obtain Ogre armies. To raise Ogre Tribes the player's ambassador, during the diplomacy phase, must be placed on one of the two clear hexes directly south of Stumphole. One die is rolled, and the following table consulted:

1-2 The ambassador is used as that night's stew
    (Removed from play for two turns)
3   Ambassador barely escapes alive
4   One Ogre unit recruited
5   Two Ogre units recruited
6   Three Ogre units recruited

There are three Ogre Tribes available to players: the Skull Crushers, the Bone Mashers and the Flesh Maulers. If any tribe is in an adjacent hex with another tribe they will automatically attack each other. Each tribe has a maximum of three units available for player use. Ogres can add +1 to both combat and siege rolls, and they have a movement rate of 7. Ogre units may never stack with any other unit than one of a similar tribe.

A player may only use one tribe at any one time. Note: No diplomacy cards may be played when recruiting Ogre armies.
 
 

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