Divine Right

Fantasy Wargame

by David Chancellor



Introduction

Divine Right
Published by TSR (game #1008), 1979
Designed by Glenn & Kenneth Rahman

What it’s about

Divine Right is a fantasy game dealing with the struggles for power and territory between the various kings, queens, sorcerers and other inhabitants of the continent of Minaria. Players begin as a monarch of a single kingdom. As the game proceeds, each player will attempt to build and hold together a fragile alliance of kings long enough to crush all opposition and win the game.

Assassination and backstabbing are popular pastimes in Minaria, and loyal allies may leave the field in the middle of a battle through the use of black magic, treachery or skillful diplomacy. Divine Right is more than just a game. It is a work of fantasy literature in which you, the players, control the destinies of nations. You organize the alliances, seek out the magical treasures, and lead your armies and fleets to battles, sieges, plunder and (if you have been wise) victory.

Components

    19"x11" thin bookcase box
    1 24 page 8½"x11" rulebook, including 2 tear-out reference sheets
    1 22"x34" unmounted paper map
    2 sheets of die-cut 5/8" one-sided counters (140 counters per sheet)
    4 sheets of 3½"x2¾" black and white Identity and Personality cards (9 cards per sheet)
    14 Identity cards
    20 Personality cards
    2 Blank cards
    1 sheet of 45 1½"x1¼" yellow Diplomacy cards
    2 white six-sided dice

Counter Manifest

Hothior (salmon)

    Monarch
    1 (Unlabeled) Ambassador
    1 Ambassador Army
    2 Port Lork
    2 Tadafat
    2 Lapspell
    1 Farnot F leet
    1 Lapspell
    1Port Lork

Elfland (forest green)

    Monarch
    1 (Unlabeled) Ambassador
    1 Ambassador Army
    6 Ider Bolis

Dwarves (sea green)

    Monarch
    1 (Unlabeled) Ambassador
    1 Ambassador Army
    3 Rozengg
    2 Aws Noir
    2 Alzak

Trolls (green)

    Monarch
    1 (Unlabeled) Ambassador
    1 Ambassador Army
    2 Shunned Vale
    2 The Crag
    2 Stone Face
    2 Gathering

Rombune (purple)

    Monarch
    1 (Unlabeled) Ambassador
    1 Ambassador Army
    2 Golkus
    2 Parros
    1 Thores F leet
    1 Golkus
    1 Parros
    1 Thores

Mivior (pink)

    Monarch
    1 (Unlabeled) Ambassador
    1 Ambassador Army
    3 Colist
    3 Addat
    2 Boliske
    1 Boran F leet
    1 Colist
    1 Boran
    1 Addat
    1 Boliske

Immer (peach)

    Monarch
    1 (Unlabeled) Ambassador
    1 Ambassador Army
    3 Altarr
    2 Wirzor
    2 Muscaster
    1 Gorpin
    1 Gap

Pon (blue)

    Monarch
    1 (Unlabeled) Ambassador
    1 Ambassador Army
    3 Marzarbol
    2 Heap
    1 Crow's Nest

Zorn (green)

    Monarch
    1 (Unlabeled) Ambassador
    1 Ambassador Army
    8 Nithmere
    3 The Pits

Muetar (yellow)

    Monarch
    1 (Unlabeled) Ambassador
    1 (Unlabeled) no Ambassador label Army
    3 Pennol
    3 Basimar
    2 Groat
    2 Plibba
    2 Beolon
    1 Yando

Shucassam (orange)

    Monarch
    1 (Unlabeled) Ambassador
    1 Ambassador Army
    4 Adeese
    3 Khuzdul
    2 Jipols
    2 Zefnar
    1 Lepers F leet
    2 Zefnar

Eaters of Wisdom (white)

    Wagon
    1 (Unlabeled) Ambassador
    1 Ambassador Special
    1 Mist of Groping
    1 Enchanted Castle
    1 The Bridge
    1 The Reflector
    1 Whirling Vortex

Black Hand (black)

    Black Hand
    1 (Unlabeled) Ambassador
    1 Ambassador Special
    3 Undead
    1 The Dead
    1 Colossus
    1 Guardian
    1 Wings of Darkness
    1 Vented Wraiths

Barbarians (tan)

    Army
    11 (Unlabeled)
    4 Outlanders
    4Cannibals
    4 Tribesmen
    4 Savages
    4 Wildmen
    4 Berserkers

Mercenaries (white)

    Army
    13 (Unlabeled) Fleet
    2 (Unlabeled)

Special Mercenary Leader (white)

    Special
    1 Juulute Wolfheart
    1 Schardenzar
    1 Black Knight
    1 Bilge Rat

Special Mercenary Unit (white)

    Special
    1 Substaff Guards
    1 The Reaver
    1 Ogsbogg
    1 Hamahara
    1 Urmoff
    1 Order of Hippogriff
    1 Ozerg Mountaineers
    2 The Scum
    1 Ghost Riders
    1 Wandering People Troop
    1 Wandering People
    1 Flying Carpet
    1 Guiding Light
    1 Talisman of Dispel
    1 Spinning Wheel
    1 The Usurper

Magic Gift (white)

    Special
    1 Mask of Influence
    1 Sword of Wizardry
    1 Wand of Healing
    1 Helm of Wisdom
    1 Airboat of Armera

Miscellaneous (white)

    Info
    8 Battlefield
    10 Plundered
    1 Turn Marker
    6 Randomizer Chits (1-6)

Miscellaneous (blank)

    Blank 36 (Unlabeled)

Card Manifest

Diplomacy

    Long Oration +1 3
    Long Oration +2 2
    White Magic +1 2
    White Magic +2 2
    Bribe +1 3
    Bribe +2 2
    Diplomatic Marriage +1 3
    Diplomatic Marriage +2 1
    Threats +1 (Failure may result in temporary banishment of Ambassador) 2
    Threats +2 (Failure may result in temporary banishment of Ambassador) 2
    Blackmail +2 (Failure may result in temporary banishment of Ambassador) 2
    Blackmail +3 (Failure may result in temporary banishment of Ambassador) 1
    Black Magic +2 (Failure may result in temporary banishment of Ambassador) 3
    Black Magic +3 (Failure may result in temporary banishment of Ambassador) 1
    Crass Bribe +2 (Failure may result in temporary banishment of Ambassador) 3
    Enter Juulute Wolfheart at any friendly castle 1
    Enter the Scum (2 units) at the Huts of the Scum 1
    Enter the Ozerg Mountaineers at Ozerg Mountain 1
    Enter the Black Knight and Stubstaff Guards at Stubstaff Keep 1
    Enter the Ghost Riders of Khos at the Lost City of Khos 1
    Enter Urmoff the Sea Serpent at Serpent’s Bay 1
    Enter Schardenzar the Sorceror at any friendly castle 1
    Enter the Usurper - only if possible 1
    Enter Hamahara the Air Dragon at Winter Rest 1
    Enter the Wandering People at any friendly non-castle hex and their gifts at the royal castle of the host country 1
    Enter the Bilge Rat and the Reaver at any friendly port 1
    Enter the Order of the Hippogriff at the Spires to the Sun 1
    Enter Ogsbogg the Ogre at Stump Hole 1

Identity

    1 Immer 9 Armies Royal Castle: Castle Altarr
    1 Mivior 9 Armies, 4 Fleets Royal Castle: Colist
    1 Dwarves 7 Armies Royal Castle: Mines of Rozengg
    1 Elfland 6 Armies Royal Castle: Ider Bolis
    1 Hothior 7 Armies, 2 Fleets Royal Castle: Port Lork
    1 Pon 6 Armies Royal Castle: Fortress Marzarbol
    1 Muetar 13 Armies Royal Castle: Pennol on the Lake
    1 Zorn 11 Armies Royal Castle: The Pits
    1 The Black Hand Residence: The Tower of Zards
    1 The Eaters of Wisdom Residence: The Invisible School of Thaumaturgy
    1 Shucassam 11 Armies, 2 Fleets (plus 1 the Lepers) Royal Castle: Adeese
    1 Rombune 5 Armies, 3 Fleets Royal Castle: The Golkus
    1 Trolls 8 Armies Royal Castle: The Stone Face
    1 The Usurper

Personality

    1 This monarch takes good care of their military forces. The regular units are well fed, well trained and ably led by competent officers. Whenever the regulars of this monarch make up half or more of the forces engaged in a battle they may add +1 to the combat (not siege) die roll.

    2 This monarch is noted for an incredible lack of valor. Ambassadors who make Threats may add +1 to their Diplomatic Die Rolls, in addition to any bonus granted by the Diplomacy card that was played. Ambassadors who make Threats and fail are not banished. Furthermore, this poltroon will automatically deactivate any time a monarch in their alliance is killed.

    3 This gallant monarch champions the under dog. As long as this monarch is unallied, the alliance with the fewest members may add +1 to Diplomatic die rolls here; the largest alliance must subtract 1.

    4 An indulgent upbringing has made this monarch a lazy wastrel with no taste for campaigning. Ambassadors may add +1 to the Diplomatic Die Roll when attempting to deactivate this monarch.

    5 This monarch has an endless appetite for members of the opposite sex. Bigamy notwithstanding, ambassadors who offer Diplomatic Marriage may add +1 to their Diplomatic Die Rolls, in addition to any bonus granted by the Diplomacy card that was played.

    6 This monarch cares little for military matters. The regulars of the kingdom are poorly fed and rarely paid. These regulars perform so badly that whenever that make up half or more of the engaged forces, -1 is subtracted from the combat (not siege) die roll.

    7 This mule-headed monarch cannot be influenced by Bribes, Crass Bribes, Threats or Diplomatic Marriage. Other Diplomacy cards will work, however.

    8 This monarch is extremely gullible. Any ambassador may add +1 to the Diplomatic Die Roll, in addition to any bonus granted by the Diplomacy card, when working diplomacy with this monarch.

    9 This monarch is irascible as a dragon with a sore throat. Any ambassador who fails to make a Diplomatic Die Roll here is banished from the kingdom for two complete game-turns.

    10 This monarch is totally incompetent when it comes to military matters. Their movement allowance is reduced to the same amount as the regulars of the kingdom. When first mobilizing (activating), no more than two regulars may be placed on the game map per turn.

    11 This monarch is a real money grubber. Ambassadors offering Bribes or Crass Bribes may add +1 to their Diplomatic Die Rolls, in addition to any bonus granted by the Diplomacy card that was played. Ambassadors who unsuccessfully offer Crass Bribes are not banished from the kingdom.

    12 This treacherous monarch doesn’t have enough scruples to fill a thimble. They will immediately join the alliance of any ambassador who successfully deactivates this kingdom.

    13 This unfortunate monarch has been under a curse since birth. The first ambassador to successfully use White Magic on this monarch cures the curse (as well as activates or deactivates the kingdom) and receives a permanent bonus of +1 to all subsequent Diplomatic Die Rolls with this monarch. All other ambassadors must subtract -1 from their Diplomatic Die Rolls once this monarch is cured. (Special note: This card will cause the Usurper to deactivate if it is drawn for him.)

    14 This monarch is as mad as a hatter. When activated, only one half of the regulars may be brought on to the map (round fractions down). The others remain out of play (in revolt). All ambassadors may add +1 to their Diplomatic Die Rolls, in addition to any bonus granted by the Diplomacy card played. However, any ambassador who fails to get the desired result is promptly executed (and will not reappear until two game turns have passed.)

    15 This monarch is a noble and faithful friend. Once their kingdom had joined an alliance, only their death can bring about deactivation of their kingdom.

    16 A combination of good training and common sense has made this monarch a military genius. Add +1 to the combat die roll (not sieges) whenever they lead troops in battle.

    17 This aged monarch is now an invalid and can no longer leave the royal castle. The regulars of the kingdom may move normally.

    18 A skeleton in the closet keeps this monarch living in fear. Ambassadors attempting to Blackmail this monarch may add +1 to their Diplomacy Die Rolls, in addition to any bonus granted by the Diplomacy card that was played. Once blackmailed into an alliance (no penalty if activated by any other means), this monarch is loath to quit. In such a case, subtract -1 from all attempts at deactivation (unless Blackmail is once again played as a Diplomacy card).

    19 This starry-eyed monarch craves glory in war. Once committed to the fray, this monarch is not eager to stay their sword. All ambassadors seeking to activate this monarch may add +1 to their Diplomatic Die Rolls, in addition to any bonus granted by a Diplomacy Card. All ambassadors seeking to deactivate this monarch must subtract -1 from their Diplomatic Die Rolls.

    20 This monarch is a disgusting paranoid. One half (round fractions down) of the regulars must remain within the boundaries of this kingdom to guard against insurrection. The troops left at home may move and attack normally as long as they do not leave the kingdom.

Player’s Value

Divine Right is one of a number of board games (including Dungeon!, Knights of Camelot, Wizards & Warriors and Fight in the Skies) published by role-playing giant TSR in the late 70’s and early 80’s. Unlike those other titles, however, Divine Right is highly sought after by collectors and players alike, and rightfully so. It is an extremely playable wargame set in the fantasy world of Minaria. The designers of the game, Glenn and Kenneth Rahman, created an in-depth and fully fleshed history for Minaria (further defined in a series of articles in TSR’s Dragon magazine), adding welcome cultural and historical facets to the game. Similar fantasy titles sometimes feel flat and a little forced in their other-worldliness, but the Rahman brothers included enough detail and flavor to enable a level of suspension of belief that makes the game truly enjoyable to play.

The game itself is a straightforward wargame, with armies and fleets each having a single attack and defense strength of one and exerting a one-hex ZOC. Certain races have advantages in different terrains, enabling greater freedom of movement. Magic and flying units can be added in the advanced game, adding another level of strategy. One area that Divine Right excels in is diplomacy. Each player kingdom includes an Ambassador counter that is used to try and convince neutral monarchs to join the player’s alliance. Complicating matters (and adding immensely to the replay value of the game) is that each neutral monarch is paired with a random personality card (Cf. card manifest above) that can have a significant impact on the diplomacy needed to activate (or deactivate) the monarch.

The physical components of the game are a mix of the good and bad. On the disappointing side are the cards. The Identity cards are plain black and white cards, with each kingdom’s royal couple depicted in small, uninspired drawings. The Personality cards are simply text, as are the Diplomacy cards. The counters are clean and uncluttered, if a bit utilitarian. Each kingdom’s pieces are a different colour (including five variations of the blue-green spectrum), and include one monarch and ambassador counter in addition to the kingdom’s military units (armies and fleets).

Mercenaries, magical units and barbarian tribes round out the counter assortment. The best part of this game, in my opinion, is the map. It is a bold and colourful masterpiece by TSR’s premier artist of the day, Dave Trampier. All of the pertinent charts and reference tables are located around the border of the map, making the game even easier and faster to play. (A quick sidenote - years after his presumed demise, Mr. Trampier has resurfaced, and is said to be looking into the possibility of publishing a book of his Wormy comic strips from the Dragon magazine.)

Collector’s Value

Given how enjoyable and playable this game is, combined with its nostalgia value, its current pricing on the market is understandable. Punched copies are typically going on eBay for over $100 and two sealed copies were recently auctioned at Origins for $350 each.

Boone quotes low, high and average prices of 40/155/79.82 at auction and 15/150/81.88 for sale. Bear in mind that Boone’s prices are based on data from the past few years, and therefore tend to moderate the phenomenon of high prices generated recently by eBay.

Other games of this type

Strategy games set in a fantasy world have been fairly popular. Similar games to Divine Right include:
War of the Ring (SPI)
Swords & Sorcery (SPI)
Dark Emperor (AH)
White Bear and Red Moon (the Chaosium)
Kings & Things (GW)

Other games by the designer

By the Rahman brothers:
Down with the King (AH)
Knights of Camelot (TSR) By Glenn Rahman:
Trojan War (Metagaming Concepts) By Kenneth Rahman:
Dark Cults (Dark House)

David Chancellor is a neo-Victorian but he comes by it honestly as he is an expatriate Californian who moved up to Canada against the flow (a backed-up drain comes to mind) to seek out suitable computer-related employment. He succeeded only too well: in the two to three years he’s been here, we’ve been able to game with him only twice. Fortunately, he writes well, so you’ll be seeing more of him. -ed


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