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Rules for the Game of Princes

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

attack is happening your cavalry makes a flanking manoeuvre to attack the archers. Non-Champions 1) Roll 1d6 per 5 troops. The defender can roll 1d6 per 5 defenders he has that are being attacked. High roll wins and the loser loses the difference between the roll in troops. If you have less than 5troops, then your 1d6 roll is made at -1 per troop number below 5. Example: Jackson attacks with 10-troops. He rolls 2d6. Ricardo is defending with 4-troops. He rolls 1d6-1. Jackson rolls a 6 (a 4 and a 2). Ricardo rolls a 4 (a 5 minus 1). Jackson had the higher roll by a total of 2. Ricardo loses 2 troops this round. a. Special troops can affect the die roll. For example if one of Ricardos troops was a Sergeant, then his roll would have a +1 bonus. b. Pay attention to the type of troops that are attacking and defending. If archers attack soldiers, the soldiers cant fight back, so their successful roll wouldnt kill any of the attackers. But if archers were in the area being attacked, they would count as troops and could kill the attacking archers. c. You can stagger your attack, so you say your archers are attacking the pikeman, weakening them, so your cavalry has an easier attack after them. Champions versus Regular Troops. 1) The champion rolls his d20 attack and adds his attack bonus to the roll. The regular troops roll a d6 per 5-troops. Whoever rolls higher wins. If the champion wins, then he kills 1 regular troop per 3points he won by, minimum 1. If the regular troops win then the champion takes 1-point of damage per 2 points they won by, Champion versus Champion 1) Roll d20 + Attack bonus versus the defenders AC (Armour Class). If the attacking roll is higher, he hit his foe and should roll damage according to the weapon they use. If the defender wins, he isnt hit and the attacking champions turn is over. 2) Building your Army Regular Troops Soldiers 100 GC for 5-soldiers. These are the basic fighters. They wear chainmail and fight with swords or axes. Archers 100 GC for 5-archers. These are basic fighters that use bows for ranged attacks and swords/axes for close fighting. They can shoot arrows at distant targets and at flying targets.

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

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

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

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