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Diseñado por Barry Beadman, Glenn Rahman + 1 más
Publicado por Tactical Studies Rules (TSR), Pungo Games + 2 más
Jugadores
2-6
Duración
360 min
Complejidad
3.2 / 5
Valoración
7.2
Año
1979
Opinión de la Comunidad
Ediciones de Idioma
Cómo Se Juega
Dice Rolling
You roll dice to determine outcomes — there's always that thrilling moment of suspense before they land!
Events
Random events shake things up during the game — sometimes helpful, sometimes chaotic, always interesting.
Grid Movement
Pieces move on a grid of squares — straightforward movement that still leaves room for deep tactical thinking.
Hexagon Grid
The board uses hexagons instead of squares — this gives you more directions to move and think about.
Movement Points
You get a set number of movement points to spend on moving your pieces — plan your path carefully.
Player Elimination
Players can be knocked out before the game ends — play carefully or you might be watching from the sidelines.
Variable Phase Order
The order of game phases can change each round depending on player choices — keeps everyone on their toes.
Variable Player Powers
Each player has unique abilities that make their experience different — finding the best way to use yours is half the fun.
Zone of Control
Your pieces influence the spaces around them — enemies can't just waltz through your territory unchallenged.
Sobre Este Juego
Divine Right combines combat, diplomacy, and role-playing into fast-paced action as each player attempts to build and hold together an alliance of kings long enough to defeat the other players and win the game. The kingdoms of humans, elves, goblins, dwarves and trolls are pawns in the power games that absolute monarchs play. Ambassadors vie for the attention of the kings whose favor they curry.…
Fuente: BoardGameGeek
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3 Expansiones
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