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As in the original game of Divine Right, players execute all phases
of their turns separately. The play of these phases is described
here:
1. Random Events - Open the Roll Dice dialog and select Roll Type:
Random Events, # Dice: 2 and # Sides 6. Click the Roll button and
the server will make the roll and broadcast the result to every
player online. It will also record the roll in the event log. If
the event changes the state of the game in any way, it is necessary
for the player to make the change manually and record such change
directly in the log. For instance, as Hothior, if your random event
roll was an 8 and you were going to hire a mercenary fleet and an
army into your capital of Port Lork, you would first manually place
the units there and then log a Reinforcements event. To complete
this, go to the Log Event dialog and select Random - Reinforcements
and describe the selected units and their location in the Description
text area. Click Log Event and the server will broadcast this event
to all players as well as record it in the game log.
2. Diplomacy - Open the Diplomacy dialog and draw your diplomacy
card by clicking Draw Card. You will be the only player notified
of the card and it will appear in your Hidden Cards list. If you
choose to play your card, select it and click Play Card. The server
will broadcast this play to all players as well as record it in
the game log. Players may draw a personality card for a monarch
by selecting the country in the Alliances list and clicking Draw
Personality. This action will be broadcast and recorded in the log.
To view the full text of the monarch's personality, select the country
and click View Personality. Activation, deactivation and barbarian
rolls are handled manually. Click Roll Dice from the Diplomacy dialog,
choose your diplomacy roll type and make sure to provide a detailed
description of the ambassador's attempt including roll calculations.
This detail will aid future log viewers. Click the Roll and the
result will be broadcast and recorded in the log. If diplomacy is
successful, it is necessary for the player to manually adjust the
game. For instance, if a player just activated Muetar, they need
to highlight Meutar from the Alliances list, click Toggle Activate,
and select Muetar's new ally. This action will be broadcast and
recorded in the log.
3. Siege - Sieges will have been declared prior to this Siege resolution.
Opne the Roll Dice dialog and select Siege Roll. In the Description
text area, name the castle under for which the roll applies as well
as a detailed description of the die roll modifiers. Click the Roll
button and the result will be broadcast and recorded in the log.
If successful, manually adjust the board to reflect this by placing
a plundered counter there and occupying the rubble with some troops.
Make sure to manually log a Scoring - Plunder event and enter the
victory points in the Score field before clicking Log Event button.
4. Movement - As there is no movement enforcement, it is important
to carefully track your counters and account for the terrain modifiers.
This is the same as in the board game. Open a Move Units dialog
by double-clicking the left mouse button anywhere on the game board.
The new dialog will show the counters in that hex. Select the units
to move with the normal single clicks, ctrl-clicks and shift-clicks
of the left mouse button inside of the Move Units dialog. After
the units are selected, a shift-double click of the left mouse button
will move the units. To select a different hex from which to move
units, left-click on the hex. The current Move Units dialog will
show the contents of that hex.
5. Combat - Once movement is complete and there are adjacent armies,
the current player may declare any attacks. Such declarations are
accomplished by logging events. Open the Log Event dialog, choose
Attack Declared and enter a brief description of the conflict location
and click Log Event. The server will broadcast this event to all
players and record it in the game log. Now the defender has the
option of fighting or attempting to retreat. To initiate a retreat
attempt, open the Roll Dice dialog, choose Roll Type: Retreat Roll.
Now enter a description of which units are retreating, their die
roll modifiers (if any) and the calculated roll needed for success.
Complete the retreat attempt by clicking Roll Dice button and the
server will roll, broadcast and log the result. If successful, the
retreating player moves the units even though it is not his turn.
If the defender chose to fight or failed to retreat, both players
must make combat rolls. Each one will use the Roll Dice dialog with
Roll Type: Combat Roll and a complete description of their combat
modifiers in the text area. In no specified order, they each click
the Roll Dice button and the server will roll, broadcast and log
the result. The players must manually determine the result and adjust
the board to reflect it. This may involve one or both players moving
or removing unit counters from the board.
6. End Turn - Once a player has completed his turn, he may end
it with the End Turn menu option. The server will determine whose
turn follows and broadcast it to all players.
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