
1979 · Fantasy
Divine Right
Players assume rival monarchs who marshal human, elf, goblin, dwarf and troll realms as instruments of statecraft and war. The game mixes tactical battles on a full-color map with diplomatic bargaining and role-play as ambassadors, assassins and magicians influence alliances and outcomes. Combat resolves with dice and counters while cards and special abilities introduce magic and divine intervention. Alliances shift, loyalties break, and political maneuvering is as important as battlefield success; play requires a combination of negotiation, tactical planning and luck.
- Players
- 2–6 best 4
- Playing time
- 360 min
- Age
- 12+
- Complexity
- 3.2 / 5
PoliticalWargameGrid MovementVariable Phase OrderSimulation
About the game
- Publisher
Expansions
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Game facts (players, playing time, age, credits) from BoardGameGeek.


