User Guide
As in the original boardgame,
to
win
you
must
control
the last living Royal Heir in the game and he/she must be
crowned
King
of England. To achieve this,
you
must:
1)
Capture
a Royal Heir;
2) Eliminate all the other Heirs;
3) Crown the controlled Heir
(in
a Cathedral City/Town; requires an Archbishop or
two
Bishops).
At
the
point that all three of the above conditions are fulfilled,
the
game will end
upon
the conclusion of the
current
turn
and
the final screens leading
to
the “Roll of Honor” will be displayed,
Note
that, however,
your
crowned king must be in England
to
claim the victory--being at sea or in exile will not
serve
to
secure the throne.
So, in as succinct as terms as possible,
to
win KINGMAKER the human player needs
to
amass enough forces in one place
to
capture one of
the
Royal Heirs (oftentimes an office will give one access without the need
to
overcome the
city/castle
defenses).
One must then eliminate (capture and execute) all the other heirs
to
the
throne, while keeping ““e’s own heir in England. Finally,
at
some
point in the play, one
must
crown
one’s heir (keeping
in
mind the order of succession). This is handled automatically by
the computer if all members of the same line ahead of
the
heir are dead, one has two bishops
or
one archbishop with the same
army
as the heir, and one ends the player turn in a city or town with a cathedral (indicated by a
cross
on
the
map). At the point
where all these criteria are met by any one
faction--human-
or computer-controlled--the game ends.
DEVIATION FROM THE BOARDGAME:
In the
course
of devising this computer adaptation of the classic
boardgame,
some deviations from the original
KINGMAKER
rules were required. Those who are familiar with the
original
may wish
to
make
note
of the following deviations, as they can
af-
fect
strategy. The following is a brief summary-in
no
particular order--of these:
1) If a noble is killed (through battle
or
plague),
upon
return
to
play they will
always
be placed at their home castle, even if that
castle is currently controlled by another faction (they are considered outside the castle in this instance).
2) If summoned by piracy or raid, the Admiral of England and/or the Warden of the Cinque Ports are not accompanied by their
ships. Only the noble himself is placed in the named location.
3) Upon being summoned, a” affected noble that is called
to
two
or
more places (due
to
titles, offices or bishoprics held) is au-
tomatically
assigned
to
the last location mentioned.
4) A noble that has been summoned will be placed in
the
city,
town
or
castle named unless it is currently controlled by another
faction
(in
which case, he will be placed in the same space but outside the location).
5) A noble will
always
respond
to
a
summons,
unless at sea in a ship.
6) If in an Army, any controlled Royal Heir is automatically assigned
to
the most “senior” (not necessarily the most powerful)
noble present.
7) It costs all movement points
to
enter a
Woods
space, and further movement ceases for the moving
noble(s)
immediately.
8)
If driven ashore by
“Storms
at Sea”, and more
than
one
port
is equidistant
to
the ship, the ship is automatically placed in
whichever
is
friendly.
If neither is controlled by your faction, it will be placed in whichever is neutral, if neither is friendly
or
neutral,
the
choice is randomly made by
the
program.
9) Ships have variable
troop-carrying
capacities. Remember, however, that a location-specific bonus associated with an office
is no longer given added the moment
the
noble boards a ship.
While there may be other minor variations in the computer version from the
original
McNeil design, these are rarely seen and
so trivial as not to affect strategy in any manner.
Should
you have a question
on
the rules of the game, please feel free
to
jot them
down and send them (along with a self-addressed, stamped envelop) to
The
Avalon Hill Game Company.










