Re: Abridged summary of divine-right@googlegroups.com - 1 update in 1 topic

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Yosef Bender

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Mar 25, 2024, 10:40:42 PM3/25/24
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Where is it? do you have a link? 

On Mon, Mar 18, 2024, 5:46 AM <divine...@googlegroups.com> wrote:
McCrackan <mccr...@gmail.com>: Mar 17 05:26PM -0700

Now that the forthcoming edition of DR is in reputable hands, I decided to
restore *The Junkyard* to the group. This was last edited in 2011, way back
when we still referred to the work in ...more
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J. McCrackan

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Mar 26, 2024, 7:57:09 AM3/26/24
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Yosef Bender

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Mar 28, 2024, 9:39:37 AM3/28/24
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Glad this awesome game is being resurrected once again. Although although I've made several changes to my Homebrew version there is only one rule I would change for everyone else and that is a player King should not be killed through one die roll, NPK should be easily killed through the altars of great staff but a player King should always have a higher chance of survival narrowly escaping The wrath as long as there is a player stronghold for him to escape to. 

On Thu, Mar 28, 2024, 5:46 AM <divine...@googlegroups.com> wrote:

Yosef Bender

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Mar 29, 2024, 10:56:39 AM3/29/24
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Our Air B&B guest said he was going to Zorn Texas I had to laugh and asked him if he sees any redneck Goblins when he there !!!!  

On Fri, Mar 29, 2024 at 5:47 AM <divine...@googlegroups.com> wrote:

Glad this awesome game is being resurrected once again. Although although
I've made several changes to my Homebrew version there is only one rule I
would change for everyone else and that is a ...more

J. McCrackan

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Mar 29, 2024, 6:11:22 PM3/29/24
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Rather than make PMs supernaturally resilient, we've made them less painful to lose. In DR3, when your PM is killed, you are no longer eliminated from the game; instead, the following effects kick in:
  1. Your player kingdom's regulars remain in play, but until a new monarch is coronated, they must end movement either within their kingdom or at least one hex closer to it. Throughout interregnum, when the kingdom’s regulars compose half or more of the participating friendly force, they suffer –1 when attacking into a hex located outside their kingdom. All storming attacks are likewise affected.
  2. You make a diplomacy roll for each of your allies to test their loyalty, modifying rolls with dip cards as you like. The regulars of remaining allied kingdoms may move and attack as usual.
  3. Roll a die for each of your mercs. Results of 1-3 mean they quit and are eliminated.
  4. At the beginning of each game turn after interregnum begins, you roll 2D6. Add 1 to the result for each opponent who has more victory points than you. If you roll 10 or more, the interregnum ends, returning your regulars to full abilities.

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