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Kingmaker – DOS Manual – English

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Type
Manual
Platform
DOS
Language
English
Size
926.13 KB
Filename
kingmaker_dos_manual_en_n1l.pdf
View manual text
scanned and compiled by Underdogs for Home of the Underdogs, http://www.theunderdogs.org

Quick-Start Reference Folder
Installation/Loading
Amiga
Playing from Floppy Disk:
1. Insert Disk 1 into DFO:.
2. Double-click on the “KING” icon to
start the game. The program will then
prompt you for Disk 2 when necessary.
Note: If you have two drives and
enough memory, then insert Disk 2
onto DFl:.
Installing to Hard Drive;
1. Insert disk 1 into DFO:.
2. Double click on the disk icon for
“KINGl”.
3. From your Workbench screen choose
“New Drawer: and name the new
drawer “KING”.
4. Drag the icon for DFO: to the new
drawer named “KING”.
5. When the drive light has gone out,
insert Disk 2 and repeat step 4.
To play, open up the “KING” drawer
and double-click on the “KING” icon.

Instructions

Creating a Save Game Disk
(Floppy Only):
1. Insert a blank disk into DFO:.
2. From your Workbench screen initialize (format) the disk and name it
“KINGSAVE".

PC/Compatibles
Installing to Hard Drive:
1. Insert disk 1 into your 3 1/2” Disk
Drive [RETURN].
2. Type “A:” or “B:” (whichever refers to
your 3%” drive) [RETURN]. Type
“INSTALL” [RETURN]. Now follow
the on-screen instructions. The game
will install to a default directory
named “KING:“.
To play the game at C>, type
“CD\KING” [RETURN]. Now type

IF THE GAME WILL NOT LOAD.. . Your computer must have at least
600K of FREE RAM.
BASE MEMORY PROBLEMS:
After your system loads MS-DOS, your
mouse, sound drivers, and any menu programs,
you must have 600K remaining out of the original 640K of BASE MEMORY. This area of
memory has nothing to do with your HARD
DRIVE or the remainder of your RAM, should
you have more than 64OK of BASE MEMORY.
It is possible that your computer’s operating
system is not setup to allocate 600K of free
BASE MEMORY. This event is usually the reason the program will not load. You can determine how much memory is available by typing
M E M . This will tell you how much free RAM
exists. If the amount is less than 600,000 bytes,
then you will have to free up more BASE
MEMORY.

OPTION 1: FOR MS DOS 6.0, 6.1 or 6.2 users
1) Type “CD C:\DOS” [RETURN].
(This will
move you to the directory where your DOS
files are stored.)
2) Type “MEMMAKBR”.
Follow the options for DEFAULT installation. This will move your MS DOS and other
files to HIGH MEMORY and out of your BASE
MEMORY.

OPTION 2: FOR MS DOS 5 users
The simplest way to free up more BASE
MEMORY is to create a BOOT DISK. The following instructions will create a basic boot disk
that you can use to run the game.
1) Place a blank f l o p p y disk in the A D I S K

2 ) Type “C:” [RETURN]
3) Type “CD C:\DOS” [RETURN].
4) Type “FORMAT A: /S” (this will format a
blank floppy disk and transfer the MS DOS
operating system).
5) When asked for a volume label, hit the
RETURN KEY.
6) Type “CD C:\KING” [RETURN].
7) Type “MAKEBOOT” [RETURN].
This will make a basic BOOT DISK, but it
will not include your MOUSE DRIVERS or
your SOUND CARD DRIVERS.

To install your MOUSE DRIVERS:
Make sure that the BOOT DISK that you
created is in the A DRIVE.

1)

Type “CD C:\MOUSE” [RETURNI.
Note: Not all mice manufacturers setup their

software in the following manner. These directions are for a Microsoft Mouse or an OEM
Microsoft Mouse that has installed all of the
mouse software in a directory called MOUSE. If
these instructions do not work, consult your
mouse installation instructions that accompanied
your mouse.
2) Type “INSTALL” [RETURN] (if INSTALL
does not work, try “SETUP”).
3) Follow the instructions on the screen until it
asks you “Where do you want to install the
mouse drivers?” When prompted, tell it to
install the mouse drivers to you A FLOPPY.
After this is completed, your mouse drivers
will be installed on the BOOT DISK.
If you do not wish to install your sound card
drivers, or you do not have a sound card, skip
the next set of installation instructions and
KINGMAKER
WITH A
proceed to "PLAYING

To install y o u r SOUND CARD DRIVERS;
Make sure that the BOOT DISK that you
created is in the A DRIVE.
1) Type “CD C:\SBPRO” [RETURN].
Note: Not all sound card manufacturers set their
software in the following manner. These directions are for the CREATIVE LABS SOUND
BLASTER PRO sound card. These instructions
assume that your sound card software has been
installed in a directory called SBPRO.
2) Type “INSTALL” [RETURN].
3) Follow the instructions on the screen until is
asks you “Where do you want to install the
sound drivers. When prompted, tell it to
install the mouse drivers to your A FLOPPY.
After this is complete your sound drivers
will be installed on the BOOT DISK.
Playing Kingmaker with the BOOT DISK:
After you have completed creating a BOOT
DISK, you are ready to begin playing Kingmaker.

1) Make sure that the BOOT DISK is inserted
in the A DRIVE.
2) Reboot your computer by hitting the RESET
button, or by holding down the CONTROL,
ALT and the DELETE key at the same time.
3) When the system has finished booting up,
type “C:\KING” [RETURN].
4) Type KING and you are ready to begin!
TROUBLE SHOOTING
(PROBLEMS & SOLUTIONS):
PROBLEM: THE NARRATOR SPEAKS ONE

OR TWO WORDS AND THE VOICE STOPS.
SOLUTION: The SOUND CARD settings that
you have selected in the Kingmaker SETUP
.
.
.
.
.

Locate the SOUND CARD diskette that
came with your sound card.
Put the diskette in your A DRIVE and load
the program that will test your sound card
(please refer to your sound card documentation
for the exact name to type in).
After you run the sound card test, the computer should give you three settings:
1. The IRQ ADDRESS,
2. The INTERRUPT NUMBER, and
3. The DMA #.
Copy these setting down.
Type C:\KING and hit the ENTER KEY.
Type INSTALL. Select the SOUND SETTINGS selection. When it asks for the numbers, enter them in the same order that you
copied them down.
Exit the install program and type KING.
The sound should work normally.
PROBLEM: ONLY PART OF MY SOUND

WORKS.

SOLUTION: If you have checked the settings
for your sound card and they seem to be correct, but your sounds are still only partially
working, you still do not have enough FREE
RAM. Return to the section called “BASE
MEMORY PROBLEMS”.
PROBLEM: MY 3.5” FLOPPY IS MY B:

DRIVE.

SOLUTION: You can install Kingmaker from

your B FLOPPY DRIVE by substituting “B:”
wherever the “A:” appears. However, IBM compatible computers can only RUN from your A:
DRIVE or your INTERNAL HARD DRIVE. If
you have a 5 1/4” FLOPPY DRIVE as your A:
Drive, you will have to make your boot disk on
a 5%” floppy disk.

FACTION SYMBOLS
There are seven different screen elements
from which your Faction can be built.

Offices (which you can give only
to a Titled Noble)

Untitled Nobles

Titles (which you can give to
Untitled Nobles, effectively making them Titled Nobles)

4517 Harford Road, Baltimore, MD 21214
(c)1994 Printed in USA

l

All Rights Reserved

!

I

SYMBOLS MENU
Advanced Battle Screen
Move to Engage the Enemy:
Engage a specific enemy.
Move to Target Area: Move
your troops to a designated area.
Advance to Attack: Attack a
specific battalion.

VICTORY LEVELS
To win Kingmaker, one must control the
last surviving Royal Heir and crown him
Ring (or Queen) of England. Should you
achieve this, your name will be entered on
the “Roll of Honor”, along with a rank
based upon your demonstrated skill in the
recently completed game. These ranks,
from lowest to loftiest, are:
Peasant
Knight
Earl

Stop/Shield: Hold your troops for
further orders.

Baron
Duke
Kingmaker

Other Keyboard Commands:
Alt-X: Quit Game (return to DOS)
Space Bar: End current Noble’s move
Tab: Skip to next Noble

Arrow Keys: Scroll the
Tactical Map

Scoring during the game is tracked automatically by the program. Beginning with
a base score of 100 points, each turn that
passes in which you do not win the game
deducts points from your score. In addition, points are gained for each battle won,
and lost for each battle in which your
forces are defeated. Finally, adjustments
are made to your score for a number of
other factors (such as, but not limited to,
number of factions, use of advanced plague
and/or weather, and order of set-up).
In short, the more difficulty you face in
winning the game, the higher your final
rank on the “Roll of Honor”.
Good luck!

SYMBOLS MENU
Main Menu Screen

Faction Build Screen

Faction Build: Enter the Faction Build menu.

Combine: This joins the highlighted items together with the
highlighted Noble.

Family Tree: Shows the Royal
Heirs.

Disperse: This splits the highlighted items from the highlighted Noble.

Secret Support: This is your
hidden hand in which new Nobles
and Titles are held until you wish
to play them.

Review: This allows you to
review the positions of the Royal
Houses and the Enemy Factions.

Chronicle: This gives you specific information about various
topics.

Proceed: Takes you into the
game.

Review: This allows you to
review the position of the Royal
Houses and the Enemy Factions.

Scroll Up a Noble

Find: This helps you find where
various items are on the map.
Load/Save: This allows you to
load a Saved Game or Save your
current game.
Game Options: This allows you
to view/change the game options,
or to “Restart” the game.
Fresh Horses: This gives you the
ability to move your selected
Noble an extra four moves.

Scroll Down a Noble
Scroll Up a line
Scroll Down a line

(c) 1994 The Avalon Hill Game Company l All Rights Reserved
(c) 1993 U.S. Gold Limited. All Rights Reserved.
Original Board Game (c) 1984 ANDREW McNEIL/T.M. GAMES.
Manufactured and distributed under license

2

INTRODUCTION.. ......................................... .4
Before Y o u Start.......................................... .9
GETTING STARTED.. ................................... .9
Copy Security ............................................ . l l
OBJECT OF THE GAME ............................ .12
THE ROYAL HEIRS .................................... .13
The Royal Houses ..................................... .13
Capturing Royal Heirs.. ............................ .13
Controlling Royal Heirs.. .......................... .16
Crowning Royal Heirs .............................. .17
FACTIONS.. .................................................. .18
The Build Faction Box & Controls.. ......... .19
Building Your Faction.. ............................. .20
RAISING THE STANDARDS.. .................... .24
KNOW YOUR ENEMY................................ .25
CONTROLLING THE ACTION.. ................ .27
The Area Map.. .......................................... .27
Game Controls.. ........................................ ..2 8
THE SEQUENCE O F PLAY.. ...................... .29
Order of Play.. .......................................... ..3 0

THE EVENTS PHASE ............................... ..3 0
THE MOVEMENT PHASE. ......................... 33
Inspect ....................................................... .33
Movement.. ................................................ .34
THE COMBAT PHASE.. .............................. .40
Choosing t o Attack.. .................................. .40
Mercy o r Vengence?. ................................. ..4 4
Advanced Battle.. ...................................... .46
Sieges......................................................... .52
THE PARLIAMENT PHASE ....................... .54
Summoning Parliament............................ .54
Parliament ................................................. .55
THE CORONATION PHASE ...................... .56
Arranging a Coronation ............................ .56
THE REINFORCEMENT PHASE .............. .57
Secret Support.. ......................................... .57
Other Assets.. ............................................
GLOSSARY ...................................................
REFERENCE ...............................................

.58
.59
.61
3

INTRODUCTION
cene 4 of Act II of Henry VI,
Part One by the English poet
and playwright William
Shakespeare is one of high drama.
In this evocative scene, six powerful
lords of medieval England stand in
the Temple Gardens. Richard, Duke
of York, has just challenged his
rival, John Beaufort, Duke of Somerset, over matters of State. Beaufort-foremost of those who surround the Ring at Court and guide
his actions-can barely restrain his
anger. The two have recently
argued loudly in the Hall, each trying to persuade the other nobles of
England of the righteousness of
their case. But those present cannot agree upon a clear winner in
the debate.
Determined to resolve the issue,
York plucks a white rose from a
nearby bush, and declares that
those who support him should do
likewise. Echoing this emotional
display, Beaufort picks a red rose

S

4

and calls for his supporters to do
the same.
In vain, an undistinguished noble
named Vernon pleads with both
headstrong lords to accept that “he
upon whose side the fewest roses
are cropp’d from the tree shall yield
the other in the right opinion”. The
nobles are drawn into their factions;
the Earl of Warwick, Vernon and an
unnamed lawyer take the white
rose, while the Earl of Suffolk alone
sides with Beaufort. Realizing how
matters have turned and too proud
to yield, Beaufort almost draws his
dagger there and then to end the
looming squabble. The scene ends
with these ominous words by
Richard to his own supporters:

In four linked plays, Shakespeare
portrays the “Wars of the Roses”
(1450 through 1490) as a period of
treachery, murder, fearsome
vengeance and bloody battle among

the great nobles of the land. For
those who lived in Shakespeare’s
day-a century after these events
unfolded-the wars were viewed as
a time of violence, devastation and
anarchy in their beloved England.
Only when Henry Tudor killed
Richard III at Bosworth did these
evil times come to an end.

Elizabeth I, faced the opposition of
some powerful northern lords.

To promote their right to rule, the
royal Tudors claimed they were the
legitimate heirs of the Plantagenets. Henry Tudor was indeed
related to Henry VI (see the lineage
shown on the chart of family trees
found in the “Historical Manual”).
The victorious Tudors-whose Certainly, they were the last chamfaithful propagandist Shakespeare pions of the Lancastrian cause, all
certainly was-had a vested inter-’ others having fallen. Too, in fulfillest in portraying the Wars of the ment of pledges: to his Yorkist supRoses in this way. His popular plays porters, Henry married Elizabeth of
reminded anyone considering rebel- York, symbolically uniting the warlion that loyalty to the crown might ring factions. In this way, the culmibe the lesser of possible evils. Henry nation of the wars could be porTudor had taken the crown from trayed as the legitimate victory of
Richard III’s head and his new Lancaster over Yorkist usurpers,
dynasty was precariously seated along with a reconciliation with the
upon the throne of England. This defeated through an act of dynastic
new king, Henry VII, faced open union. The Red and White roses,
revolts in the field and his reign and hence all England, were as one
was troubled by a succession of con- at last.
spiracies; Henry VIII felt the grumblings of rebellion; even “Good
Queen Bess”, known to history as

One of the great castles of the Northern
Marches and a seat of
the Percy family, the
fortress featured prominently in the northern
campaigns of 1461.64.

5

The home of the Fitzalan family played no
major part in the Wars.
The castle on the site
today is of a considerably more modem vintage.

It is typical of the Wars of the
Roses that this brief, simple explanation has passed into popular
belief. Much of what we know-or
believe we k n o w - h a s b e e n
obscured behind symbols and legend, without much basis in fact. The
emblems themselves, for example,
are primarily a playwright’s fancy.
The “War” of White and Red Roses
was not an allegory understood at
the time of the struggle itself. In
fact, the symbols were themselves
rarely used by the two factionsEdward IV is better known for his
symbol of the “Sun In Splendor,”
while Richard II fought under the
banner of the “White Boar”.
It is equally confusing to the modern American student (or game
player) to discover that the Lancastrians held extensive estates in
Yorkshire, while the Yorkists were
strongest in the Midlands! In fact,
the entire history of the period is a
confusing jumble of names (there
are altogether too many Prince

6

Edwards!!!), titles, places and dates
presented against an ever-changing
background of treachery and political chicanery. And barely half of
what you read is factual..

Since Shakespeare’s day, popular
perception of the Wars of the Roses
has been confused by the propaganda of partisan supporters of the
White or the Red, or by those who
see the whole affair as a minor
dynastic squabble. It is true that
their significance in the history of
the art or practice of warfare is
small. And while the Wars were not
the general bloodbath Shakespeare
described for the Elizabethan stage,
the royal house of Plantagenet was
wiped out...along with other noble
dynasties beside. Modern historical
research, however, has shown that
the era was no better nor worse than
those that came before and after.

But it is far too easy to trivialize
the Wars. Like all civil conflicts,
they were savagely contested. They
were marked by a ferocity and brutality practically unknown in the
history of England before or since.
Although the various battles were
often small, and most victories owed
more to treachery or accident than
to skill or force of arms, blood was
spilled freely. (Though one foreign
commentator remarked that the
English fought very curious wars:
“...once they have gained a battle,
they do no more killing, especially
of common people.“)
A number of victories were celebrated by the beheading of captured leaders, especially as the
Wars progressed. This can be
traced to the fact that the several
campaigns were primarily a struggle between opposing factions,
vying for political power with no
sweeping or revolutionary ideals at
stake. Although the Yorkists
claimed a constitutional cause for

their revolt, both sides were cut
from the same political cloth.
The intermittent struggle that
spanned the reigns of Henry VI,
Edward IV and Richard III was also
characterized by the way many local
disputes between various noble
Houses were fought under the banner of the continuing “Civil War”. In
the far north, the Nevilles and the
Percies had been bitter rivals for
centuries. The victory of the Yorkist
cause in the north was really the
triumph of the House of Neville at
the expense of the House of Percy.
In southwest England, an interminable feud between the Courtenay Earls of Devon and the upstart
Bonville family drew major players
into the Wars, who sided with their
supporters in a local dispute over
lands and titles.
For those nobles bold enough, the
Wars of the Roses provided opportunities for advancement and accumulation of power as established families fell by the wayside and local

An unfortified town in
the Midlands, west of
Leicester.

Another of the great
northern castles, this
fortress is given to
whichever noble is
granted the Office of
Warden of the Northern
Marches. The castle was
an important target during the Northern Campaigns of 1461-64.

rivals were slain. The tragic story is
epitomized by the tale of Richard
Neville, Earl of Warwick, the man
immortalized as the “Kingmaker”.
Warwick used his power, the
patronage at the command of his
wealthy family, and the desperate
times to promote Neville interests,
even while he strove to put Edward
on the throne. Then, having
achieved all this-at the high point
of his career-Richard Neville and
Edward IV parted company. The
Kingmaker went to war against his
King, only to die on the battlefield
at Barnet in April 1471.
Powerful English nobles had
acted against the ruling house
before; indeed, when they had conspired together against King John
they were called heroes. But the
convoluted plots and campaigns of
the likes of Warwick, Somerset, de
la Pole and Stanley marked the
beginning of the end for the feudal
barons, who had treated their kings
like puppets. On a social level, the

8

upheaval focused the growing dissatisfaction among the commoners
to hereditary loyalty to any nobility
and fostered a desire for a sound,
stable and effective central government by the crown.

Q@
In KINGMAKER, the chaotic
spirit of the age is captured perfectly in a game of factional politics
and bloody warfare. The object is to
control the last of the eight rivals of
the royal houses of Lancaster and
York for the throne of England. To
accomplish this, you will maneuver
an ever-changing group of nobles in
order to seize and promote one of
these royal heirs while simultaneously eliminating all other rivals.
Can you place your candidate upon
the throne? Or will you end, as so
many nobles did, bent beneath the
headman’s axe.. .

his manual provides all the
information you need to play
KINGMAKER. It is written
assuming you are playing with a
mouse, in VGA, on an IBM-compatible
PC, with the game stored on your hard
drive. (For Amiga format, consult the
Quick-Start Reference Folder.)

T

Before You Start
Check that your game box contains
the following items:
l 3 Disks
l 2 Manuals
l Quick-Start
Reference Folder
l Player Aid Sheet
You can now install KINGMAKER
on your computer’s hard drive. [Please
follow the instructions on the QuickStart Reference Folder.]
Sound
Select the sound options appropriate
for your machine. The music will run
on AdLib/SoundBlaster
or Roland; the
FX run on SoundBlaster
or Roland;
digitized speech is only available on
SoundBlaster.

GETTING STARTED

his manual contains all the
instructions you need to play
KINGMAKER. [The basics
are also summarized on the Reference
Folder.1 All the game’s major functions
can be accessed with the mouse,
although you do need to use your keyboard as well. There is an on-line help
facility (termed “Autohelp” hereafter)
for use during play.
From Start-Up, you are taken
through a short introduction, conducted by William Shakespeare. You
can hit any key to escape.
New/Saved

Game

Menu

You are now presented with this
menu:
New Game
Saved Game
Select New Game to start afresh.
Select Saved Game to restore a
game previously saved to disk.

This famous Roman spa
in the west of England
lies close to Bristol.

Number of Factions

This is a Royal Castle
and port on the island
of Anglesey, off the
northwestern tip of
W&S.

Selecting New Game brings up a
second menu, which asks you to select
the number of Factions you will face in
the game.
1 Faction (easy)
2 Factions
3 Factions
4 Factions
5 Factions(hard)
The more Factions the computer controls, the tougher the game becomesalthough the computer-controlled factions will compete against each other
just as fiercely as they compete against
you. The Roll of Honor rewards victory
against large numbers of Factions with
greater glory.

Difficulty Level
A third menu asks you to set one of
two difficulty levels:
Allocate Blind (hard-you place first)
After Computer (easy-you see
where all other Factions have placed
their forces before you place yours)
10

Allocate Blind forces you to place
your Nobles on the map in ignorance of
the actions of the computer-controlled
Factions.
If you select After Computer, you
see the computer-controlled Faction(s)
appear on the map before you make
your own dispositions. This allows you
to see which Royal Heirs are most at
risk of capture by your opponents, and
where the enemy are strongest.

Advanced Options
You are next asked to set or reject two
Advanced Game options-Advanced
Weather and Advanced Plague-and
the level of Autohelp. The Advanced
Game options affect the way the game is
played, although neither adds to the difficulty. Use the buttons to toggle these
options on or off.
Advanced Weather is checked at
the beginning of the player’s turn. The
computer determines whether this is to
be a Fair Weather or Bad Weather
Turn. In Fair Weather, the game proceeds as normal. In Bad Weather, the
following restrictions apply:

(a) Armies move only 3 areas per
Turn.
(b) No Combat or Sieges are possible.
(c) Storms at Sea occur more often,
and can sink Ships.
With Advanced Plague, infection
can break out anywhere, not just in
towns. Plague spreads along roads,
through ports, and into. Towns and
Cities. Death is no longer automatic,
but anyone caught in a Plague area has
a 25% chance of being killed.
Select On/Off for each option.

Autohelp
KINGMAKER features an on-line
help facility. Before the game begins,
you must decide if you wish to activate
it. As with the Advanced Weather and
Advanced Plague options, use the
appropriate button to toggle Autohelp
on or off. If activated, at select
moments during the game, messages
will appear on the screen offering you
instructions on how to play and suggestions on how to play well. The action

pauses so that the player may read
these at his leisure. When ready to proceed with the game, click on the Right
Mouse Button.

Animation
Finally, players may use the On/Off
toggle to suspend the on-screen animation for certain events (notably, the execution sequence). These graphics play
no role in the game, and are intended
for entertainment purposes only.

This magnificent castle,
east of Nottingham, is
one of those belonging
to the Roos family.

Having completed your game set-up,
click on the Exit button. KINGMAKER now completes loading.

Copy Security
At selected intervals during the
game, you may be asked to pass a
Copy Security Check. Your computer
displays a picture of a City, Town or
Castle featured in the game, along with
a range of page numbers. All the Towns
and Castles featured in this way are
listed, with their pictures, in this manual. Find the correct Town/Castle, and
enter its name at the prompt.

11

OBJECT
OF THE GAME

This vital city in the
west of England is also

a major port.

12

n KINGMAKER, you control a Faction of power-hungry nobles and
I their supporters. Your objective is to
control the last Royal Heir in the game,
and to crown him King (or Queen, in
the case of Margaret of Anjou) of Eng
land. In other words, you’re not trying
to become King yourself, but to be the
power behind the throne, the ultimate
puppet-master.
To achieve this, you must:
(a) capture and control a Royal Heir;
(b) eliminate all his/her rivals; and
(c) have your Heir crowned King in a
Cathedral Town or City by an Archbishop or two Bishops.
In addition to the Noble members of
your Faction, you may control “Assets”
(such as Offices of the Crown, Mercenaries and Ships). Other Nobles and
Assets are gained during the game,
which you may either bring into play at
once or keep hidden, ready to be produced at a vital moment.

Of course,. in the meantime, the
opposing (computer-controlled) Factions are trying to do the same thing.. .
Roll of Honor
KINGMAKER includes a Roll of
Honor, which carries the names and
ranks of those players who have best
fulfilled their destiny. You may enter
your name on the Roll of Honor if you
successfully complete the game.

THE ROYAL HEIRS

Capturing Royal Heirs

ecause the Royal Heirs are the
key to success or failure in the
B game, it’s important you understand how they work before you deploy
your Assets at the beginning of the
game. The quick capture of a Royal
Heir can pay rich dividends as play
unfolds.

Royal Heirs are captured when
Nobles from a Faction occupy the same
area on the map. If the Heir is accompanied by another Faction’s Nobles, the
enemy must be defeated in battle
before the Heir can be captured. (See
the chapter on Combat to find out how
this works.)

The Royal Houses

If the Royal Heir occupies a City,
Town or Castle, that place may have to
be captured by Siege. (This is covered
in detail in the section on Sieges.) However, since you may need to overcome a
Castle early on in the game in order to
capture a Royal Heir, the basic idea is
presented here.

Here are nine potential heirs to the
throne of England. These are:
* House of Lancaster

Henry VI
Margaret of Anjou
Edward, Prince of Wales
Beaufort, Duke of Somerset”
0 House of York
Richard, Duke of York
Edward, Earl of March
Edmund, Earl of Rutland
George, Duke of Clarence
Richard, Duke of Gloucester

The total Troop Strength of the
Noble(s) trying to capture the Royal
Heir must be equal to or greater than
the Town/Castle’s garrison. The example on the following page should make
this clear:

The Duke of Somerset
is a Noble who can
become part of a Faction (either player or
computer-controlled).
If
all the other Lancastrian
heirs to the throne are
dead, Beaufort may be
crowned
King. In
effect,
Beaufort i s
fourth in line in the
Lancastrian succession.
However, if the only
other heir still alive is a
crowned Yorkist heir.
the faction controlling
the Yorkist wins the
game, no matter what
Beaufort’s status is.
In all other respects,
Beaufort performs like
a normal Noble.
l

One of the many royal
castles built after the
subjugation of Wales.
On the northern coast
of the principality, it is
gained by whichever
Faction controls the
Office of Chancellor of
England.

In every game, the Royal Heirs start
in the same places. These locations are
listed here, along with their garrison,
any other Troops who might be there,
and the name of any Office which
grants ownership of that place to the
Noble who possesses the Office. The
Royal Heirs at the beginning of the
game:

Edward, Earl of March, is in Harlech,
which, like all Royal Castles, has a garrison of 200 men. The Percy faction
wishes to capture him. Percy himself,
and Constable
Earl of Northumberland
of Dover Castle, is accompanied by
Stanley. Percy has 100 Troops from his
own household and 50 men by virtue of
being Constable of Dover, while Stanley’s contribution is another 50 Troops.
That gives Percy a total Troop Strength
of 200. He can besiege Harlech and-when it falls-will capture Edward.

Note that every Castle, City and Fortified Town has a Garrison, although
strengths may vary.
14

Henry VI (London): ‘The capital is
controlled by the Constable of the
Tower, who can seize Henry directly.
Otherwise, London must be besieged by
a force of at least 300 troops-more if
another faction has troops in the City
(and whoever controls the Constable of
the Tower has at least 250).
Margaret of Anjou (Coventry): this
Fortified Town must be besieged by a
force of at least 200 troops-more if
another faction moves troops into it.
Edward, Prince of Wales (Kenilworth): this Royal Castle must be
besieged by a force of at least 200
troops-more if another Faction has
troops in the Castle.

Beaufort, Duke of Somerset: as mentioned above, Beaufort is a special case,
and enters the game as an ordinary
Noble.
Richard, Duke of York Work): This
City is controlled by the Archbishop of
York, who can seize Richard directly.
Otherwise, York must be besieged by a
force of at least 300 troops-more if
another faction has troops there (and
anyone who controls the Archbishop
has at least 30).
Edward, Earl of March (Harlech):
This Royal Castle is controlled by the
Marshal of England, who can seize
Edward directly. Otherwise, Harlech
must be besieged by a force of at least
200 troops-more if another faction has
troops in the Castle (and whoever controls the Marshal has at least 100).
Edmund, Earl of Rutland (Ireland):
the “Emerald Isle” is controlled by the
Lieutenant of Ireland, who can seize
Edmund directly. If no faction controls
the Lieutenant, Edmund can be seized
with a minimum force (provided you
have a ship) since there is no garrison
protecting the Earl. However, if
another Faction controls the Lieu-

tenant of Ireland, and sends him over
to guard Edmund, that Noble has at
least 250 troops at his disposal in Ireland, and must be defeated in Battle
before Edmund can be captured.
George, Duke of Clarence (Cardigan): This is an Open Town, with no
garrison. Whoever reaches the town
first can seize Clarence.
Richard, Duke of Gloucester
(Calais): This Town is controlled by
the Captain of Calais, who can seize
Edmund directly. Otherwise, Calais
must be besieged by a force of at least
200 troops-more if another faction has
troops in the Town (and anyone who
controls the Captain of Calais has at
least 350). Furthermore, the besieging
force needs to be transported by Ship to
reach it. Because of these factors,
Richard is often not captured during
the game, but dies when the Plague
reaches Calais.

Initial Strategy

The seat of the most
important Archbishop
in the English Church,
it is also a vital town on
the road leading southeast from London, and
is close to several ports.

Planning the risk-free capture of a
Royal Heir is one of the most important
parts of the game’s opening Turns. Your
Faction’s opening dispositions and
moves should be geared primarily
towards the capture of at least one
Royal Heir. Choosing the right one is a
question of balancing a number of variables-how close are members of your
faction to the Heir? How close are the
forces of opposing Factions? How well
guarded is the Heir? Is there a Noble in
play who can capture the Heir easily by
virtue of an Office they hold?
For your first few games, the best
strategy might seem bewilderingly
obscure. Until you get used to the
game, set yourself a simple goal, and
work for it. You’ll soon get used to the
advantages of certain combinations.
For example, Neville, Earl of Warwick,
can start the game close to Kenilworth,
Cardigan or York. He has 50 Troops
automatically. On his own, he can capture Clarence in Cardigan, unless Herbert can beat him there. With another
150 Troops assigned to him, he can cap-

16

ture Kenilworth and the Prince of
Wales. With 250 extra Troops, he can
capture York in the first Turn; or he
can enter the City freely if the Faction
controls the Archbishop. This flexibility
makes Neville a very powerful Noble.

Controlling Royal Heirs
Having captured a Royal Heir, a Faction can begin the process of eliminating their rivals and having that Heir
crowned King. Each faction may control more than one Royal Heir, but may
not control Heirs from both royal
houses (Lancaster and York) for more
than two consecutive Turns. After that,
one or the other Heir must be executed.
A Faction may execute any Royal
Heir it controls at any time. You are
asked if you wish to execute an Heir at
the point at which he or she is captured. Thereafter, click on the Heir’s
name in the Family Tree display and
you are asked if you wish to execute
him or her.
When you capture Royal Heirs, they
are assigned to one of the Nobles in the
Army. The royal captive now follows

your army, and is in your control until
captured or killed. The presence of a
Royal Heir alongside your army brings
a small benefit to its combat abilities,
but otherwise he is just a target for the
other Factions to pursue. Make sure
you protect your Royal Heir(s) with
ample forces-allowing for even the
most unlikely mishap.

Crowning Royal Heirs
To win the game, you must control
the last, crowned Royal Heir. This
implies two actions. First, the last surviving Heir must have been crowned
Ring, and, second, you need to see the
other Heirs killed.
Some may die at the hands of your
enemies. Others may fall into your
hands through victory in Battle or
Siege. As you capture Royal Heirs, you
must judge when the moment is right
to execute them. Since you become
biased towards one of the Royal
Houses, some decisions are easy. On
the other hand, knowing when to “lose”
a second member of the same Royal
House is more tricky.

The second task ahead of you is to
arrange the Coronation of one of your
Royal Heirs. Royal Heirs can be
crowned only in the order of succession
for their Houses. Margaret of Anjou, for
example, can only be crowned “Ring”
once Henry VI is dead, and Edward,
Prince of Wales can become Ring only
after she joins her husband in the
grave. Note that it is quite possible for
there to be two Rings, a Yorkist and a
Lancastrian at the same time.
In addition to this rule about seniority within each House, there are other
conditions which must be met for a
Coronation to take place.
(a) The Heir must occupy a Cathedral.
Several Towns and Cities have
Cathedrals, from mighty London
and York, through lesser Towns like
Lincoln and Exeter, down to small
centers like Salisbury or St David’s
(b) The Heir must be accompanied by
at least one Noble of your Faction.
(c) The Heir must be accompanied by
at least one Archbishop or two
Bishops.

17

If these conditions are met, your
Royal Heir is automatically crowned
King.
Once you control a crowned King,
you have the power to call Parliament.
This may allow you to give additional
Assets to your Faction’s Nobles. This
power only resides in a King’s Faction
when there is but one King-if there is
a rival monarch, the Chancellor has
this power instead.
On the minus side, a sole crowned
King can be pulled to different parts of
the country to meet Embassies from
foreign lands. This can be very awkward, since it can disrupt your plans
and divide a secure army into two
smaller, defeatable forces. (The fact
that Henry VI starts the game as the
sole crowned King can lead to a situation where he is called away from London to an unfortified town, making him
easy to capture.)

18

FACTIONS

efore the bloody struggle for the
Crown can commence, you need
to know who your supporters
are, and what resources you have. At
the beginning of the game, you are presented with a display like this:

B

Key:
1 All-Britain Map, showing places

associated with your Faction
2 The Build Faction Box, showing
the Nobles in your Faction
3 Faction Build controls

The All-Britain Map shows all of
England and Wales, the Scottish Borders, plus the Irish and French coasts.
This is where the action takes place.
Several Cities, Towns and Castles may
be picked out in different colors. Gold
locations are Castles belonging to the
Nobles of your Faction. White dots
mark various locations connected with
Assets under your control. The white
and red squares with black crosses
show the locations of Royal Heirs.

In the Build Faction Box and
Controls at the top right of the screen
there is a list of Nobles, some with
Titles, and others not. These are the
initial members of your Faction. The
display shows their name, their title (if
any) and the number of troops under
their immediate command at that
moment.
There should also be a cursor, which
you can position with the mouse
pointer. To scroll up or down, click the
Left Mouse Button on one of the but-

tons in the first row under the Build
Faction Box. In order, these are:

ma

Scroll up a Noble

mm Scroll up a Line
m

Scroll down a Line

CM Scroll down a Noble
You can also position the Cursor by
clicking on one of the locations marked
in white or gold on the map. If London,
for example, is marked white, click on
it and the cursor moves to show the
Office of the Constable of the Tower, an
Asset which grants possession of the
City to whichever Noble is given the
Office.

A s t r a t e g i c a l l y vital
cathedral town in the
far north of England, at
the furthest reaches of
the road network, it is
controlled by whichever
Faction gains the allegiance of its Bishop.

During the game you can return to
the Build Faction Box and Controls
display by clicking on the Faction
Icon.

19

Building Your Faction
Your first task as a Kingmaker is to
allocate the Assets you have been given
to these Nobles. Click on the Noble Up
button a few times, and you scroll up to
the list of your Assets.
An important cathedral
town in the northwest
of England, it is gained
by whichever Faction
controls the Office of
Chamberlain of the
County Palatine. The
town is connected-via
Shrewsbury-to the
main road network.

20

Each Faction begins with a random
assortment of forces. Depending on the
number of computer-controlled Factions you chose during the start-up
sequence, you have 6-18 Nobles and
other Assets available. Some, such as
the independent towns, are not featured on this list, but are in your possession on the main map.
Number of Factions
(including Player’s)

Assets

2
3
4
5
6

18
12
9
7
6

There are eight different elements
from which your Faction will be built.
These are:
Titled Nobles

Titles (which you can give to Untitled Nobles, effectively making them a
Titled Noble)

Offices (which you can give only to a
Titled Noble)

Archbishops & Bishops

Mercenaries

Ships

Each Asset is listed by its name, and
several have a numerical value
attached-these are the Troops which
that Asset automatically and permanently bestows on the Faction. Other
benefits may also come from possessing
that Asset.
Independent Towns under your control are not shown in the Faction Box.
Instead, your Faction’s flag is placed
above the town on the Area Map.
You can learn more about any Noble
or Asset by positioning the mouse
pointer over its icon (the pointer
changes shape to a Question Mark as
you do sol. Click the Left Mouse Button. You can now read the Chronicle
information about that item.

Once you are satisfied that you
understand the strength of the Assets
in your Faction, you must allocate
these to your Nobles. A Noble may only
have one Title, and only Titled Nobles
may have Offices. Apart from that, you
can combine these forces as you wish.
Select a Noble by clicking on his
name with the mouse pointer; he
becomes highlighted, and the Castles
which he possesses flash on the AllBritain map.
Now you can allocate your resources
to capture Royal Heirs and to frustrate
the enemy. No one strategy in KINGMAKER works better than others, so
you should group your resources in
pursuit of a number of key goals- the
rapid capture of Royal Heirs, regional
supremacy, and security.

An unfortified town and
port of the south coast
of England.

A castle on the Welsh
border belonging to the
Fitzalan family.

22

Locating Royal Heirs

Allocating

The All-Britain Map shows the
starting locations of the Royal Heirswhite dots for the Yorkists, pink dots
for the Lancastrians. You’ll see the
Yorkist Rutland in Ireland, and two
Lancastrians in the Midlands-Prince
Edward and Margaret of Anjou.

Having selected a Noble, scroll
through-the list of your Faction’s
Assets (or select white locations on the
map which are close to your Noble’s
castles). Click on an Asset; it is highlighted and any places on the map
associated with that Asset start flashing. You can select further Assets in
the same fashion. When you have
selected the Assets you wish to allocate
to that Noble, click on the Combine
button.

As discussed above, if one of your
Nobles starts the game close to a Royal
Heir, you may wish to ensure he has
sufficient strength to capture the Heir
at the beginning of the game. For
Clarence, just 10 men can do it; for
Prince Edward, you need at least 200
to overcome the garrison at Kenilworth. You can ‘tour’ these locations
using the Review button (see page 23).

Assets

The list automatically reconfigures
so that the Assets you have allocated to
a Noble are listed directly under his
name. Do the same for the other Nobles
in your Faction. If you make a mistake,
or you’re unhappy with the way your
forces are allocated, you can click on a
Noble and the Disperse button to
break up that grouping.

The aim is to allocate all of your
Assets to the Nobles in your Faction.
However, you may not be able to allocate all the forces at your disposal. For
example, you may have an Office left
over, and no Titled Noble to give it to.
This is unfortunate, and there’s nothing you can do about it. The Asset is
placed in Chancery when you finish
building your Faction. In all other
cases, you see a warning if you try to
leave the Build Faction Phase without
having allocated all your forces.
Enemy

Factions

If you selected Allocate Blind as a
pregame option, you must place your
forces in ignorance of the whereabouts
of the enemy. Your first chance to see
what opposition you face will come during the first turn.
If, however, you selected After Computer, you will have seen the other
Factions place their forces before you
start. This could affect your choices. If
it looks as though an enemy Faction
has the means to capture a Royal Heir
before you, then you should change

your plans. You might also want to
avoid starting a Noble in a part of the
country swarming with enemy troops.
Reviewing

Enemy

Factions

You can review the dispositions of
the computer-controlled Factions by
pressing the Review icon. This function is only available if you chose to
deploy after the computer.

Select to view one of the enemy Factions, or the Royal Heirs. You are given
a “guided tour” of each Faction you
select, working through the Nobles oneby-one.
Use Review to take note of where
enemy Nobles are, and where their
strengths lie. What Royal Heirs are
they likely to move after? How easy is
it for them to combine their forces? Is
there an option for your faction to
pounce on an isolated Noble?
Click the Right Mouse Button to
return to the view.

Starting

This castle in Yorkshire,
south of York and commanding both the roads
leading south from that
city, is the home of the
Clifford family.

Locations

When you have completed allocating
your forces, click on the Proceed button. Select a starting location for each
Noble in turn-their Home Castles are
the flashing [gold] “spots” (other locations associated with them through
Offices, etc are shown in [white]). Position the cursor on it and click the
mouse button to select a Castle.

RAISING
THE STANDARDS

fter you click on the Proceed
Icon, your Faction raises its
A standard, proclaiming its candidacy for power. It is 1453 and Margaret of Anjou has just produced an
heir for Henry VI. The Yorkists see
their chance to seize the throne slipping away. The times are out of joint;
“let slip the dogs of war. ."
The other Factions, your opponents
in the race for power, raise their stan24

dards likewise. Depending on which
option you selected at the start, they
show their hand either before or after
you have deployed your forces.

Observing the Enemy
You can keep an eye on the other
Factions using the All-Britain Map
(which shows the location of each army
with a dot of its Faction color) and the
Review option.

•B
Click on the arrow in the bottom left
corner of the small map in the Information Box (click the Right Mouse Button to make this visible). This brings
up the All-Britain Map, showing the
location of enemy forces and unclaimed
Royal Heirs.
You can also click on the Review
icon on the main panel (see page 28).
This works exactly the same as the
Review in the Build Faction display
(see page 23).

The Family Tree
You can also gain intelligence about
the Royal Heirs through the Family
Tree icon.

KNOW YOUR ENEMY
epending on the option you
selected at the beginning of the
game, your Faction is opposed
by 1-5 other Factions, equally determined to seize unchallenged power.

ID

Identifying Factions
This lists the Royal Heirs, by House,
in their order of precedence. Where a
Royal Heir has been killed, his or her
name is “crossed-out”. Where a Royal
Heir has been captured by a Faction,
this is indicated by a bar in the color of
that Faction under the Heir’s name. If
a Royal Heir has been crowned Ring,
this is indicated by a Crown beside his
or her name.

Throughout the game, each Faction’s
resources are marked by a single color.
The player’s Faction is always green.
Each Faction’s color is used to signify:
(a) The Faction to which a Noble
belongs; the background color
behind their shields is the same as
their Faction’s,
(b) Cities, Towns and Castles controlled by that Faction, which are
marked by a flag of the appropriate
color on the map.
(c) Royal Heirs captured by the Faction
(on the Family Tree).
In addition, the most senior Noble of
the Faction gives his name to the Faction as a whole-messages will speak
of “Percy’s Faction”, or “Mowbray’s Faction”, for instance.

Another of the great
Royal Castles of northern Wales, this fortress
is gained by whichever
Faction controls the
Office of Chancellor of
the Duchy of Lancaster.
The extra troops gained
by the Noble holding
this office when within
three areas allows him
to command this pan of
Wales, and may provide enough troops to
seize Edward of March
from Harlech.

Computer-controlled
Factions
Computer-controlled Factions have
the same goals as you. They try to control one Royal Heir, and eliminate all
others. To do this they need to defeat
enemy Factions.
south coast of England,
near Weymouth, is the
bastion of the Beaufort
family.

Each Noble in a computer-controlled
Faction is rated for his Aggressiveness,
Mercy and Ambition. As you play, you’ll
appreciate how Nobles display different
degrees of each attribute. If you read
through the historical information in
the Historical Manual, you can work
out for yourself who are the bloodthirsty, grasping ego-maniacs.,
Aggression measures the extent to
which the Noble is prepared to take
risks in seeking battle. Aggressive
Nobles fight more battles when the
odds are less heavily stacked in their
favor. They also take greater personal
risks in combat.
Mercy measures the extent to which
the Noble is prepared to temper his
Ambition and Aggression with a measured and less bloodthirsty attitude

26

towards his opponents. This particularly affects how the Noble deals with
prisoners.
Ambition dictates how readily the
senior Noble in a Faction seeks and
uses the instruments of State-Coronations and Parliament-in pursuit of his
goal.
The computer checks the attributes
of Faction Leaders or local commanders
whenever it is deciding how the Factions it controls will behave.

What are they up to?
As previously stated, you can Review
the whereabouts of all or some of the
Nobles in different enemy Factions by
clicking on the Review icon of the
Build Faction display.

Faction Rivalry
The computer-controlled Factions
have their programmed priorities
(which aren’t so very different from the
player’s). However, during the game,
these may become unbalanced by specific rivalries between Factions.

Each computer-controlled Faction
records the injuries done to it by other
Factions (including the player’s). Each
Battle fought in&eases the Rivalry
between its participants. The execution
of a Noble can increase it even more.
These Rivalries become sharper and
more intense as the game goes on. The
computer-controlled Factions seek out
enemy Factions with whom they have
the most intense Rivalry, looking for
revenge.. .

CONTROLLING
THE ACTION
During the any phase of the player
Turn

you

have

the

option

-

to

inspect areas in detail. During
the computer Faction’s Turn, you will
see their forces move.

The Area Map
Play now switche s to the Area Map
display. This appears as follows:

Game Controls
On the right of the screen, there is
an Information Box, and the following
icons.

This Royal Castle and
port on the coast n f
southeast England is
controlled by whichever Faction gains the
office of Constable of
Dover Castle.

3 Secret Support

1 Faction Build
This returns you to the Faction Box,
where you can make changes to your
Faction’s line-up. You can also use
the Review function to observe where
other Factions have their armies, and
where the Royal Heirs are.
2 Family Tree
You can gain intelligence about the
Royal Heirs through the Family Tree
icon. This lists the Royal Heirs, by
House, in their order of precedence.
28

Where a Royal Heir has been killed,
that character’s name will be “crossedout”. Where a Royal Heir has been captured by a Faction, this is indicated by
a bar in the color of that Faction. If a
Royal Heir has been crowned Ring, this
is indicated by the Crown beside his
name.

During the Reinforcement Phase of
the game, Factions may be joined by
additional Nobles. These can be brought
into play on later turns through the
Secret Support button. See the chapter on Reinforcement.
4 Chronicle
Use the menus to discover detailed
information about various parts of the
game. Click on the item you wish to
read.
5 Review
This allows you to discover the
whereabouts of Royal Heirs and enemy
Nobles. (See page 24.)

6 Find
Use this to track down Nobles, Royal
Heirs, Bishops, Towns or any other
item.

7 Load/Save Options
You can store up to eight saved
games on your hard disk. Click on a
line to highlight it, type in a unique
name, and Return. Click on “Save this
Game” and return to play.
You can also “Load a Saved Game”
from here.

8 Game Ootions
From here you can Restart the game
(return to the New Game option), Quit,
Toggle the Sound and Animation (see
page 11) On/Off and alter the AutoHelp setting (click on the button to
cycle through the options).
9 Fresh Horses
This records how many Fresh Horses
your Faction has. See Movement for
the way to use Fresh Horses in the
game.

THE SEQUENCE
OF PLAY
lay continues in turns, until one
Faction achieves the Victory
Conditions-namely, control of
the sole remaining Royal Heir,
Crowned King of England.

P

In each Turn, each Faction proceeds
through up to six phases, namely:

This, near Ipswich in
Suffolk. is one of the
five castles possessed
by the Mowbray family.

Events Phase: the vagaries of chance.
Movement Phase: your chance to
move all or some of your forces.
Combat Phase: all battles and sieges
are resolved.
Parliament Phase: The King (if there
is only one) or the Chancellor may
summon Parliament (see page 54).
Coronation Phase: The first Royal
Heir in order of succession from either
Royal House may be Crowned.
Reinforcement Phase: Each Faction receives additional forces, which
may be allocated immediately or kept
hidden.

29

Order of Play
The Faction controlling the Office of
Chancellor of England moves first, followed by the others in rotation. Should
the Chancellor’s Office not be in play,
the most senior cleric from the following list determines which Faction
starts first.
Archbishop of Canterbury
Archbishop of York
Bishop of Durham
Bishop of Carlisle
Bishop of Lincoln
Bishop of Norwich
If this does not decide the issue, the
faction with the greatest number of
permanent troops moves first.

E EVENTS PHASE

lagues, emissaries from foreign
lands, storms at sea, raids,
revolts...a turbulent world is
turning while you and your rivals
squabble over the throne.
During this phase of each Faction’s
Turn, you are kept informed of Events

P

30

in the kingdom through the Information Window in the top right of the
screen.
Events can create opportunities, or
rob a well-planned strategy of a vital
component. Watch them carefully. It is
possible for there to be No Event during a Faction’s Turn. Some Events
affecting enemy Factions are kept
secret from you.
The different types of Events are
listed here, along with their effects.

Plague
Plague strikes at one or more Cities
and Towns. Any Noble and/or Royal
Heir in that Town is killed immediately. The Plague does not affect the
surrounding countryside, though it will
affect any Port attached to the Town.
Before the game, you can toggle on
the Advanced Plague Rules. Under
these Rules, Plague can break out in a
Port at any time. Once it does, it
spreads widely, area by area. It moves
fastest along the coast, port to port,
and into areas which contain armies.

Any Noble, Royal Heir, Archbishop
or Bishop who spends any part of a
turn in an area affected by Plague
under the Advanced rules may contract
the disease and be slain. In addition,
Mercenaries may desert if their leaders
insist on trying to pass through plagueinfested regions.

Storms At Sea
Storms drive all Ships at sea into the
nearest Port at once (obviously, if a
Ship is already in Port, there is no
effect), a friendly one if possible, a neutral one as a second choice. A Ship
forced into a neutral or hostile Port
may have difficulty leaving again,.
If the Advanced Weather option
(see Page 11) has been selected, a
Storm at Sea may sink-rather than
drive ashore-ships. In this case, the
ship, and all passengers aboard it at
the time, are lost. Even worse, Storms
occur with more frequency.

Raids, Revolts & Piracy
Because of unrest in different parts
of the Realm, Nobles may be forced to
leave the armies they march with, in
order to meet the threat. Nobles may be
summoned because of their Title, or
because of an Office or Bishop they
hold. All forces associated with the
summoned Noble move with him. Other
Nobles in the same army do not move.
If an Heir is present in an army split up
through a summons of this kind, the
Royal Heir remains with the Noble
commanding the army
The Noble moves immediately into
the place named on the summons. If
the location is no longer friendly, the
Noble remains outside instead.
If a Noble is summoned to two separate locations by virtue of (for example)
his Title and his Office, he goes to the
first location named by the Event.

Smart Moves
Events can play a large
part in a winning strategy--or in a sudden

reversal

of

fortune.

Beware Embassies and
Raids; they can drag
key members of your
Faction off to distant

parts of the country,

perhaps dividing your
forces info groups small
enough to be destroyed
piecemeal.
Fresh Horses are a vital
resource. Don’t squander them for small
advantages. The sudden shift of a large
Amy to a decisive battlefield can change the
course of the game in
yourfavor.

Nobles in besieged castles, at sea, on
an island or in Calais cannot respond
even if they have a Ship close at hand.

31

This noble castle in
Yorkshire belongs to
the Roos Family.

Embassy

Fresh Horses

News of the arrival of an Embassy
causes the King to move at once to the
place where the meeting is to take
place. Embassies do not arrive when
there is no King, or when there are
two. Any Nobles accompanying the
King when the Embassy is announced
must move to the meeting-place with
him.

Factions may receive Fresh Horses.
These are recorded in the icon on the
control panel.

If the King is besieged in a Town or
Castle, or if he is at sea, on an island or
in Calais, he cannot respond even if he
has a Ship close-at-hand.

32

q

Number indicates fresh
horses available

Fresh Horses allow a single Army
to move twice in a single Turn. To use
Fresh Horses, Inspect an Army. If
your Faction has sufficient Fresh
Horses, you will be offered the option to
use them, and to move four extra areas.

Parliamentary Summons
A Faction which includes the Chancellor may receive a Writ of Parliamentary Summons. The Faction
retains this Summons, and can play it
at an appropriate time to summon a
session of Parliament. (See Parliament, page 54.)
If a Faction loses control of the
Chancellor, all the Summonses they
hold are discarded.
Factions may also receive a Writ of
Attendance. Their use also is
described in the section on “Parliament” (page 54).

Mercenaries Go Home
Finally, a Faction’s foreign Mercenaries may be called home. This affects
all Mercenaries, except the Scots and
Irish.

THE
MOVEMENT PHASE

t the beginning of your Turn, the
Area map centers on one of
your Nobles. His shield flashes,
to show that he is waiting for orders.
Nobles are represented on the Area
Map by their heraldic shields. If two or
more Nobles are grouped together in an
Army, only the most senior is shown.

A

Inspect
Basic intelligence about most items
can be gathered by clicking on them
with the Right Mouse Button.
Details appear in the Information
Box.

This town on the Welsh
border is an “Open”
Town. It cannot be
controlled by any Faction. However, while
occupied by any Army,
the citizens will provide
a 200 man garrison to
help defend the Town.

You can look at different parts of
Britain using the large-scale map in
the top right window. Click the pointer
on any part of this map, and the main
Area Map centers on the selected area.
Click on the button in the bottom left
corner to bring up the All-Britain Map.
If you click on that map, the display
returns to the detailed view.

33

Smart Moves
Get used to the different
garrisons of Towns,
Nobk Castles and Royal
Castles. In the opening
phases of the game, your
ability to capture Royal
Heirs depends on you
having a large enough
army to defeat the garrison that protects them.
This makes George of
Clarence very easy to
capture, since he has no
defenders. If Herbert is
in your Faction, with his
Noble castle close to
Cardigan, you can be
reasonably sure of capturing Clarence.
Use the Inspect function
to check out a Town o r
Castle before you
attack. Use the most
efficient force you have.

Nobles/Armies

Castles, Cities & Towns

Click the Right Mouse Button on a
Noble’s shield, and the Information Box
displays the names of the Noble leading the army, any lesser Nobles or
Royal Heirs with him, and this summary:

When you Inspect a Castle, Town or
City, you are shown an illustration, the
place’s name, and three pieces of information:

@ii

= Troop Strength

B = Archbishops/Bishops;
R = Royal Heirs;
S = Ships (controlled by a member of
that Army).
If the Noble occupies a City, Fortified
Town or Castle, his Troop Strength is
strengthened by its garrison. This is
shown by a “+” sign after the Troop
Strength number. (Garrisons are discussed in the Sieges section.)

C = Capacity: the maximum number
of Troops the location can hold (excluding its own garrison);
G = Garrison: the number of Troops
the location adds to a defending Army;
S = The current total of Troops present.
Ships
When you Inspect a Ship, you are
shown its name, any passengers
aboard, and whether it is At Sea or In
Port.

Movement
During your turn’s Movement Phase,
you may move each of your Nobles and
Ships along with all forces stacked with
them.
Each Noble can command an Army,
consisting of the Assets he controls
directly, plus any lesser Nobles
placed under his command (see Com-

Not to be confused
with the modem city in
Yorkshire, this noble
castle in Kent belongs
to the Stafford family.

estuaries.
Sea: Only Ships may enter Sea areas.
Nobles require Ships to make sea
crossings.
Rivers have no effect on the game,
except where they act as area boundaries.
If you try to make an illegal move,
an audible warning sounds.
Road Movement
In addition, an Army may move by
Road, provided it starts the Movement
Phase in an area bisected by a Road.
As you move the pointer over the
map, beyond the normal range of land
movement, the pointer changes shape
to look like this:

36

Whenever it passes over an area to
which there is a direct, unblocked Road
connection. Click on the area, and the
Army moves directly there.
Not all Road areas will be accessible.
Road Movement is blocked by Neutral
or Unfriendly Fortified Towns, Cities or
Castles. It is not blocked by the presence of enemy forces.
You cannot combine Road with ordinary movement.
Castles, Towns & Cities
Towns and Castles are part of the
area they occupy. When selecting an
area to move into, click either on the
open area, or directly on the Castle,
City or Town you wish to enter. If a
force enters an area containing a Town
or Castle, it may pass by or remain outside the place freely. If, however, you
wish the Army to occupy the Town or
Castle, click directly on its symbol.

Status of Towns & Cities

Control of Castles, Towns & Cities

Your ability to enter a Town or Castle depends on its Status. Towns can be
Open, Fortified or Unfortified. All
Cities are Fortified. Naturally, so are
all Castles.

As the game progresses, the control
of key locations becomes vital. From
any Faction’s perspective, all Castles,
Cities and Fortified Towns are either
Friendly, Neutral or Hostile.

Open Towns (Cardigan, Hereford
and Kingston) are friendly to all Factions. They can be occupied and
besieged, but never controlled. As soon
as an occupying army moves out, an
Open Town reverts to its original status. Unless defended by a Factional
Army, they pose no hindrance to movement. Cardigan-where George, Duke
of Clarence, starts the game-is a particularly important Open Town.

Friendly places are those controlled
by the moving Faction. They may be
freely entered, and place no restriction
on Road or other Movement.

Unfortified Towns have no major
effect on the game, though they may
also be Ports and/or Cathedrals. They
can be defended, but without advantage to the defender. They can never be
controlled. Unless defended, they pose
no hindrance to movement.

An unfortified town on
the road from London
to Shrewsbury.

Neutral places are controlled by no
Faction. No Noble or army may enter
them; they must first be captured by
Siege. They do block Road Movement.
Hostile places are those belonging
to other Factions. They block Road
Movement and can only be captured by
Siege.
Sieges are covered in the Combat
Chapter. Obviously, once a place is captured by Siege, it becomes Friendly to
the Faction which captures it.

37

An important cathedral
town in the east of England, control is gained
by whichever Faction
gains the allegiance of
the Bishop.

Capacity of Castles, Towns & Cities

Combining/Dividing

The only other restriction on entering Castles, Towns or Cities is that the
Capacity of the place must not be
exceeded by the Troop Strength of the
visitors. Different places have different
capacities:

Nobles and Armies of the same Faction can be combined by moving one
onto the other during the Movement
Phase. The forces combine automatically.

Noble Castles

300

To divide an army, double-click the
Left Mouse Button on its shield. You
are shown a list of the Nobles and
Royal Heirs in that army. Select those
you wish to stay together by clicking on
their name with the Left Mouse Button, then click on the Combine button.
Then hit the Proceed button, and play
continues. This is, in effect, a simpler
version of the Build Faction routine,
allowing you to “allocate” Nobles to different Armies.

Royal Castles

300

Enemv Armies

Symbol

Type
Unfortified

Towns

Towns
(incl. Open Towns)

q
q

Capacity
n/a
400

Cities

If an army’s Troop Strength is too
great to enter the Town or Castle, the
army must be split up to allow a portion to enter. The remainder are left
outside.

38

Armies

Enemy forces pose no hindrance to
movement. If an Army ends its movement in the same area as an enemy
army, a message explains that you are
skirmishing with the opposing force.
You are given the option to attack in
the Combat Phase.

Sea

Movement

Armies may also be moved by Ship.
Any Noble moved into a Friendly or
Unfortified Port in which the faction
also has a ship may embark. Click on
the ship as you would click on any
other destination and the Noble/Army
moves to the Ship and boards it. All
Ships move later in a Faction’s turn,
after the armies, and can move independently, without passengers
Any number of Nobles may travel
together by Ship, but they must be
combined into one army before they
board the ship. Only one army can
travel on a ship. If loaded with passengers, a red dot will appear in the upper
left-hand corner of the ship marker.
Ships can be inspected (by clicking on
the Ship’s marker with the Right
Mouse Button).
Sea Movement is conducted in the
same manner as land movement.
When the Ship is flashing, it is waiting
for orders. Move the pointer over an
adjacent sea area and it changes
shape. Click on the area for the Ship to
move there.

Ships may move up to five areas.
Ports count as separate areas, as
shown by the shading. A Ship can leave
Port and move into the adjacent Sea
area, or from a Sea area to a port on its
periphery, including along estuaries.
Fair Winds
Fair Winds allow you to move one
Ship and all its passengers an extra
five areas (three during Bad Weather).
You only discover if the weather is fair
once you start moving.
Entering

Port

As soon as a Ship enters a Port,
movement ceases and all passengers
automatically disembark. They cannot
move until the next turn.

The capital city of the
realm, it is also a cathedral, a port and the
starting location of King
Henry VI. Access to the
city-and the opportunity to capture the King
without a siege-is
gained through the
Office of Constable of
the Tower.

Ships may not enter Fortified, Neutral or Unfriendly Ports unless forced
to by an Event (sheltering from a
Storm, for example). A Ship which
occupies a Neutral port is free to leave
in the following turn. A Ship which
occupies a Port controlled by another
Faction may not be allowed to leave.
39

q
Found on the Welsh
border, this is the
haven of the Earls of
Shrewsbury, the Talbot
family.

If a Faction loses control of a Ship
while it is at Sea (through the loss, for
example, of the Office to which the
Ship is attached or the seizure of its
home port), the Ship may complete its
journey before it is lost.
Ships cannot block the movement of
other Ships, nor do they engage in
combat.
Reinforcements
Reinforcements can be made active
at any time during the Movement
Phase. Nobles are brought into play
through the Secret Support icon. Other
Assets can be assigned to a Noble
through the Build Faction screen once
it has been brought into play.

THE
COMBAT PHASE

ny army which ends its movement in the same area as an
A opposing Faction’s army can
attack the enemy during the Combat
Phase. If you move an army onto the
heraldic shield representing another
40

Faction’s forces, a message appears to
tell you that you are skirmishing with
the enemy. If it was your intention to
attack, and you do not get this message
when you move, try moving your army
within the area.
An individual Noble or Army may
only attack once per turn. If the
defending force occupies a City, Fortitied Town or Castle, they can only be
attacked by Siege. (This is covered in
the next chapter.)
Choosing to Attack
When an army of the player’s Faction ends its movement in the same
area as an enemy force, a box appears,
detailing the forces present in the area,
and asking if you wish to attack or
evade it:

(Control is covered in Advanced
Battle, page 46.)
If you Evade, and there is more
than one army present in the area, you
will be offered the chance to attack the
second. If not, your army has completed its turn. Evading doesn’t mean
that there can’t still be a battle here;
the enemy Faction might attack you
during its turn.
Computer-controlled Nobles are
rated for their aggression. Some, such
as Warwick, seek battle at almost any
odds. Others, such as Fitzalan, only
attack when they know they can win.
Experience will expose the more
aggressive Nobles.
All Nobles in an army contribute
their Troop Strength to a grand total.
As has been shown, you can Inspect
an enemy force by clicking the Right
Mouse Button on its heraldic shield
during the Movement Phase.
Battle

Resolution

If you elect to Attack, if you are
attacked by an enemy Faction, or if

there is a battle between two computercontrolled Factions, heralds bring word
of the outcome.
Battles can be delayed by Storms or
Bad Weather. In the Basic Game, there
is a small chance of a Storm preventing
battle. Using the Advanced Weather
option, combat is impossible during a
Bad Weather turn.
A battle’s outcome is decided through
a simple calculation. The Troop
Strength of the attacker is compared to
the Troop Strength of the defender, and
expressed as a ratio. This can be: a
simple majority, 5:4, 3:2, 2:1, 3:l or 4:l.
The ratio is always rounded down in
favor of the smaller force.

gained by whichever
Faction gains the allegiance of its Bishop.

For example, if a force of 410 Troops
attacked an army of just 280, the ratio
would be 1.95:1, which falls between
32 and 2:1. The Battle Ratio is therefore 3:2 in the attacker’s favor.
Each battle can either be a Victory
for the larger army, or Inconclusive.
The odds on either outcome depend on
the ratio between the two forces.

41

An independent fortified
town in the Midlands,
this is also the home of
the Royal Guild of Manual Writers.

Attacking with a Smaller Army

Casualties

Small forces can attack larger ones
in the hope of killing one or more
Nobles in the opposing army. The odds
are calculated in the same manner as
for an attack by a larger army, but
reversed.

Even in an Inconclusive Battle,
there can be critical losses on either
side. The Battle Result names those
Nobles killed in the affray. Each Noble
has a variable chance of becoming a
fatality, the more aggressive Nobles
having the highest chance. On average,
the odds are about l-in-12 (8%).

The Outcome
The following are the approximate
odds against a decisive victory for the
larger army.
Battle
Ratio
1:l
5:4
3:2
2:l
3:l
4:1+

Outcome
Victory
Indecisive
15%
85%
25%
75%
40%
60%
55%
45%
70%
30%
85%
15%

Having calculated the outcome, the
computer displays the result on the
screen. In a decisive battle the smaller
army is destroyed. An indecisive outcome means it has escaped to fight
another day.
42

In an Inconclusive Battle, where
no major victory is scored by either
side, those Nobles who cheated death
leave the field of battle with their lives
and other Assets intact.
In a Victory, on the other hand, all
the loser’s surviving Nobles are captured, and many of the forces they controlled may be lost through Ransom.
The outcome of all battles-even
those between computer-controlled
Factions-are shown. The Herald bring
news of the deaths of Royal Heirs or
your deadly rivals, be it on the battlefield or through execution.

Ambush
If a small Army attacks a larger one
at odds of worse than 1:4, it will certainly be decisively defeated. The only
point in such a suicidal attack is that it
might just lead to the death of a more
important Noble in the larger army.
Only one Noble in the larger Army can
be killed in this way.
An Ambush is a desperate tactic,
but it might just mean that you kill off
a Noble controlling 300 men for the loss
of a minor pawn like Audley..
Executing

Captured

Nobles

To the victor. the spoils. The victorious Faction decides how to deal with
captured Nobles and their possessions.
If you are the victorious party in a Battle, a box appears, listing the Nobles
you have captured one by one. The
Information Box displays the Assets
available for Ransom. For each Noble,
you are asked whether he is to be executed, ransomed or set free.

If executed, the Noble is removed
from his Faction, along with any Assets
he held. Titles and Offices are placed in
Chancery; all other Assets are removed.
All Towns, Cities and Castles controlled by that Noble, either directly or
through his Assets, become Neutral
and all occupants are expelled.
If set Free, the Noble returns to play
with all his Assets intact. Why would
you do this? Remember Faction
Rivalry. Killing a Noble may take him
out of the game, but his Faction may
never forgive or forget your action.
Ransoming

Captured

Nobles

Alternatively, a Faction can attempt
to Ransom all or some of its captives. If
successful, the Faction takes control of
all or some of the Assets of the captured Noble’s Faction in exchange for
his freedom.
Titles and Offices cannot be taken.
Nor can any Asset gained as part of
another Asset (for example, the town of
Lincoln, which is part of the holding of
the Bishop of Lincoln).

43

Royal Heirs, Archbishops & Bishops,
Ships and certain Towns which are not
attached to Offices or other Assets can
be taken as Ransom, along with all
Troops or other Assets connected with
them.
A fortified town on the
road west from London,
if is gained through control of the Office of
Chancellor of the Duchy
of Cornwall.

Select one or more of the items displayed in the Information Box, and
then click on the Ransom button. You
will be told either that the Ransom is
agreed, in which case your army gains
control of these Assets and the captured Noble is set free, or that the
demand is refused. In the latter case,
you are offered the choice to either set
the Noble free, or to execute him.
Naturally, the more you demand, the
less likely it is that the other faction
will agree to your demands.
If a Royal Heir is captured, the
option is given to execute him at once.
You can not Ransom Royalty.
All Mercenaries in the defeated army
are destroyed, and are removed from
the Faction’s strength immediately.

44

Mercy or Vengeance?
If the player’s Faction is the loser,
the computer displays the extent of
captor’s malice or mercy. It may allow
you to ransom your Nobles. You must
decide whether the Ransom is worth
paying. Sometimes, a Noble is set free
even without a Ransom being paid.
If a Ransom is demanded, you will be
told which Noble is being considered,
and which of your Assets the enemy
demands. You may either Accept or
Reject the demand.
The computer-Factions have their
own rationale for deciding when to set
a Noble free, when to execute him, and
when to demand Ransom. As part of
this, through Faction Rivalry, they
keep note of how you treat the prisoners you capture. The more generous
you are, the more likely they are to be
generous with you. On the other hand,
if you execute prisoners regularly, you
can be sure you will be at the center of
every other Faction’s vengeful plans.

Heirs
Nobles killed in battle or executed
afterwards are removed from play.
Their heirs may appear later through
the Reinforcement Phase.
Chancery
The Titles (where these are not permanently attached to a Titled Noble)
and Offices of Nobles who die as a consequence of Battle are placed in
Chancery (see the Parliament chapter). They only re-enter play through
the summoning of Parliament.
Executing Royal Heirs
As has been previously mentioned,
when Royal Heirs are captured, you
are given the choice of whether to execute them immediately or hold them
prisoner. You must decide if the Royal
Heir has any potential place in your
plans; if not, then you must act with
appropriate brutality. .

You are faced with the same decision
if you capture Heirs from both the
opposed Royal Houses. You can only sit
on the fence in the dispute between
York and Lancaster for a short while.
But after two turns, you are asked to
choose which Royal Heir you will continue to support, and which will meet
his inevitable fate.
During play, if you decide that a
Royal Heir you have been holding prisoner becomes superfluous, then click on
the Family Tree button. From this
display, select the name of the Royal
Heir you have decided you no longer
need. You are given the opportunity to
execute the poor wretch. If you select
“Yes”, the headsman will be summoned
at once.
The computer-controlled Factions
are making the same kinds of decisions. Ambitious Nobles find it easier
to kill Royal Heirs than more reserved
characters. Sooner or later, though, the
Royal Heirs must decline in number
and die, until but one remains..

45

Advanced

This a castle near Durham belonging to the
Neville family.

Battle

At any time in the game, you may
fight a battle using the Advanced Battle rules. Simply select “Control” when
the option to attack or defend is offered
to you. Instead of the normal resolution
of the conflict, you are taken to the battlefield, to take command of your army
personally.
By superior generalship and good
fortune, you may find that you can
achieve a greater level of success than
the normal resolution brings.

The Nobles in your army (along with
any Royal Heirs and Mercenaries) are
listed in the Information Box. Select
them one-by-one and place them in one
of the six “slots” available. You might,
for example (and this would be normal
practice), place your most senior Noble
in the Center of the Front Rank. Continue to do this until all your forces
have been allocated to a place on the
battlefield.

The Plan of Battle
Before the battle, you must allocate
your forces, under the command of the
Nobles you have in that army, to their
places on the battlefield.
Your army will consist of two lines, a
Front Rank and a Reserve, and each
line is divided into a Right Wing, Centre and Left Wing, according to the
accepted military practice of the period.

46

As you allocate your Nobles, their
shield appears in that position, and the
box underneath records their Troop
Strength. Mercenaries, likewise, add
their strength to that “battalion”. A

Royal Heir merely adds himself, but he
gives that battalion an edge in the coming fight.
Scaling
To make things easier to handle on
screen, the computer automatically
scales larger forces down (equally on
both sides), so that each man on the
screen equals 2, 5 or even 10 actual
troops. As your Nobles are placed in
position, the Troop Strength given in
the box shows their actual size.
Command
The first Noble placed in each position commands that “battalion” once
fighting begins. It pays to have a Noble
in command of each battalion, since
they will relay your orders more successfully. More than one Noble can be
placed in a battalion, adding his Troop
Strength, but he has no command role.
“Spilling”
Sometimes, even having taken scaling into account, one Noble brings a
disproportionate number of troops to

the field (for example, if one Noble controls 200 troops out of an Army of 220).
Each of the “battalions” can hold a
maximum of 30 figures (after scaling
has been taken into account). If a Noble
is placed in command of a battalion,
and he has more than 30 men, the
excess will “spill” into a neighboring
battalion. Unless another Noble is then
placed in command of this neighboring
battalion, these troops remain under
the direct command of their lord.

A castle near Durham,
in northern England,
owned hy the Neville
family.

Naturally, it makes sense to make
certain that as many of your battalions
as possible have a Noble to command
them. Your troops are an unwieldy
bunch, and once the fighting starts it’s
very difficult to maneuver them around
the battlefield.
Of course, if you have less than six
Nobles, you can’t place a Noble in command of each battalion, so there may be
battalions who take their orders from a
distant Noble. They will suffer from
delays and errors accordingly An army
of 200 men with six Nobles involved
will be easier to command than an
army of 200 commanded by one Noble.
47

The

Thii castle, near Leicester in the Midlands, is
o w n e d b y t h e Grey
family.

48

Battlefield

Having laid out vour forces. the
action now shifts to the battlefield
itself. Your Army, dressed in red, and
with its green banners prominent, will
be arrayed opposite the host of your
opponent (dressed in blue, with banners of its Faction’s color).

Your Nobles appear mounted on dark
horses under a banner. Any Royal
Heirs you have are mounted on White
Horses.
To move round the battlefield, move
the mouse pointer and press the Left
Mouse Button. The view centers on
the pointer.

Your men are arrayed in their “battalions”, as you deployed them. The
Front Rank is nearest the enemy, with
the Center separated from the Left and
the Right.

There is a menu bar across the top of
the screen. Use this to command the
action. The first thing you will want to
do is to issue Orders.

In each battalion, there is a mix of
Spearmen, Archers and Men-at-Arms,
normally in three ranks. The numbers
of each type are decided by the source
of the Troop Strength you placed in the
battalion. For example, the Noble’s own
household troops contribute one-third
Spearmen, one-third Archers and onethird Men-at-Arms (which means that
the 30 Troop Strength Talbot commands supply 10 of each). Most Troops
supplied by virtue of Office or by Bishops are one-third Spearmen and twothirds Archers. Some Mercenary units
are all Archers.

Orders
Select the Orders box in the Menu
Bar.
Each battalion is divided into two
“companies” of up to 15 men. You can
give orders to each company individually, or-by giving orders to the
Noble-to the whole battalion. You can
also give individual orders to Royal
Heirs, who have no command role.
Select a company by clicking on one
of its soldiers using the Right Mouse
Button. If you move the pointer

around the battlefield, you will now see
a yellow line appear. Select a targetthis can be either a place or an enemy
soldier. If you select an open area on
the map, your selected company
marches in that direction. If you select
an enemy Noble or soldier to be the target, when you release the button, you
are presented with a pair of icons like
this:

If you select the ‘man’ icon, your
chosen company will attempt to engage
that target in combat, tracking them
across the battlefield if need be. If you
select the ‘area’ icon, your men move
to the target area.
When you give orders to the whole
battalion through their commanding
Noble, you are given an additional pair
of icons to select from. Select the
Arrow icon if you wish your troops to
advance to the attack. Select the
Shield if you want them to halt in
place immediately.

ey come into range,
your Archers open fire on the enemy.
They have a limited supply of arrowsonce these have gone, they become
spearmen. Your men will also melee
automatically if they come into contact
with enemy troops. Normally, once this
occurs they will be virtually impossible
to control again, and will ignore any
fresh orders you try to give them.

A beautiful unfortified
cathedral town in the
south of England, just
northwest of Southamp-

ton.

Review
You can Review which Orders each
unit has been given by clicking on the
Review box in the Menu Bar. Select a
unit. You will see where it has been
ordered to march.
Status
Once the battle begins, you may wish
to see how healthy your forces are.
Select the Status box in the Menu Bar.

49

Select a unit with the Right Mouse
Button. You will see the name of its
commander, its type (Spearman,
Archer or Man-at-Arms or Noble) and
its Status.

A small, unfortified
town north of London,
astride the roads to
York and Shrewsbury.
This was the site of two
major battles in the
Wars of the Roses.

Status is a measure of the unit’s
cohesion, how well it is capable of performing its duties. Nobles and Men-atArms start as Elite forces; all other
start as Firm. The presence of a Royal
Heir in a Battalion makes all units in
that Battalion start as Elite troops.
As a unit takes missile fire, or is battered in a melee, it loses Status, falling
to Shaken and then Routed.
A Shaken unit tries to retreat out of
melee and missile range.
A Routed unit flees the battlefield.

50

Continue
Having inspected your Army and
given your orders, select the Continue
box in the Menu Bar.
The battle commences. Your men
attempt to obey their orders. If you
want to give your troops additional
Orders, click the Right Mouse Button to recover the Menu Bar.
Once a battalion is deeply engaged in
battle, they become incapable of obeying fresh orders. Commanding a
medieval army was an imprecise science, at best.
You will also find that your battalion
commanders may exercise a little “discretion” if they feel they should be taking a more active or passive role.
Under fire, or faced with an opponent
against whom the Faction has a strong
Faction Rivalry, an Aggressive Noble
might ignore your order to stand firm,
and charge into the fray. On the other
hand, a less Aggressive Noble might be
slow in obeying an order to attack.

Noble Casualties

Victory!

During an Advanced Battle, Nobles
and Royal Heirs can be killed. Each
arrow strike or melee blow has a small
chance of killing one of these prominent figures. The battle continues, but
all units in a Battalion commanded by
a Noble who is slain, or who were
accompanied by a Royal Heir who fell,
suffer an immediate fall in Status.

The battle continues until one of the
following occurs:
(a) One of the armies completely Routs
from the battlefield. This counts as
a decisive Victory for the other side.
(b) 50% or more of each army routs, in
which case the battle is Inconclusive.

51

With the battle over, the game
returns to the normal display. If the
Victory was a decisive one, all the
defeated army’s Nobles will be prisoners, and can be ransomed, executed or
set free in the usual fashion.
cathedral
town on the west coast

An

unfortified

of Wales.

Garrisons resist Sieges, even when
no other troops of their Faction are present. This is particularly important
when considering Neutral Towns.

You can speed up the conclusion of a
battle by using either of the other buttons on the Menu Bar. Fight places the
battle into a Quicker Mode. You won’t
be able to access the Menu Bar any
longer, and all combat damage is doubled. Click on Surrender when your
position is to hopeless to continue. This
at least means your remaining Nobles
survive until the Ransom routine..

The number of Garrison Troops
depends on the location.

Sieges

Noble Castles

If an army belonging to one Faction
attacks another Faction’s forces occupying a City, Town or Castle, a Siege must
take place. In order to declare a Siege,
the attacking army must have a Troop
Strength of at least an equal size to the
opposing army, including the Garrison.

52

Garrisons

Type
Unfortified Towns

Symbol
II

Towns
(incl. Open Towns)
Cities

Royal Castles

Garrison
none
200
300

I

L

200
100

Open Towns only provide a Garrison while occupied by a Faction’s
forces. At other times they have a Garrison strength of 0, and can be freely
entered.

When you Inspect an army, the
presence of additional Garrison Troops
is signified by a ‘+’ sign. If you Inspect
a place, the size of its garrison is given
after the ‘G’, and the total Troop
Strength (including any Nobles’ forces)
after the ‘S’.
If the Troop Strength of the attacking army falls below the size of the
defender’s army (including the garrison), ‘the siege is lifted. This can happen if the attack is delayed and the
attacker is weakened by Events. During the Movement Phase, the besieger
may voluntarily raise the Siege simply
by moving away.
Siege Resolution
Each turn after a Siege is declared,
there is an 85% chance that the defenders will capitulate. In the meantime, as
in battle, Nobles can be killed in the
fighting. A display shows all Nobles
who perish in this way.

The Siege may be successful immediately, or it may take a number of turns
to be successful. This largely depends
on good weather; a Siege cannot proceed during Storms (Basic Game) or a
Bad Weather Turn (Advanced Weather).
During their turn, the defenders
(excluding the Garrison) may sally
forth to give battle (particularly if the
odds aren’t too much against them).
They can join forces with a relieving
army, but they can’t move away from
the Castle itself.
Once the besieged defenders surrender, the outcome is shown on screen. All
those within are captured, and may be
dealt with in the same way as Nobles
captured after a victorious battle.
A City, Town or Castle captured in
this way becomes Friendly to the victor,
even if it is associated with an Office or
other Asset. It only becomes Neutral if
the Faction is destroyed.
No-one may get in or out of a City,
Town or Castle under siege.

Summoning

Parliament

Parliament may be summoned during the Parliament Phase of any Faction’s turn It is summoned in one of
two ways.
Found on the east coast
of England, near the
Wash, this is the home
castle of the Cromwell
family.

returned to play by Parliament.

Chancery
Titles and Offices appear in
Chancery through one of two methods.
(a) Some Factions may not be able to
allocate all the Assets they begin
the game with (because they did
not have enough Nobles). The
excess is placed in Chancery.
(b) Any Offices or separate Titles held
by a Noble killed through Plague,
Battle or execution are placed in
Chancery.
Not all Titles can be separated from
their Nobles, even by death. Some
Nobles have a Title permanently associated with them. If they are killed,
and their Heir appears later in the
game, the Heir automatically has the
Title.

54

(a) If there is one Crowned King (or
Queen), the Faction controlling that
Royal Heir may call Parliament.
(b) If there is no Crowned King/Queen,
or if there are two, the Chancellor
can Summon Parliament. The Faction controlling the Chancellor must
also issue a Writ of Parliamentary
Summons (these are gained through
the Events Phase and stored among
the Faction’s secret Assets).
In either case, the King or Chancellor must occupy a Town or City (excluding Calais or anywhere under siege),
and must also possess at least one Writ
of Attendance (likewise gained
through the Events Phase).
If all these conditions are met, the
Faction controlling the King or Chancellor is told how many Assets are in
Chancery, and is offered the opportunity to call Parliament.

Writs of Attendance

Voluntary

Haying decided to call a Parliament,
the Faction must first serve a Writ of
Attendance on a Noble in one of the
other Factions. You are asked to select
which Noble receives a Writ from a list
in the Information Box of all the Nobles
in play. Use the scroll buttons to move
through the list, and click on the
selected Noble. Naturally, the computer
handles this choice automatically for
its factions. You are told if one of your
Nobles is selected.

Finally, each Faction is asked if any
of their Nobles attend Parliament voluntarily.

Each Faction which possesses Writs
of Attendance is then asked if they
too wish to serve these on Nobles in
other Factions. If your Faction holds
any additional Writs, you will be asked
if you wish to play them. Either select
Nobles from the list, or select Cancel.
All Nobles summoned to Parliament
by a Writ must attend.

Attendance

Nobles cannot be summoned or volunteer to attend if they are in a
besieged City or Town. Nor can they
attend if they are in Calais or some
other location separated from mainland
Britain by the sea, unless the Faction
they are part of controls a Ship with
sufficient capacity to transport the
Noble and his followers.

An unfortified town in
the west of England,
and the site of the batthe at which the last
hope of the old Lancastrian c a u s e . P r i n c e
Edward, was killed,

Those Nobles who grace Parliament
with their presence then make their
way there, regardless of normal Movement rules and without Combat.

Attending

Parliament

O n c e Parliament has assembled, the
Faction which summoned it is entitled
to reallocate Titles or Offices which
have been placed in Chancery.
One Title or Office can be reallocated
for each Noble attending Parliament
(assuming there are sufficient in
Chancery).
55

Smart Moves
As far as possible, try to
arrange things so that
only those Offices and
Titles you want for your
Nobles are released
from Chancery. Tbis

means having as few

Nobles present as you
require. Since the Faction Summoning Parliament always selects
its participants first, this
means second-guessing
the opposition. It goes
without saying that you
should never summon
Parliament if you don’t
have Untitled Nobles, or
Nobles without Offices.

66

Titles and Offices may be given to
any Noble and not just to those actually present, subject to the usual rules
concerning combinations of Nobles,
Titles and Offices. If the player controls
Parliament, you are asked to combine a
Noble with each Title or Office in turn.
Any Titles or Offices which cannot be
allocated are returned to Chancery.
You can give a new Title or Office to
one of your Nobles who already controls such an Asset. His old Asset will
have to be given to someone else. This
is the only time Offices may be transferred.
Once Parliament dissolves, the Factions move away during the Movement
Phase of their turn as normal. No Battle may take place in the Town or City
either during Parliament or for a full
turn thereafter. The “King’s Peace” forbids any transgression of this law.

THE CORONATION
PHASE
art of the Victory Conditions for
KINGMAKER is that a Faction
P must not only control the last
surviving Royal Heir, but must also
have that Heir crowned as King (or
Queen) of England. Coronations, therefore, play a central part in the game. In
addition, a Crowned Heir may be able
to Summon Parliament.

Arranging a Coronation
The following conditions must be
met before a Faction can Crown a
Royal Heir:
(a) They must control the most senior
Yorkist or Lancastrian Royal Heirs,
according to the Order of Succession of that House.
(b) The potential King must occupy a
Town or City which is also a
Cathedral, and must be accompanied by either an Archbishop or
two Bishops.
If these conditions apply, the Faction
automatically Crowns its Royal Heir.

THE
REINFORCEMENT
PHASE
n the final Phase of each Faction’s
Turn, it receives one Asset as a
Iti reinforcement, so long as there are
Assets available. All the Nobles, Titles,
Offices, Bishops, Ships, etc which were
not distributed at the beginning of the
game are available, as are all Nobles
killed during the game, and any other
Assets removed during play. Titles and
Offices, as we have seen, are placed in
Chancery when they are removed,
and return to play through Parliament.
A message appears to tell you which
Asset has become available. Nobles
who join a Faction are automatically
added to the Faction’s Secret
Support. Other Assets are placed in
the Faction Build box.

Secret

Support

Secret Support can be thought of as
those supporters of your Faction who
have not yet come into the open, declaring their allegiance. Computer Factions
determine when to bring their supporters into play automatically. You must
activate your secret reinforcements as
you see fit.
Select the Secret Support icon:

This imposing castle is
one of the seats of the
Earls of Warwick. the
Nevilles.

The list of your secret supporters
appears. Select a Noble by clicking on
his name, and select Proceed to bring
him into a home castle. Nobles start in
their home castle unless it has been
captured by another Faction, in which
case the Noble starts instead in the
nearest Friendly Castle, Town or City.
As usual, you can learn more about
the Noble by positioning the mouse
pointer over his icon. Click the Left
Mouse Button. You can now read the
Chronicle information about him.

57

Other Assets
All other Assets are brought into play
through the Build Faction box. Allocating an asset to a Noble activates that
asset. This is done in the same way as
in the original Faction Build stage (see
page 20); select a Noble and the asset
you wish to give him, click on
Combine, and the asset is brought into
play. Any assets you have not allocated
by the time you click on Proceed are
returned remain in reserve.
Until a Noble declares his allegiance
to your Faction, or an Asset is assigned
to one of your Nobles, they are completely secret-the other Factions do
not know of their existence. The computer-controlled Factions likewise
develop their “secret reserves”.
Rebuilding Your Faction
During the game, Nobles in your
Faction may be killed. Any Titles or
Offices they control are returned to
Chancery (see Parliament). Towns,
Cities or Castles which they controlled
become Neutral.

58

As your Faction suffers losses, or is
enlarged through Reinforcement, you
may wish to reshape your Faction,
redistributing your assets. Return to
the Build Faction Box display by
clicking on the Faction Icon.

You cannot reallocate Titles or
Offices in this way-this must be done
at Parliament. Other assets, such as
Mercenaries or Bishops, can only be
exchanged between two or more Nobles
in the same army.
Parliamentary Summonses &
Writs of Attendance
During the Events Phase, you may
receive Parliamentary Summonses
and Writs of Attendance. These are
automatically stored, and can be
played in the Parliament Phase, as outlined above.

GLOSSARY
Archbishops. The senior members of
the Church in England. Control of an
Archbishop allows you to crown a Royal
Heir. There are two Archbishops. Canterbury is the most senior; York provides the Faction with extra Troops.
Armies. Two or more Nobles in the
same Faction can be combined together,
along with all their Assets, to form an
army, commanded by the more senior
of the Nobles. They are represented on
the map by the shield of the senior
Noble.
Bishops. Lesser Clerics of the Church
in England. There are four Bishops in
the game, and any Noble can control
any number of them. You need two
Bishops to stage a Coronation. Most
Bishops bring other Assets with them.
Cathedrals. Found in Towns and
Cities, Cathedrals are sites where
Coronations take place.
Cities. Larger versions of Towns, the
cities of London, York, Bristol and Norwich have garrisons of 300 Troops.

Faction. One of between two and six
groups of Nobles, each group vying
against the others for the ultimate
prize-the government of England. The
player controls one Faction, the computer controls the others. Each is identified by the name of its leader and a
color. The player’s Faction is always
green.
Mercenaries. There are nine mercenary bands in the game, and any number may be controlled by any Noble.

An unfortified cathedral
town in the west of
England.

Nobles. Nobles are the basic playingpiece of the game composing your Faction’s armies. They can be Titled or
Untitled. Each Noble is shown on the
map by his heraldic shield. They can be
combined together to form armies.
Offices. These provide additional
power. Each Titled Noble (or Untitled
Nobles granted a Title) can be given
one Office. They confer extra troop
strengths (sometimes tied to one part
of the country), Towns or Castles.
There are twelve Offices. A Titled
Noble with an Office is a potent combination
59

Royal Castles. Well-garrisoned fortifi-

cations in key parts of the country.
Only one-Carisbrooke-can be controlled in this way. It can be given to
any Noble.
Ships. These provide vital transport,

A Royal Castle west of
London.

particularly if your faction has a base
in Calais, Ireland or the Isle of Man.
There are twelve in the game, and any
Noble may control any number of them.
Titled Nobles. These are the primary

members of a Faction. There are nine
in all, and even the least powerful has
a respectable number of Troop Strength
points.
Titles. These are high honors which

can be given to your Untitled Nobles.
Obviously, only one can be allotted to
each Untitled Noble. This effectively
makes them the same as Titled Nobles,
though not as permanent. There are
eight Titles available.

60

Towns. These are the key locations in
England. Fortified Towns provide a
defensive Garrison of 200 men for the
Faction which controls them. Unfortified Towns do not, and they cannot be
controlled. Open Towns (namely Cardigan, Hereford and Kingston) cannot be
controlled, but do provide Garrisons if
occupied. Control of certain independent towns is gained either at the start
of the game or through Reinforcement.
Others can be gained by control of
Offices, Bishops or Titles. Towns can be
also captured by Siege. As far as any
Faction is concerned, a Town is either
Friendly (occupied and/or controlled by
the Faction), Neutral (controlled by no
faction) or Unfriendly (controlled by an
enemy faction). A Fortified Town can
shelter up to 400 Troops.
Untitled Nobles. These are less pow-

erful Nobles, but they can be built up
to be as powerful as their titled
cousins.

REFERENCE

The following are references to all
the forces in the game:
Titled Nobles:
Percy, Earl of Northumberland
Troop Strength 100; Alnwick and Cockermouth Castles
Mowbray, Duke of Norfolk
Troop Strength 50; Castle Rising, Denbigh, Framlingham, Usk and Wressle
Castles
Neville, Earl of Warwick
Troop Strength 50; Ogmore, Richmond,
Warwick and Raby Castles
Beaufort, Duke of Somerset
Troop Strength 30; Corfe Castle
Stafford, Duke of Buckingham
Troop Strength 30; Leeds and Newcastle Castles
Pole, Duke of Suffolk
Troop Strength 30; Ludlow Castle
Talbot, Earl of Shrewsbury
Troop Strength 30; Ludlow Castle
Courtenay, Earl of Devon
Troop Strength 30; Okehampton Castle
Fitzalan, Earl of Arundel
Troop Strength 30; Arundel and Chirk

Grey
Troop Strength 20; Chillingham and
Rockingham Castles
Holland
Troop Strength 20; Kimbolton and
Compton Castles
Cromwell
Troop Strength 10; Tattershall Castle
Howard
Troop Strength 10; Farnham Castle
Bourchier
Troop Strength 10; Pleshy Castle
Greystoke
Troop Strength 10; Appleby Castle
Scrope
Troop Strength 10; Masham Castle
Clifford
Troop Strength 10; Conisborough Castle

This Suffolk castle is
the home of the de la
Pole family.

61

An important cathedral
city in the north of England, it is gained by
whichever Faction controls its Archbishop.
Richard. the most senior
member of his Royal
House, begins the game
in this city.

62

Audley
Troop Strength 10; Tickhill Castle
Berkeley
Troop Strength 10; Berkeley Castle
Hastings
Troop Strength 10; Tutbury Castle
Herbert
Troop Strength 10; Llanstephan Castle
Titles:
Earl of Richmond
Troop Strength 40
Earl of Westmoreland
Troop Strength 40
Earl of Kent
Troop Strength 30
Earl of Salisbury
Troop Strength 30
Earl of Worcester
Troop Strength 30
Earl of Wiltshire
Troop Strength 30
Duke of Exeter
Troop Strength 20; Exeter
Earl of Essex
Troop Strength 20

Offices:
Marshal of England
Troop Strength 100; Harlech Castle
Chancellor of England
Troop Strength 50; Caernarvon

Castle

Captain of Calais
Troop Strength 50; 300 extra troops in
Calais; Calais
Chamberlain of the County Palatine of Chester
Troop Strength 50; 200 extra troops in
Wales; Rhuddlan, Chester
Lieutenant of Ireland
Troop Strength 50; 200 extra troops in
Ireland
Chancellor of the Duchy of Cornwall
Troop Strength 50; 100 extra troops in
Devon and Cornwall; Oxford, Plymouth
Chancellor of the Duchy of Lancaster
Troop Strength 50; 100 extra troops
within three areas of Conway; Conway
Castle
Warden Of the Northern Marches
Troop Strength 50; 100 extra troops
north of the River Tees; Bamburgh,
Berwick

Constable of Dover Castle
Troop Strength 50; Dover
Constable of the Tower of London
Troop Strength 50; 200 extra troops
within two areas of London; London
Steward of the Royal Household
Troop Strength 50; Newark
Treasurer of England
Troop Strength 50; Wallingford and
Beaumaris
Admiral of England
Troop Strength 50; Lynn, Southampton; Le Margaret of Rye, Le Christopher of Southampton
Warden of the Cinque Ports
Troop Strength 50; Pevensey; Le Trinity of Rye, Le George of Rye
Bishops:
Archbishop of Canterbury
Canterbury
Archbishop of York
Troop Strength 30 north of the River
Trent; York
Bishop of Norwich
Norwich

Bishop of Carlisle
Troop Strength 30 north of the River
Trent; Carlisle
Bishop of Durham
Troop Strength 30 north of the River
Trent; Durham
Bishop of Lincoln
Lincoln
Independent

Towns:

Bristol, Coventry, Ipswich, Lancaster,
Leicester, Newcastle, Northampton,
Nottingham, Shrewsbury, Swansea
Independent Ships:
Le Swan of Berwick. Le Rose of Plymouth, Le Lucas of Whitby, Le Michael
of Bristol, Le Nicholas of London
Mercenaries:
100 French Foot Soldiers; two 30 Burgundian Crossbowmen; two 20 Flemish
Crossbowmen; two 20 Scots Archers;
two 10 Saxons
Royal Castle:
Carisbrooke
63

REPLACEMENT

GUARANTEE

The Avalon Hill Game Company will replace any defective diskette free of charge within 30 days of original purchase. Diskettes must be accompanied by proof of purchase.
After 30 days, we will replace defective diskettes for $12 per disk, providing the original diskettes are
sent with the replacement request.

MAIL TO:

The Avalon Hill Game Company
ATTN: DISK REPLACEMENT
4517 Harford Road
Baltimore, MD 21214

TECHNICAL SUPPORT
If you have a technical problem concerning the operation of our software, please contact our technical
support staff. Please be at your computer, if possible, when you call.

TECHNICAL SUPPORT l-410-426-9600
If you have a modem and would like to contact us on-line, you can find us ON-LINE at the following services:
CompuServe: You can receive a free introductory membership, $15 usage credit, and a month’s worth of
basic services free by calling l-800-524-3388 and ask for Operator #537. Once you are on-line, type “GO
GAMEPUB” and select section C.
GEnie: Sign-up for GEnie can be obtained by calling l-800-638-9636. There is no charge for the initial
sign on. After you are signed up, at the prompt, type “SCORPIA”, then change to section 21, AVALON
HILL. You can also Email us at AVALON.HILL2
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Five hours of free time are provided with the first month. After you are on-line, go to the computer software section. You can Email us at AH GAMES.
64

H 3970

21330-7 8185441

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
t o 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 o r 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 affect strategy. The following is a brief summary-in no particular order--of these:
1) If a noble is killed (through battle o r 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 o r more places (due to titles, offices or bishoprics held) is automatically assigned to the last location mentioned.
4) A noble that has been summoned will be placed in the city, town o r 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.

TECHNICAL NOTES

LOGITECH MOUSE OWNERS: Some Logitech mouse drivers may cause a conflict with KINGMAKER. If you have
a LOGITECH mouse and your KINGMAKER game is experiencing problems, LOGITECH has provided the following fix:
In your AUTOEXEC.BAT or CONFIG.SYS file, add the following parameter to the end of the line where your mouse
driver is loaded: NOVCI.
According to LOGITECH, this should alleviate any lockups, mouse conflicts, or graphic problems your machine may be
experiencing. After you have added the fix to the mouse line, delete all the KINGMAKER files and re-install from scratch.
CORRUPTED FILES: If you reset your machine during a computer player’s turn, some of the data tiles may become
corrupted. IF you are experiencing unexplained problems with a particular noble, this should solve the problem.
SOUND CARD DOES NOT WORK: When installing KINGMAKER, pay close attention to the setting for the sound
card. It is a common mistake to leave the settings in the DEFAULT position, which may not match yours. You can check
the sound card settings by typing the following:
CD\KING (RETURN)
TYPE DMA.CFG (RETURN)
The file will have 3 values; e.g., “220 5 1”. The First number is the address, the second is the IRQ number, and the
Third is the DMA setting. If these numbers do not match, re-install the sound settings.

If you like the computer version of KINGMAKER
. . y o u 'll love our KINGMAKER boardgame!
as a boardgaming classic called KINGMAKER which gave
1s satisfying as besting that silicon opponent may be, nothing

counters. two decks
page rulebook.

The Avalon Hill Game Company
4517 Harford Road * Baltimore, MD * 21214
Call Toll Free to order: 1 (800) 999-3222

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