"Adventurer-Kings" is a game set in a medieval world filled with magic, treasure, monsters and armies. There are 8 to
12 players in each game. A player controls one King, his armies and treasures, and any Heroes which he hires to serve
him. Each turn, a player sends in a set of moves for his "Adventurer King" (or Queen, for that matter) and his Heroes.
These moves cover the King's activities for one year in the medieval world.
The map has a total of 162 provinces. Some of the land provinces are initially controlled by player Kings, and the
remaining land provinces are defended by 1-4 armies and (usually) a Hero. These non-player-controlled Heroes do not
attack you or go on adventure. Each player starts out with the ownership of one province. No King will start closer
than three provinces away from another. Each province has a terrain type, native race, army type and tax base. As you
explore the world, more sections of the map become known to you.
Terrain types are plains, deserts, forests, jungle, mountains, and seas. About half of the provinces are seas. Many of
the provinces contain additional features, such as a dungeon, dragon lair, abandoned castle, pyramid, wizard's tower
and so on. They are usually defended by a monster which guards a treasure.
Native races can be human, elven, dwarven, orcish, eagles, dragons or whales. Humans are by far the most common
race. Each province may have one or two of the army types.listed in the Army Type Table. The taxation value of a
province can range from 0 to 10.
When you come adjacent to a province, it will usually be described as Rich (7-10 tax), Prosperous (3-6 tax) or Poor
(0-2 tax). If a province's wealth is not described, then for most terrains you can assume that it's Prosperous (but for
Sea or Desert, assume Poor.) On average, a Rich province will be defended by 3 armies, Prosperous by 2 armies,
Poor by 1 army (although sea provinces which are occupied by no races will still be undefended.)
Each player starts out with a King, a few subordinate Heroes, one province, some armies and a treasury of 10 gold.
The province, Heroes and army are assigned to the player by the computer, but the player can select four skill levels
for his King from the 15 available abilities.
There are five action phases in each gameturn, corresponding to Spring, Early Summer, Late Summer, Fall and Early Winter. A player may give one order to his King and each of his Heroes per phase. He may choose from among the following actions:
Move: The character may Move to an adjacent province, which may result in a battle.
Explore: The character may Explore a province, and may find a feature such as a dungeon.
Search feature: When a character searches a feature, he encounters the monster there. The character can try to steal
some treasure, talk to the monster, or attack it.
Recruit army or Hire Hero: Each province on the map has army types to Recruit. Some have Heroes for Hire.
Disband army/Fire Hero: Releases the army or Hero from service, to wander and adventure on their own.
Leave army(s): The specified army(s) are left in the province or to another character.
Pick up army(s): Pick up army unit(s), which will then travel with the character.
Cast spell: The character Casts a spell he knows.
Use Magic Item: A character casts a spell from a magic item.
Encounter character: The character Encounters another character, which may involve combat or talking.
Spy: The character Spies on the province he is in, learning of events, forces and characters in that province.
Trail: The character follows and spies on a character, gaining information on the character and his actions.
Practice: The character attempts to raise his skill level in an ability by Practicing it.
Defend: A general ordered to Defend can react to enemy Moves into adjacent provinces for the entire turn.
Pursue: The character Pursues another character. When he catches up, there can be an Encounter or a battle.
Give: The character Gives a magic item to another character.
Treat or Break Treaty: Kings may establish (or break) treaties of neutrality or alliance.
Call for Vote: A vote for World Emperor can be held.
The turn results are informative, comprehensive and written in descriptive prose with supporting charts and tables.
Here's what you receive each turn:
Action Report: The deeds of your "Adventurer King", recounted in exciting prose.
Letter Reports: All Heroes in your employ write to you of their adventures.
State of the Kingdom Report: Tables for provinces, characters, armies and finances.
Map: A map is drawn showing all known provinces.
Adventure Report: All dungeons and features known to you are listed, as well as their guardian monsters, the treasure
believed to be there, and the characters who may be hired to serve the Kingdom.
General Intelligence Report: Every activity of all other players is checked to see if your King would find out about it.
For example, you are informed when a province adjacent to your Kingdom changes hands. You may also be informed
of the activities of other King's characters when they operate in your Kingdom.
Long ago, the world was reigned over by a great Emperor who enforced justice and maintained world peace. But the
Empire was torn apart by the petty disputes of small-minded nobles, and the world plunged into a dark age of
barbarism. After centuries of warfare, strong kings who dream of a second Empire have begun to emerge in different
parts of the world. You are such a King. Your goal is to reunite the Empire under your rule, and to maintain the Empire
by awarding high office to those men who have demonstrated the most merit for such an honor, regardless of their
creed.
There are a total of 8 major Imperial Offices, each of which will be awarded at the end of the game to the character
who has piled up the most Merit Points for the office. The highest office is World Emperor, awarded to the player who
has the largest tax base support at the end of the game. Each office comes with a percentage prize share. The standing
of the player in the game is decided by the prize share of the Imperial Offices he controls.