Medieval Royale

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Rules for Medieval Royale * [note / CCR] As amended by Tommy Larsson as follows:

This page includes except of the basic rules which are used in all Royale Games also:

  • The Clergy rules which were used in games Inlaws and Wasa.
  • The additions to the basic and clergy rules which are used in game Wasa are written in green.
  • The additions made for game Heir are written in red. Heir also used the green Wasa rules, but did not have clergy.
  • The additions made for game Crusades are written in blue. Crusades uses Wasa rules, but doesn't use Heir rules.

[sic - excepted the default link color, there are no text written in blue in this file / CCR]

[the rules which Tommy Larsson discussed in an Errata are written in grey. / CCR]


Royale is a variant of Diplomacy. The general mechanics of Diplomacy are largely unchanged, and thus it may be played as an addition to Diplomacy or many of the Diplomacy variants. The goal remains: to gain dominance of Europe by gaining over half of the supply centers.

The fundamental change in Royale is the existence of dynasites for each of the starting powers. These dynasties exist as off-board entities, although they do have some effect on on-board play. These 'characters'will age marry, bear children and eventually die. They may also enter ill-thought out marriages, lead troops in battle with varying degrees of competence, and demand more autonomy from their parents.

These dynasties affect the rules in three ways:

  1. Treaties may be made which are binding, and enforced by the GM. These treaties are associated with marriages amongst the families of the powers. The binding treaties are in force only as long as the couple remains married.
  2. New provinces may be made the locations of builds. These building-strengths associated with the granting of Titles to members of the dyansty. The Titles may be inherited, and both the build-site and the armies created there may be passed on to successors, who may or may not be members of the original dynasty.
  3. Military units now have variable strengths. These strengths are associated with the assignment of leaders to the military units in question. Elite units act with double strength, while weak units cannot attack, and can only support.

The addition of phases to permit the negotiation of marriages, granting of Titles and assignment to military units is necessary. Also, to make the aging of characters relevant to game play, each movement phase represents five years and builds are permitted every ten years only. Thus, the turn phases are slightly different than those of Diplomacy:

  • Winter Builds, Births, Aging and Deaths (w16X0b)
  • Winter Titles, Marriage and Treaties (w1605t)
  • Spring Moves (s16X0m)
  • Spring Retreats (s16X0r)
  • Summer Births, Aging and Deaths (u16X5b)
  • Summer Titles, Marriage and Treaties (u16X5t)
  • Fall Moves (f16X5m)
  • Fall Retreats (f16X5r)

Thus, in 'normal' diplomacy terms, there are two additional phases before each movement phase. Players will age 5 years after each turn.



Birth Rolls

Character Properties

Serial Numbers




Acceptable Marriages

Marriage Treaties



Military Leadership

Capture and Ransom



Powers Conferred by Titles

Transfer of Titles


Order of Succession

Transfer of Power






The Pope

The Papacy ([Crusades Rules])

Turn Sequence

Builds, Births and Deaths

Marriages, Treaties and Titles

Moves and Retreats


Life Expectancy Table

Birth Outcome Table

Labor Outcome Table