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	<title>Ard Rí - Revision history</title>
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	<updated>2026-05-15T14:52:56Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>http://www.dipwiki.com/index.php?title=Ard_R%C3%AD&amp;diff=4587&amp;oldid=prev</id>
		<title>Eamon J Driscoll: Created page with &quot;Ard Rí means &quot;High King&quot; in Irish, and this variant represents the struggle  of Irish feudal lords and chieftains to be crowned High King of Ireland. It  was created in 1996...&quot;</title>
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		<updated>2021-08-30T19:21:07Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;Ard Rí means &amp;quot;High King&amp;quot; in Irish, and this variant represents the struggle  of Irish feudal lords and chieftains to be crowned High King of Ireland. It  was created in 1996...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;Ard Rí means &amp;quot;High King&amp;quot; in Irish, and this variant represents the struggle &lt;br /&gt;
of Irish feudal lords and chieftains to be crowned High King of Ireland. It &lt;br /&gt;
was created in 1996 by Stuart John Bernard and published by Stupendous Games &lt;br /&gt;
before apparently being lost to time. The variant was revived and adapted for &lt;br /&gt;
Realpolitik in 2020 by Eamon John Driscoll.&lt;br /&gt;
&lt;br /&gt;
Ard Rí begins in Winter 379, allowing the players to select their own &lt;br /&gt;
starting units.  There are fifteen (15) supply centres on the board, of which &lt;br /&gt;
none are neutral.  To win the game, a power must control eight (8) centres. &lt;br /&gt;
&lt;br /&gt;
This is a five-player variant.  The powers are:&lt;br /&gt;
C: Connacht (Connachta) - black&lt;br /&gt;
L: Leinster (Laighin) - green&lt;br /&gt;
H: Meath (Midhe) - blue&lt;br /&gt;
N: Munster (Mumhain) - yellow&lt;br /&gt;
U: Ulster (Ulaidh) - red&lt;br /&gt;
&lt;br /&gt;
[[Image:Ard_Ri.gif]]&lt;br /&gt;
&lt;br /&gt;
Due to limitations of the Realpolitik programme, it was necessary to exclude &lt;br /&gt;
both the optional Viking power and the &amp;quot;raiding&amp;quot; action (attacking off-board &lt;br /&gt;
areas for profit). I have considered establishing Viking outposts throughout &lt;br /&gt;
Ireland, but this option will require changes to the map that take it away &lt;br /&gt;
from the original version of the game. Nevertheless, the Viking-esque unit &lt;br /&gt;
icons taken from the Stonehenge variant are meant as a nod to this lost &lt;br /&gt;
power. &lt;br /&gt;
&lt;br /&gt;
One change was made to the map from the original version. This was to give &lt;br /&gt;
Waterford and Kilkenny a border, taking it away from Cashel and Wexford. &lt;br /&gt;
Previously, it had been too easy for Leinster to build two armies &lt;br /&gt;
straightaway and grab Cashel without resistance. &lt;br /&gt;
&lt;br /&gt;
Also important to note on the map is that Limerick is a coastal center, &lt;br /&gt;
bordering Shannon Estuary. Thus Clare and Kerry are separated and units &lt;br /&gt;
wishing to travel between them must either be convoyed or go through &lt;br /&gt;
Limerick.  &lt;br /&gt;
&lt;br /&gt;
When adapting Ard Rí, province names were changed to their familiar modern &lt;br /&gt;
English-language place names. This was done in part to make the game more &lt;br /&gt;
accessible and realistic, but also because the original names seemed to have &lt;br /&gt;
very little basis in geographic reality. Some were accurate, but most were &lt;br /&gt;
not and quite a few seemed to be not geographic at all. For those who wish to &lt;br /&gt;
play with the original place names, a version is included in the files to &lt;br /&gt;
copy, paste, and play.&lt;/div&gt;</summary>
		<author><name>Eamon J Driscoll</name></author>
	</entry>
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