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PBF #87 - Pole Gry
Autor Wiadomość
guzu
[Usunięty]

Wysłany: Czw 12 Lut, 2015   PBF #87 - Pole Gry


lukiluk

[4] Robb Stark: If you are attacking and win this combat, you may place a Support or Defence Order token (rules permitting) in the embattled area after combat.
[3] Roose Bolton: 1 Sword, 1 Fortification
[2] Walder Frey: If your opponent is higher on the Victory track, this card loses 1 combat strength. If your opponent is lower on the Victory track, this card gains 1 combat strength.
[2] Greatjon Umber: 2 Swords
[1] The Blackfish: If you have a Defence Order token in the embattled area, its value is doubled.
[1] Rickard Karstark: 1 Fortification
[0] Catelyn Stark: After combat, return your entire House card discard pile into your hand (excluding this card). Your opponent's House card is not discarded, but instead returned to his hand.


Czarny Jaszczur

[4] Tywin Lannister: If you have more available Power tokens than your opponent, this card gains 1 combat strength.
[3] Ser Jaime Lannister: If the final combat strength results for this combat are tied, you win this combat irrespective of your position on the Fiefdom Influence track.
[2] The Mountain: 3 Swords
[2] Joffrey Baratheon: If your opponent's House card has a higher combat strength, this card loses 1 combat strength. If your opponent's House card has a lower combat strength, this card gains 1 combat strength.
[1] Tyrion Lannister: You may immediately discard one of your available Power tokens to cancel all text abilities printed on your opponent's House card.
[1] Littlefinger: If your opponent has a lower position on the King's Court Influence track, you may swap one of your Order tokens for a Consolidate Power Order token (rules permitting).
[0] Cersei Lannister: 2 Fortifications


germanus

[4] Stannis Baratheon: If you win this combat, you may choose to move up your position on the Iron Throne Influence track by the number of opponent's units defeated.
[3] Ser Davos Seaworth: If you win this combat, you may discard one of your available Power tokens to update your Supply after combat.
[2] Salladhor Saan: If Baratheon Ships are attacking, defending, or supporting in this combat, this card gains 1 combat strength and a sword icon. If neither the embattled area nor an adjacent sea area contain Baratheon Ships, this card loses 1 combat strength.
[2] Ser Axell Florent: 1 Sword, 1 Fortification
[1] Tycho Nestoris: If you win this combat, you may collect a number of Power tokens equal to your position on the Victory track after combat.
[1] Monford Velaryon: 1 Sword
[0] Melisandre: You may immediately discard any House card in your hand except “Stannis Baratheon”. The printed combat strength of the discarded card is added to Melisandre's combat strength.


leśnik

[4] Balon Greyjoy: 1 Sword
[3] Victarion Greyjoy: If the embattled area is a sea area, reduce the combat strength of your opponent's House card by 2 (to a minimum of 0).
[2] Theon Greyjoy: If you are attacking an area that contains either a Stronghold or a Castle, this card gains 1 combat strength and a sword icon. If defending a Stronghold or a Castle, this card loses 1 combat strength.
[2] Andrik the Unsmiling: If you are attacking and win this combat, immediately place and resolve a Raid Order token in the embattled area. You may not place a Raid Order token that was placed previously in this round.
[1] Asha Greyjoy: If you are attacking, you may choose that both you and your opponent do not receive any support in this combat.
[1] Dagmar Cleftjaw: 1 Sword, 1 Fortification
[0] Aeron Damphair: If Greyjoy Ships are attacking, defending, or supporting in this combat, you may discard up to four of your available Power tokens to increase the combat strength of this card by the number of Power tokens discarded.


Sznycelek

[4] Renly Baratheon: If you win this combat, you may add a Footman or upgrade a Footman to a Knight in the embattled area (rules permitting).
[3] Randyll Tarly: 2 Swords
[2] Ser Loras Tyrell: All attacking (but not supporting) Tyrell Knights add 3 combat strength instead of 2.
[2] Brienne of Tarth: Immediately remove your opponent's Order token from the embattled area.
[1] Queen of Thorns: You may immediately discard one of your available Power tokens to swap any two of your Order tokens from anywhere on the board.
[1] Mace Tyrell: 2 Fortifications
[0] Margaery Tyrell: Immediately gain Power tokens equal to the combat strength of your opponent's House card.


beez

[4] The Red Viper: 1 Skull, 1 Sword
[3] Obara Sand:If you win this combat, your opponent loses two Power tokens.
[2] Nymeria Sand: 1 Sword
[2] Areo Hotah:If you are defending a land area, this card gains 1 combat strength.
[1] Arianne Martell: If you lose this combat, one of your opponent's attacking or defending knights is routed.
[1] Quentyn Martell: 1 Fortification
[0] Doran Martell: If you lose this combat, move your opponent down on one Influence track of your choice by a number of positions equal to the amount of combat strength by which you lost the combat.

Karty Dzikich:

Kolejną kartę Dzikich oglądali: Baratheon

WARG-ZWIADOWCA
Zwycięstwo Dzikich
Gracz z najniższą stawką: Odrzuca wszystkie dostępne żetony Władzy.
Pozostali gracze: Odrzucają po 2 dostępne żetony Władzy (lub tyle, ile aktualnie posiadają).
Zwycięstwo Nocnej Straży
Gracz z najwyższą stawką: Wszystkie żetony Władzy, które przeznaczył na tę licytację natychmiast wracają do jego dostępnej władzy.


CISZA NA MURZE
Zwycięstwo Dzikich
Gracz z najniższą stawką: Nic się nie dzieje.
Pozostali gracze: Nic się nie dzieje.
Zwycięstwo Nocnej Straży
Gracz z najwyższą stawką: Nic się nie dzieje.

JEŹDŹCY MAMUTÓW
Zwycięstwo Dzikich
Gracz z najniższą stawką: Niszczy 3 ze swoich jednostek z dowolnych obszarów na planszy.
Pozostali gracze: Niszczą po 2 ze swoich jednostek z dowolnych obszarów na planszy.
Zwycięstwo Nocnej Straży
Gracz z najwyższą stawką: Może odzyskać 1 wybraną kartę Rodu ze swojego stosu odrzuconych kart Rodu.
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NAJAZD PREWENCYJNY
Zwycięstwo Dzikich
Gracz z najniższą stawką: Wybiera jedno: a) Niszczy 2 ze swoich jednostek z dowolnych obszarów na planszy; b) Spada o 2 pozycje na torze Wpływów, na którym zajmował najlepszą pozycję.
Pozostali gracze: Nic się nie dzieje.
Zwycięstwo Nocnej Straży
Gracz z najwyższą stawką: Dzicy natychmiast atakują ponownie z siłą 6. Nie bierze udziału w licytacji obrony przeciwko temu atakowi (nie otrzyma też żadnych nagród, ani kar).

GROMADZĄ SIĘ NAD MLECZNĄ WODĄ
Zwycięstwo Dzikich
Gracz z najniższą stawką: Jeśli posiada więcej niż jedną kartę Rodu na ręce, odrzuca wszystkie karty o największej sile.
Pozostali gracze: Jeśli posiadają po więcej niż jednej karcie Rodu na ręce, muszą wybrać i odrzucić jedną z tych kart.
Zwycięstwo Nocnej Straży
Gracz z najwyższą stawką: Bierze cały stos odrzuconych kart Rodu z powrotem na rękę.

ŁUPIEŻCY GRZECHOCZĄCEJ KOSZULI
Zwycięstwo Dzikich
Gracz z najniższą stawką: Spada o 2 pozycje na torze Zaopatrzenia (nie niżej niż 0).
Pozostali gracze: Spadają o 1 pozycję na torze Zaopatrzenia (nie niżej niż 0).
Następnie gracze redukują armie, aby sprostać nowemu limitowi Zaopatrzenia.
Zwycięstwo Nocnej Straży
Gracz z najwyższą stawką: Wspina się o 1 pozycję na torze Zaopatrzenia (nie wyżej niż 8 ).

KRÓL ZA MUREM
Zwycięstwo Dzikich
Gracz z najniższą stawką: Przesuwa swoje żetony Wpływów na najniższe pozycje wszystkich torów Wpływów.
Pozostali gracze: W kolejności rozgrywki, każdy gracz wybiera tor Lenników lub Królewskiego Dworu i przesuwa swój żeton Wpływów na najniższą pozycję tego toru.
Zwycięstwo Nocnej Straży
Gracz z najwyższą stawką: Przesuwa swój żeton Wpływów na najwyższą pozycję wybranego toru Wpływów i otrzymuje odpowiedni żeton Dominacji.

ZABÓJCY WRON
Zwycięstwo Dzikich
Gracz z najniższą stawką: Zamienia wszystkie swoje jednostki Rycerzy na dostępne jednostki Piechurów. Każda jednostka Rycerzy, która nie może zostać w ten sposób zastąpiona, zostaje zniszczona.
Pozostali gracze: Zamieniają po 2 swoje jednostki Rycerzy na dostępne jednostki Piechurów. Każda jednostka Rycerzy, która nie może zostać w ten sposób zastąpiona, zostaje zniszczona.
Zwycięstwo Nocnej Straży
Gracz z najwyższą stawką: Może natychmiast zamienić do 2 jednostek Piechurów z dowolnych obszarów na planszy na dostępne jednostki Rycerzy.

NADCIĄGA HORDA
Zwycięstwo Dzikich
Gracz z najniższą stawką: Niszczy 2 ze swoich jednostek w jednym ze swoich Zamków lub Twierdz. Jeśli nie może tego zrobić, niszczy 2 ze swoich jednostek z dowolnych obszarów na planszy.
Pozostali gracze: Niszczą po 1 ze swoich jednostek z dowolnych obszarów na planszy.
Zwycięstwo Nocnej Straży
Gracz z najwyższą stawką: Może mobilizować wojska (zgodnie z normalnymi zasadami mobilizacji) na jednym z kontrolowanych przez siebie obszarów, na którym znajduje się Zamek lub Twierdza.

Karty Westeros:

Talia I:
Zaopatrzenie Przesuńcie żetony Zaopatrzenia. Zredukujcie armie, które przekraczają limit Zaopatrzenia.
Zaopatrzenie Przesuńcie żetony Zaopatrzenia. Zredukujcie armie, które przekraczają limit Zaopatrzenia.
Zaopatrzenie Przesuńcie żetony Zaopatrzenia. Zredukujcie armie, które przekraczają limit Zaopatrzenia.
Mobilizacja Zwerbujcie nowe jednostki na obszarach Zamków i Twierdz.
Mobilizacja Zwerbujcie nowe jednostki na obszarach Zamków i Twierdz.
Mobilizacja Zwerbujcie nowe jednostki na obszarach Zamków i Twierdz.
Tron ostrzy [dzicy] Posiadacz żetonu Żelaznego Tronu wybiera, czy: a) wszyscy przesuwają żetony Zaopatrzenia i redukują armie b) wszyscy werbują jednostki lub c) ta karta nie wywiera żadnego efektu.
Tron ostrzy [dzicy] Posiadacz żetonu Żelaznego Tronu wybiera, czy: a) wszyscy przesuwają żetony Zaopatrzenia i redukują armie b) wszyscy werbują jednostki lub c) ta karta nie wywiera żadnego efektu.
Ostatnie dni lata [dzicy] Nic się nie dzieje.
Nadchodzi zima Natychmiast potasujcie tę talię. Następnie wylosujcie i rozpatrzcie nową kartę.

Talia II:
Gra o Tron Każdy gracz pobiera po jednym żetonie Władzy za każdy symbol władzy wydrukowany na obszarach, które kontroluje.
Gra o Tron Każdy gracz pobiera po jednym żetonie Władzy za każdy symbol władzy wydrukowany na obszarach, które kontroluje.
Gra o Tron Każdy gracz pobiera po jednym żetonie Władzy za każdy symbol władzy wydrukowany na obszarach, które kontroluje.
Starcie królów Licytujcie pozycje na trzech torach Wpływów.
Starcie królów Licytujcie pozycje na trzech torach Wpływów.
Starcie królów Licytujcie pozycje na trzech torach Wpływów.
Mroczne skrzydła, mroczne słowa [dzicy] Posiadacz żetonu Kruka Posłańca wybiera, czy: a) wszyscy licytują o pozycje na trzech torach Wpływów b) wszyscy pobierają po jednym żetonie Władzy za każdy symbol władzy wydrukowany na obszarach, które kontrolują lub c) ta karta nie wywiera żadnego efektu.
Mroczne skrzydła, mroczne słowa [dzicy] Posiadacz żetonu Kruka Posłańca wybiera, czy: a) wszyscy licytują o pozycje na trzech torach Wpływów b) wszyscy pobierają po jednym żetonie Władzy za każdy symbol władzy wydrukowany na obszarach, które kontrolują lub c) ta karta nie wywiera żadnego efektu.
Nadchodzi zima Natychmiast potasujcie tę talię. Następnie wylosujcie i rozpatrzcie nową kartę.
Ostatnie dni lata [dzicy] Nic się nie dzieje.

Talia III:
Atak dzikich Dzicy atakują Westeros.
Atak dzikich Dzicy atakują Westeros.
Atak dzikich Dzicy atakują Westeros.
Pod miecz Posiadacz żetonu Ostrza z Valyriańskiej Stali wybiera jedno ograniczenie tej fazy Planowania: a) nie można przydzielać rozkazów Obrony b) nie można przydzielać rozkazów Marszu +1 lub c) nie ma żadnych ograniczeń.
Pod miecz Posiadacz żetonu Ostrza z Valyriańskiej Stali wybiera jedno ograniczenie tej fazy Planowania: a) nie można przydzielać rozkazów Obrony b) nie można przydzielać rozkazów Marszu +1 lub c) nie ma żadnych ograniczeń.
Jesienne deszcze [dzicy]Podczas tej fazy Planowania nie można przydzielać rozkazów Marszu +1.
Sieć kłamstw [dzicy] Podczas tej fazy Planowania nie można przydzielać rozkazów Wsparcia.
Uczta dla wron [dzicy] Podczas tej fazy Planowania nie można przydzielać rozkazów Umocnienia Władzy.
Nawałnica mieczy [dzicy] Podczas tej fazy Planowania nie można przydzielać rozkazów Obrony.
Morze sztormów [dzicy] Podczas tej fazy Planowania nie można przydzielać rozkazów Najazdu.
Ostatnio zmieniony przez guzu Nie 24 Maj, 2015, w całości zmieniany 49 razy  
 
     
guzu
[Usunięty]

Wysłany: Czw 12 Lut, 2015   

The Setting of this Game:

King Robert Baratheon is dead, and the House Baratheon has been divided by his death. His eldest son, Joffrey Baratheon, is not really his son, but the product of his wife Cersei and her brother Jaime Lannister. Joffrey is therefore a false heir, and although House Lannister loudly dismiss the rumours of his origin, it is an open secret between many that Joffrey's claim to the throne is based on bluster not substance. Despite this Joffrey and those close to his cause cause continue to assert his claim to have united House Baratheon and Lannister under his new royal standard.

This is not the case however as Robert's two brothers, Renly and Stannis, have also raised their own Baratheon standards and split House Baratheon even further.

Stannis has raised his standard at Dragonstone, and as the eldest brother to the dead King Robert sees himself as the only legitimate heir now in light of Joffrey's origins. Stannis' single-mindedness is compounded by the encouragement of the priestess Melisandre, an adherent of the Lord of Light religion. This religion has swept through many of his household and now Stannis' banner shows the stag of Baratheon proudly placed in the middle of the flaming heart of the Lord of Light.

The youngest Baratheon brother Renly cares little of Stannis' claim, has quickly married into wealthy House Tyrell and has crowned himself King of Highgarden. By marrying Margaery, Renly now combines the stag of Baratheon with the rich green and gold of House Tyrell.

Aside from any arguments over his legitimacy or the reaction of the two Baratheon brothers, Joffrey is poorly suited to kingship. Before he died his father Robert Baratheon asked his close friend Eddard of House Stark to act as Protector of the Realm. Eddard was well aware that Joffrey had not a drop of Robert's blood, confronted the young Joffrey and the royal court and urged Stannis to take the crown as the legitimiate heir.

This led to House Lannister executing Eddard for treason against “King” Joffrey, and now House Stark under Eddard's son Robb have raised their wolf banners of war in revenge.

This turmoil presents an opportunity to the House Greyjoy, the independently minded ironborn of Pyke, to consider once again raising the Kraken banner in rebellion. Once they ruled as kings on the mainland and terrorised the people of mainland Westeros. Yet the last time they rebelled, Balon lost two sons and was crushed by Robert Baratheon and Eddard Stark. Yet now they both these men lie dead, and Balon plots once more...

Finally, deep in the sandy south, Prince Doran, Lord of Sunspear and the Dornish cause quietly plans his revenge. His sister Elia and her children were murdered during Robert Baratheon's rebellion against the previous royal family, House Targaryen. Doran and his brother Oberyn suspects this was under the direct orders of Tywin Lannister. and continue to plan for the day that House Targaryen is restored to the throne and the burning speared sun standard of House Martell flys alongside it...

This is a time where each House has a clear motive to have their banners raised. Although they each may have historical rivalries, this is also a time of shifting alliances and constant change.

Remember this setting whilst representing your House

Whilst playing this game, bear your House's motivation in mind. Don't fall into the trap of thinking that another player winning the highest position on the Iron Throne influence track means they are the “King” of Westeros. As far as you're concerned - Your House always has the most legitimate claim. The Variant is called “Five Kings and a Prince” because each of the 6 players are contending for the throne, and consider themselves legitimate contenders.

This Game will play differently:

The map has been designed to facilitate a more fluid and dynamic game than you may be familiar with. This may be particularly true for the opening stages, and there are far wider range of opening gambits than you may be used to. Some of these are particularly aggressive. I have not yet (theoretically) found one which cannot be countered or is clearly optimal - but that is the reason for playtesting and there are some very experienced base game players lurking amongst these forums...

Please bear this in mind when planning your strategies.

The Map uses custom Housecards

Each House now has different strengths and weaknesses to consider, not only in terms of the board, but also the unique housecards developed for it. Please familiarise yourself with the housecards as well as possible before starting. Refer to the Housecard FAQ or feel free to contact:
[username=schminky]

Think outside the box

As a variant map, even experienced players will find that they have to modify their standard tactics. Feel free to think outside the box.The ambition is to develop variant into viable long term use on these forums. Therefore, feel encouraged to develop new strategies with which to win the Iron Throne...

Lastly - Enjoy the experience!

Even if the hopes of your house may end up crushed under another's boots, there's always another game to return wiser and stronger...

RESOURCES

Game Rules and FAQ
Rulebook PDF from FFG website.
FAQ v1.4 PDF from FFG website.
Official Responses from FFG BGG thread.
Complete FFG Video Tutorial

Map
• We will use the 5 Kings and a Prince Variant browser map created by:
[username=schminky]
• It is based upon this browser map created by:
[username=dave42]
How to use the map BGG thread
• More information in the USING THE MAP section below.

PLAY BY FORUM RULES
Credit for the main structure of these rules goes to:
[username=WolfandDragon]
The rules were reorganized and reformatted for easier viewing, and House, Westeros, and Wildlings cards were added in text format by:
[user=Biarien][/user]

I. Game Overview

1. We will use the 2nd edition rules with the exceptions mentioned in Section IV: Rule Clarifications and House Rules. If a question is not answered in the rulebook, we will use official responses from FFG and the FAQ. If this still doesn't answer the question, I will make the call.
2. Tides of Battle Cards will not be used.
3. Ravens to other players (private messages / Geekmails / etc.) are not allowed, thus forcing all communication to be posted publicly in the thread. Lying is allowed so lie as much as you want!
4. Westeros cards will be drawn randomly using Geekrolls. The Wildlings deck will be managed by the moderator.
5. Houses will be determined using Geekrolls. Feel free to exchange houses as long as both players agree.

II. Playing by Forum: The Basics

0. Use common sense. You do not need a moderator to resolve anything that does not involve a hidden feature (e.g. bidding). Do not wait for me to tell you to make your move; just check the turn order and resolve your action when it is your turn. You can also post and correct maps as needed. Of course, I will try to help keep things moving along.
1. Let's all work together and avoid unnecessary delays. Please try to check in at least once a day and do not rely only on notifications/subscriptions. Because we are using the browser map, players are encouraged to update the map on their own. (Speaking from experience, it's also a lot more fun when the game moves quickly!)
2. If you will be away from the computer and unable to participate for 2+ days, please notify the moderator and/or the entire group.
3. Players will be replaced at the moderator's and group's discretion if they have not posted in the thread or responded to Geekmail reminders for some time (~2 days, unless the group decides to wait). This is to keep the game moving at a relatively fast pace, which is more fun for everyone.
3b. It is helpful to forward your Geekmail to an email address you check regularly, so that in the worst-case scenario the moderator can Geekmail you and you will notice the Geekmail. This option is under the Settings link in your Geekmail.
4. Use normal text for regular discussions.
5. Use italics for politics and roleplaying (highly encouraged!).
6. Use bold text for in-game moves and actions.
7. If possible, do not edit game-related stuff (actions, politics). If you must, highlight the text that you edited by leaving the old text [-]striked through[/-] (use [ - ] [ / - ] without spaces) to clear up confusion. Someone may read your original post and not notice what has been changed later.
8. To make things easier, we will address each other by our House names (for diplomacy and game actions in particular). You may address me as moderator or just as mod.
9. All players will use banners when posting. Place them at the beginning of every post. To make them appear, type in [ImageID=#######medium] where ####### are the following numbers:

III. Playing by Forum: Orders, Battles, Bids, Etc.

1. Submitting Orders, Bids, and House Cards: Geekmail me your orders, bids, and House cards. To help keep things clear, all Geekmails should have a subject as prescribed below.
Cytat:
Orders:
AGoT PBF [Game #] - Round [Round #] - [House Name] - Orders
Bid:
AGoT PBF [Game #] - Round [Round #] - [House Name] - [IT/F/KC/W] Bid: [Bid Amount]
House Card:
AGoT PBF [Game #] - Round [Round #] - [House Name] - [Area Name] - [Card Name]
Examples:
AGoT PBF 123 - Round 1 - Stark - Orders
AGoT PBF 123 - Round 2 - Stark - IT Bid: 5
AGoT PBF 123 - Round 2 - Stark - Moat Cailin - Roose Bolton

1b. Since we are using the browser map, you can preview your orders on the map. Please send me your orders exactly as they should be copied and pasted into the browser map (area names spelled correctly, with a colon and the order after; you can just copy directly from the browser map to the Geekmail). I will of course try to correct syntax when it appears to be breaking the display, but it's helpful if we can get it right the first time. And remember: the responsibility for ensuring the correct order has been selected is yours. (More on this in the USING THE MAP section below.)
1c. After sending me your orders/bids/etc. via Geekmail, post in the thread that you have done so. This will help keep the game moving along.
2. Resolving Combat: To resolve combat, we will use the following steps:
(a) The attacker calculates and posts both his and the defender's initial combat strength. This includes the combat strength of both Houses' units in the embattled area, the combat strength modifier from march or defense orders (+2, +1, +0, or -1), and the combat strength of supporting units and orders from each player's own units.
(b) Both attacker and defender then ask for support from other houses. Those who wish to support any side should declare it by posting their support action in the thread in bold. If support has been declared, the supporter recomputes and posts both parties' modified combat strength. The attacker can send conditional House Cards based on whether support is granted (e.g., send Theon if Baratheon supports, otherwise send Asha).
(c) The attacker Geekmails me his chosen house card and informs everyone by posting that he has already sent his house card to the moderator.
(d) The defender Geekmails me his chosen house card AND posts it in the thread.
(e) The attacker reveals his house card by posting it in the thread.
(f) The attacker or defender may now decide if he will use his Valyrian Steel Blade token.
(g) Anyone may now recompute and post the final combat strength of both parties. Combat resolution follows.

Notes:
• Steps 2b & 2f are optional and may be skipped.
• In the interest of speeding things up, the attacker may skip Step 2b and proceed with Step 2c. In this case, support from other houses can still be declared as long as the defender has not yet Geekmailed me his house card (Step 2d). All support declared after Step 2d will no longer count.
• In Step 2g, anyone may resolve the combat without waiting for the moderator.
• Below is an example of how to post battle information. You may copy and paste this text and modify it for the current battle.

Cytat:
Battle for Moat Cailin

[Attacker]
Units: 3 (KN, FM)
Order: -1 (M-1)
Support: 0
Card: Send to moderator
Total: 2 + ?

[Defender]
Units: 1 (FM)
Order: 1 (D+1)
Support: 2 (SH, S+1* order)
Card: ?
Total: 4 + ?

3. Out-of-Turn Actions: Please try to refrain from out-of-turn actions. You may think that it will not affect what other players are doing, but in a game this complex, you never know what your actions might influence! If you will be away from the computer or just want to help keep the game moving, you can Geekmail me your out-of-turn orders. If you do post out-of-turn orders in the thread, you are bound to them.
4. Changes to Orders, Bids, and House Cards: I will accept changes to orders, bids, and House cards until I have a response from each player. If the last player I was waiting for already submitted their order, bid, or House card, then nothing can be changed. If an order, bid, or House card was posted in the thread, it is binding.
4b. At the same time, this is a game, so if you make a genuine mistake and want to take it back, we can allow it if the entire group agrees. But we'll try to avoid this to keep the game moving.
5. Mistakes and Errors: If you see something wrong--from the moderator or another player--let the group know right away! I will do my best to correct any mistakes as fairly as possible.

IV. Rule Clarifications and House Rules

1a. Game of Thrones Westeros II Card: Players collect one Power Token for each Port with at least one of your ships and no enemy Ships in the adjacent sea.
1b. Dark Wings, Dark Words Westeros II Card: If "Collect Power Tokens" is chosen, it will be handled the same way as the "Game of Thrones" Westeros Card.
2. Not Enough Order Tokens: This rule will be ignored completely in order to keep the game moving at a faster pace. Should this situation arise and you notice that the players after you on the Iron Throne track have not yet submitted their orders, it is good gaming style to inform those players which areas did not receive an order.
3. CP* Orders: I will assume by default that you want your CP* order to be resolved as your last CP order, thus mustering later than another player with a lower ranking on the Iron Throne track but with less CP orders. Should you wish to forfeit this advantage, please say so explicitly either in your orders or at any point during the action phase, but before the mustering happens.
4. Faulty Order Placement: If something is wrong with the orders as you submitted them to the moderator, the following ruleset is valid:
(a) if a player has more special orders than allowed (or duplicate march orders -- e.g., two March+0 orders) on the map, extra/duplicate orders are downgraded (if possible) according to alphabetical area order.
(b) extra orders left on the map after step (a) are completely removed in alphabetical area order.
(c) if after step (b) or by a player's mistake there are areas without orders, the areas remain without orders. (Note, however, that per the rules all areas must receive orders, so please do not deliberately issue invalid orders or decline to give areas orders to gain an advantage [not including the situation of not having enough order tokens].)
(d) if a player placed a forbidden order (per a Westeros III card), it is removed without replacement.
(e) if the map shows something different than what you intended, the orders as displayed on the map stand (double check your orders are what you want!).
(f) if I did catch a mistake that you've made, I will Geekmail you to notify you of your mistake and you will be able to change your orders up to the point that all the houses have sent their orders. Once all orders are in, your orders are final!
Note: Grace can be shown in cases of mistaken orders if all players agree. This is left to the moderator's and group's discretion.
5. Retreating and Ships in Port: Should you lose a battle and be forced to retreat from land that has a port, you immediately lose control of any ships in port and as such those ships do not count against your supply. Your opponent can later decide to replace or destroy them.
6. Leaving Power Tokens in Areas: Upon leaving an area, the standard and assumed play is that you have not chosen to leave a Power Token to establish control of a vacated area unless you have declared your intentions of doing so. Here is an example:
[q="Leaving a Power Token"]March-1 from Riverrun: FM to Seagard. Leave PT.[/q]
Grace may be given to players that forgot to leave a PT but had wanted to provided only a march or two have passed, provided no players object. As always, your posted orders are binding unless your opponents have mercy on you and no one objects to a revision. The moderator reserves the right of special consideration regarding this rule.

V. Final Comments

This is a game, and games are meant to be fun. Please remember this as there may be circumstances in which you become frustrated, tense, and even angry. But, this is all part of the charm and appeal of this game. Having said that, make threats and blast your opponents with insults (within reason) while posting in-game roleplaying. Try to keep out of character communication as civil as possible. And remember: Have fun!


USING THE MAP

Map Overview
• On top of the screen is a semi transparent black bar, when you move your mouse cursor over it a menu should slide down.
• There are clickable links to show/hide Power Tokens, units, and/or orders at the top of the drop-down semi-transparent black bar.
• Hovering your mouse over an order token will also cause it to temporarily disappear so you can see the units underneath. (If a unit is on top of a power token, click the "Show/hide units" text to temporarily hide the units.)
• Power Tokens are displayed on the bottom-left of the Wildlings track in the format X/Y, where X = Power Tokens currently possessed by each player and Y = Power Tokens remaining in the pool.

General Notes
• Each area should be on its own line.
• To place units or order tokens, enter the area name followed by a colon and space, then the unit name or order name. Make sure to use the correct text box.
• To remove units or order tokens, you can simply delete the units or order, but leave the area name followed by a colon and space (": "). If there is not a colon and space, it can break the display, but leaving the area names in can save time retyping them. Alternatively, you can just delete the entire line.
• To place a Power Token on the board, simply add the area to the "Powertokens in areas" box on the House Settings page. Make sure to decrease the number of available Power Tokens.
• To specify a port, add " - Port" after the area name. Make sure there is a space before and after the hyphen.
Important: Blank lines, misspellings, and extra spaces can break the display. If something isn't showing up, check for these errors. Note that the case does not matter (FM and fm both work).

Cytat:
Units
Footman: FM, Footman
Knight: KN, Knight
Siege Engine: SE, Siege
Ship: SH, Ship
Routed units: Add routed- before the name given above (e.g., routed-KN)
Multiple units: Separate with commas (even for multiple units of the same type) (e.g., FM, FM, KN)


Cytat:
Orders
Note: There are different options for entering orders (see the thread on using the map for more information if you're curious), but I think the options below are the most clear (every order shows combat strength modifier, and every starred order has a star), so please try to use these. I will try to confirm your orders are correct, but ultimately the responsibility is yours, especially since you can edit the map yourself to preview your orders.
March-1: M-1
March+0: M+0
March+1*: M+1*
Defend+1: D+1 (D is also ok)
Defend+2*: D+2*
Support: S
Support+1*: S+1*
Raid: R
Raid*: R*
Consolidate Power: CP
Consolidate Power*: CP*


Cytat:
House Settings
• Units, Orders, and Power Tokens boxes place units, orders, and Power Tokens on the board. For example:
Units:
Dragonstone: Footman, Knight
King's Landing: KN, SE
Crackclaw Point: FM
Shipbreaker Bay: SH, routed-SH
Blackwater Bay: Ship

Orders:
Dragonstone: M+0
King's Landing: CP*
Crackclaw Point: D+1
Shipbreaker Bay: R
Blackwater Bay: S+1*


Powertokens in areas:
Kingswood
Influence Tracks & Dominance Tokens
• Each House, garrison, and neutral force should be on its own line.
• When a garrison or neutral force is destroyed, delete the line from the garrisons box.
• To adjust the House order on the various tracks, use the appropriate text box(es). (Try to remember to update the victory track after capturing a castle or stronghold!)
• When a dominance token (Valyrian Steel Blade or Messenger Raven) has been used for the round, you can check the appropriate box on this page to overlay a "used" indicator on the main board display.
• The round marker and Wildlings strength can also be adjusted here.

Sharing the Map
• Every time you change anything, a new tinyurl.com link should appear in the black bar at the top of the screen. Post this link in the thread. Sometimes it fails to create a valid link, so please check if you have a valid tinyurl link before submitting your post.
• Occasionally, there is no tinyurl link on the black bar. If this happens, click the Power Token display in the upper-left corner of the board to increase and then decrease the PT count (from 5/15 to 4/16 back to 5/15). This should generate the link without needing to re-enter information.

THE INFLUENCE TRACKS

When playing the game, remember what each influence track represents:

Iron Throne: Your house position on the Iron Throne influence track abstractly represents the strength of your claim to be king as seen among the minor nobles, knights, and people of Westeros.

Fiefdoms: The Fiefdoms influence track represents your efforts to lead the minor nobles and bannermen of your lands.

King's Court: A house’s position on the King's Court influence track represents its level of intrigue, spies, and secret communications.


####################################


HOUSE CARD FAQ


The Effects of Westeros Cards on House Card Abilities

Some house cards allow a player to place a specific type of order token on the board during combat. If a Westeros III card prohibits a particular type of order from being played in a round, then it also prohibits house card abilities that would have allowed that particular type of order to be played. More specifically:

Robb Stark: If “Web of Lies” is drawn as the Westeros III card of a round, then the Stark player may not place a support order with Robb Stark's ability during that round. If “Storm of Swords” is drawn as the Westeros III card of a round (or its equivalent effect is chosen on “Put to the Sword”), then the Stark player may not place a defence order with Robb Stark's ability during that round.

Andrik the Unsmiling: If “Sea of Storms” is drawn as the Westeros III card of a round, then the Greyjoy player may not place a raid order with Andrik the Unsmiling's ability during that round.

Littlefinger: If “Feast for Crows” is drawn as the Westeros III card of a round, then the Lannister player may not place a consolidate power order with Littlefinger's ability during that round.


Timing of House Card Abilities

Any timing conflicts that may occur when resolving house cards during combat, are handled in exactly the same way as in standard 2nd Ed. AGoT. Therefore text abilities are resolved in the following order:

1. Any “Ignore” or “Cancel” text abilities are first resolved in the player order of the Iron Throne track. This includes Tyrion Lannister.

2. Any text abilities that start with “immediately” are then resolved in the player order of the Iron Throne track. This includes Brienne of Tarth, Margaery Tyrell, Melisandre, and Queen of Thorns.

3. Other conflicting text abilities are then resolved in the player order of the Iron Throne track.

4. After the outcome of combat is determined, any “win/lose this combat...” text abilities are resolved in the player order of the Iron Throne track. This includes Andrik the Unsmiling, Arianne Martell, Doran Martell, Obara Sand, Renly Baratheon, and Stannis Baratheon.

5. Any text abilities that state “after combat” are then resolved in the player order of the Iron Throne track. This includes Catelyn Stark, Robb Stark, Ser Davos Seaworth, and Tycho Nestoris.


Further Specifics of House Card Abilities

Note: combat strength = CS



Robb Stark: If the Stark player's position on the King's Court influence track allows for it, then they may place a special support or special defence order with Robb Stark's ability. A Stark player that starts a combat with a special march order, is allowed to place an available special support or special defence order with Robb Stark's ability in order to stay within their King's Court limits. A support or defence order that was placed on the board during the planning phase and later removed due to an opponent raiding it or the Stark player losing a defensive combat, may be used with Robb Stark's ability.

Catelyn Stark: The Stark player has all their discarded house cards (except Catelyn Stark) returned to their hand after combat has been resolved. The house card that an opponent plays against Catelyn Stark in combat, is returned to the opponent's hand. If this card was the opponent's last house card in their hand, then they do not refresh their hand as normal.

[imageid=2404418 smallinline]

Joffrey Baratheon: The text ability of an opponent's house card may affect the CS that Joffrey Baratheon's CS is compared to; however, the order for resolving timing conflicts must always be followed when resolving text abilities.

Littlefinger: If the Lannister player's position on the King's Court influence track allows for it, then they may swap an order for a special consolidate power order with Littlefinger's ability. A consolidate power order that was placed on the board during the planning phase and later removed due to an opponent raiding it or the Lannister player losing a defensive combat, may be used with Littlefinger's ability.



Stannis Baratheon: It is possible for a house’s turn to be skipped after the resolution of Stannis Baratheon’s text ability. The turn order of the Iron Throne track is always followed exactly as it appears; the “1” position goes first, followed by the “2” position, followed by position “3”, etc. It is the position on the track itself that determines the current player, regardless of which houses have taken their turn.

Ser Davos Seaworth: If the Baratheon player uses Ser Davos Seaworth's ability, then they must update their supply and reconcile their armies as if a “Supply” Westeros I card had been drawn. If the Baratheon player attacked an area containing barrels and won the combat with Ser Davos Seaworth, then those barrels are also counted when the Baratheon player updates their supply.

Salladhor Saan: If Baratheon ships directly contribute CS to the combat (even 0 CS), then Salladhor Saan has 3 CS and 1 sword. If the embattled area is a land area that is not adjacent to a sea area containing Baratheon ships, then Salladhor Saan has 1 CS. Note that ports do not count as sea areas.

Tycho Nestoris: If the Baratheon player attacked an area containing a castle or stronghold and won the combat with Tycho Nestoris, then the victory point associated with that area is also counted towards the number of power tokens collected by the Baratheon player.

Melisandre: The Baratheon house card that is discarded by Melisandre's ability, only adds its printed CS to Melisandre's CS; the ability of the discarded house card is not resolved during the combat. If the Baratheon player plays Melisandre when they have only one other house card in hand, and chooses to use her ability, then the other house card is discarded first, while Melisandre is discarded at the end of combat as usual. In this case the Baratheon player returns their entire discard pile to their hand, except for Melisandre (the last played house card) which remains in the discard pile. Melisandre cannot use her ability to discard herself.



Victarion Greyjoy: The CS of an opponent's house card may never be reduced below 0 due to Victarion Greyjoy's ability, even if the text ability of the opponent's house card would make it lose CS after Victarion Greyjoy had already reduced it to 0 CS.

Andrik the Unsmiling: If the Greyjoy player's position on the King's Court influence track allows for it, then they may place and resolve a special raid order with Andrik the Unsmiling's ability. If the Greyjoy player already placed three raid orders during the planning phase of the round, then they may not place another raid order during combat using Andrik the Unsmiling's ability. The Greyjoy player may not use their special raid order with Andrik the Unsmiling's ability if they had already placed it on the board during the planning phase of the round.

Asha Greyjoy: If the Greyjoy player chooses to use Asha Greyjoy's ability, then neither the Greyjoy player nor their opponent may support themselves in this combat. All support orders from third parties adjacent to the embattled area are effectively ignored during this combat as well.



Renly Baratheon: The Tyrell player may not exceed his supply or unit limits when using Renly Baratheon's ability.

Margaery Tyrell: The text ability of an opponent's house card may affect the CS that Margaery Tyrell's ability uses to determine the number of power tokens gained; however, the order for resolving timing conflicts must always be followed when resolving text abilities.

Queen of Thorns: The Tyrell player may only swap two of their orders that were placed on the board during the planning phase, and therefore may not place an unused order on the board using the Queen of Thorns' ability. The two orders may be from any two areas that the Tyrell player has orders in, including (if applicable) the embattled area.



The Red Viper: The Red Viper's skull icon is resolved after any casualties from sword icons are resolved. The skull icon causes the opponent to suffer one casualty regardless of which player was victorious in the combat. This casualty is in addition to any other casualties dealt during combat, and cannot be prevented by fortification icons.

Obara Sand: The opponent's number of available power tokens may never be reduced below 0 due to Obara Sand's ability.
Ostatnio zmieniony przez guzu Wto 24 Lut, 2015, w całości zmieniany 1 raz  
 
     
guzu
[Usunięty]

Wysłany: Pią 13 Lut, 2015   



brakuje Martella-beez
 
     
Czarny Jaszczur
[Usunięty]

Wysłany: Pią 13 Lut, 2015   



Nasza Miłość, Robert I Baratheon nie żyje;
Umarł król, niech żyje król!

W imieniu następcy Żelaznego Tronu, Jego Wysokości Joffreya z domów Baratheon i Lannister, Pierwszego Swego Imienia, Króla Andalów, Rhoynar i Pierwszych Ludzi, Lorda Siedmiu Królestw i Lorda Protektora Krainy, wzywam wszystkich wielkich Lordów Królestwa do złożenia hołdu lennego i przysięgi wierności nowemu królowi.

Jego Miłość, błogosławiony w świetle Siedmiu, pragnie nawiązać ścisłą współpracę z przedstawicielami najznamienitszych rodów Westeros poprzez powołanie nowej Małej Rady. W jej skład, z największą przyjemnością i ufnością, chciałby zaprosić:
- swego dzielnego wuja, Lorda Stannisa Baratheona ze Smoczej Skały
- umiłowanego brata ojca, Lorda Renly'ego Baratheona jako przedstawiciela rodu Tyrell
- księcia Dorana Martella z Dorne
- Lorda Żelaznych Wysp, Balona Greyjoya
- Lorda Winterfell, Robba Starka

Jednocześnie pragnę poinformować iż Tywin Lannister, Lord Casterly Rock, Tarcza Lannisportu i Namiestnik Zachodu z przyjemnością i dumą przyjął zaproszenie do Małej Rady. Jego Miłość wie jednak, że tak jak Siedmiu sprawuje pieczę nad naszymi duszami, tak siedmiu powinno sprawować kontrolę na Królestwem. Z tego powodu Królewskim Namiestnikiem mianował maestra z Cytadeli, pozbawionego tytułów i rang a posiadającego nieograniczoną mądrość i wiedzę, niżej podpisanego Czarnego Jaszczura.

Wyżej wspomniani, zaufani mężowi Królestwa, niejednokrotnie udowadniali swoją lojalność i oddanie, Królestwo i Król potrzebują tak mądrych i oddanych doradców, zwłaszcza teraz gdy sytuacja wymaga ich determinacji. Żelazny Tron wie, jak wiele wyrzeczeń i sił kosztuje praca na rzecz jedności Siedmiu Królestw. Nie chcąc być gołosłownym, w zamian za pomoc w utrzymaniu stabilności, gotów jest wspomóc i wywyższyć tytułami oddane i pomocne rody.

Opieszałość i nieposłuszeństwo spotkają się ze sprawiedliwą i słuszną karą.

Oczekując odpowiedzi i rychłego przybycia,
Czarny Jaszczur, Królewski Namiestnik
 
     
guzu
[Usunięty]

Wysłany: Pią 13 Lut, 2015   



Kruk, najazdy, marsze
 
     
Czarny Jaszczur
[Usunięty]

Wysłany: Pią 13 Lut, 2015   

Wysyłam Kruka do Czarnego Zamku z prośbą o opisanie sytuacji za Murem :)
 
     
guzu
[Usunięty]

Wysłany: Pią 13 Lut, 2015   

Karta Dzikich wysłana - zostaje na szczycie Talii.

Najazd Martella schodzi bez efektu.

Możecie maszerować.

 
     
Germanus
[Usunięty]

Wysłany: Pią 13 Lut, 2015   

chciałem pomaszerować 1 statkiem na BWB ale nie umiem znaleźć komendy :mad:
 
     
guzu
[Usunięty]

Wysłany: Pią 13 Lut, 2015   

Germanus napisał/a:
chciałem pomaszerować 1 statkiem na BWB ale nie umiem znaleźć komendy :mad:


M-1: 1SH z Narrow Sea na Blackwater Bay :wink:
 
     
guzu
[Usunięty]

Wysłany: Pią 13 Lut, 2015   

kolej Tyrella. Możecie wykonać kilka ruchów, jeśli nie kolidują z innymi i nie ma szans na konfrontację.
 
     
Sznycelek
[Usunięty]

Wysłany: Pią 13 Lut, 2015   

No to Róże robią rush

M-1: bez efektu
M+0: FM z Highgarden na The Arbor; KN z Highgarden na Oldtown
M+1: FM z Hornhill na Princes Pass, zostawiam żeton
 
     
guzu
[Usunięty]

Wysłany: Pią 13 Lut, 2015   



Teraz Stark, Martell, Greyjoy
 
     
Beez
[Usunięty]

Wysłany: Sob 14 Lut, 2015   

M+1*: KN z Sunspear na Storms End; FM z Sunspear na Yronwood
 
     
lukiluk
[Usunięty]

Wysłany: Sob 14 Lut, 2015   

M+0: KN z Winterfell na Moat Cailin; FM z Winterfell na Torrhen's Square
 
     
Leśnik
[Usunięty]

Wysłany: Sob 14 Lut, 2015   

M-1: SH z Pyke- Port na Ironman's Bay
M+0: SH z Ironman's Bay na The Sunset Sea, SH z Ironman's Bay na The Sunset Sea
 
     
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