Kingmaker: WotR RULES FOR PLAY

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Kingmaker: WotR RULES FOR PLAY

Postby rick.leeds » 29 Jul 2014, 10:57

Below are the rules for playing Kingmaker by forum.
I will include links to each section of the rules below. It is suggested that players read through the whole rules (yeh, this will take some time but, if you haven't played Kingmaker before, or if you've played only Basic/Expansion/Advanced rules, these will be different... they are an amalgam of different rules with additions to make PBF possible). During play, players may then wish to refer to different sections.

Event Phase
Movement Phase
Combat Phase
Parliament Phase
Coronation Phase
Crown Phase
Transferables
Special Nobles Rules.
Capture and Ransom
Types of Cities/Towns/Castles
Alliances

Other Rules-related Links
Events List.
Crown List.
Game Data.
Play-by-Forum Order and Deadlines Rules.

Objective
1. To win a game of Kingmaker a player must control the last Royal Heir In the game and s/he must be crowned.
2. Alternatively, if there is a sole monarch, the player controlling her/him will win if s/he can win a vote in Parliament. This means most votes in the House of Lords and a majority of votes in the House of Commons.

Set-up
1. The GM will post the start map with the Royal Heirs in their place:
- Henry VI in London.
- Margaret of Anjou in Coventry.
- Edward of Lancaster, Prince of Wales, in Kenilworth.
- Richard, Duke of York, in York.
- Edward, Earl of March, in Harlech.
- Edmund, Earl of Rutland, in Dublin.
- George, Duke of Clarence, in Cardigan.
- Richard, Duke of Gloucester, in Calais.
2. The GM will randomise the Event List and maintain this List throughout the game.
3. The GM will remove the following items from the Crown List:
- Duke of Lancaster
- Duke of York
- French Foot Soldiers
- Scottish Foot Soldiers
- Irish Kerns
- King’s Pardon
- King’s Pardon
- Bishop of Westminster
4. The GM will randomise the remaining Crown List and remove the top items from the list, the number dependent upon the number of players:
- 4 players = 24 items
- 5 players = 30 items
- 6 players = 36 items
- 7 players = 35 items
- 8 players = 40 items.
5. The GM will randomise the players into an Order of Deal then assign the items removed from the Crown List in (4) above in order, one item to each player in turn until all items have been assigned.
6. If player(s) have not received a Noble in their assignment, the GM will, in Order of Deal, go down the randomised Crown List and assign the next available Noble(s) in Order of Deal.
7. The Crown Items removed in (3) above and the remainder of the randomised Crown List are merged and randomised again. The GM will maintain this list.
8. Players must organise their Factions:
- Titles: are assigned to any untitled Noble or discarded to the Chancery; one per Noble.
- Offices: are assigned to any titled or newly titled Nobles or discarded to the Chancery; one per Noble.
- Bishoprics: are assigned to any Noble or discarded to the Chancery; one per Noble.
- Ships, Cities/Towns/Castles and Mercenaries can be assigned to any Noble without restriction.
9. Items assigned MUST be assigned if they can be; players cannot refuse an assigned Crown Item.
10. The GM will publish this information in the Play Thread, including calculating the troop strength of each Noble:
- Nobles have an assigned number of troops personally.
- Titles come with an assigned number of troops.
- Offices may come with an assigned number of troops.
- Bishoprics may come with an assigned number of troops.
- Ships have no troops unless in a Sea Battle.
- Cities/Towns have troops which may be used offensively but not defensively.
- Mercenaries are troops.
11. Players assign starting positions for their Nobles. Each Noble has at least one home castle, identified by his shield on the map. Where a player has more than one home castle, players may choose which the Noble will start in.
12. Any ships are placed in their starting ports.
13. The GM decides which player is to start the game. This is the player who controls:
- The Chancellor of England; if no player controls this Office, then
- The senior Bishopric in order of:
• Archbishop of Canterbury
• Archbishop of York
• Bishop of Durham
• Bishop of Carlisle
• Bishop of Lincoln
• Bishop of Norwich
If no player controls a Bishopric, then
- The player with most potential troops in total; if two players are tied, then
- The player highest in the Order of Deal.
14. Once the starting player is found, the others follow in Order of Deal. This becomes the Order of Play.

Play
1. The game is played in Rounds, with each round given a year title, starting at 1455.
2. Each player has a separate Turn in a round, with each turn given a number.
3. There are 6 Phases in a Turn:
- Event Phase (mandatory): An Event Item is drawn which may affect all players.
- Movement Phase (optional): The player may move all, some or none of her/his Nobles. After movement, players may choose to form Armies, Fleets or Capture Royal Heirs.
- Combat Phase (optional): The player may battle other Nobles, ships, lay siege to Locations or launch and ambush. After Combat, players may make decisions over captured Nobles, Ships or Heirs.
- Parliament Phase (optional and only if possible): If a player controls the sole monarch or, if no sole monarch exists, controls the Chancellor or England AND has a Writ of Summons to Parliament item, may call Parliament.
- Coronation Phase (optional and only if possible): If a player controls the Senior Royal Heir of either Lancaster or York, that Heir is located in a city or town and is accompanied by an Archbishop or 2 Bishops, the player may crown the Royal Heir.
- Crown Phase (mandatory): A Crown Item is drawn which the player may play immediately or hold in her/his Reserve.
4. Once the Crown Phase has been completed, play passes to the next player.
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Event Phase

Postby rick.leeds » 29 Jul 2014, 11:07

1. The GM selects the first Event on the Events List and informs the player of this.
2. Dependent upon the card, the player may be able to hold the Event Item back; most Events are played immediately, however.
3. The GM will update the Play Thread detailing the Event drawn.
4. Play now moves onto the Movement Phase.

Commision
5. If a Noble is summoned to a location as a result of an Event, the player controlling the Noble may, if possible, use a Writ of Summons to Parliament card to commission a replacement.
6. To commission another Noble that Noble must be at least equal in basic strength (ie, must have the same number of troops awarded without those awarded for Towns/Cities/Castles) to that of the summoned Noble.

Embassy
7. An Embassy Event will result in the randomisation of the Crown list.
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Movement Phase

Postby rick.leeds » 29 Jul 2014, 11:15

Nobles
1. In her/his Movement Phase, players order movement for all, some or none of the Nobles in the Faction.
2. Nobles may move up to 5 spaces in any direction, except:
- If entering or moving within a Forest space, the Noble may only move one space.
- Nobles may not cross estuaries.
3. Nobles do not have to move and may end movement at any time – they do not need to move all the possible number of spaces.
4. Any number of Nobles may occupy the same space.
5. If a Noble BEGINS movement in a space with a Road passing through it, he may move along the road any number of spaces. This movement is modified by:
- If the road is blocked by a FRIENDLY city, town or castle, or an UNOCCUPIED, UNFORTIFED town, the Noble may pass through and continue along the road.
- If an UNFORTIFIED town is OCCUPIED, Nobles end movement in that space.
- If the road is blocked by a NEUTRAL city, town or castle, the Noble must end movement in that space.
- If the road is blocked by an UNFRIENDLY city, town or castle, the Noble may request permission to pass through. If granted, the Noble may continue along the road; if denied, the Noble must end movement in that space.
Nobles cannot combine normal and road movement in a turn.
6. If the Noble ends his movement in a space containing a Location (a city, town or castle) he enter it. This is modified by:
- If the Location is FRIENDLY, he may enter.
- If the Location is an UNFORTIFIED TOWN or an OPEN TOWN he may enter if it is unoccupied or occupied by an ALLIED Faction.
- If the Location is NEUTRAL and FORTIFIED he may not enter.
- If the Location is UNFRIENDLY, he may request permission to enter; if granted, he may enter, if denied he remains in the open outside the Location.
- A Location has a maximum capacity of troops it can support. If the Noble and his retinue exceed this capacity, he remains in the open.

Ships
7. In her/his Movement Phase, players order movement for all, some or none of the Ships in the Faction.
8. Ships may move up to 5 spaces in any direction in sea spaces (marked S or E) and Ports.
9. Ships do not have to move and may end movement at any time – they do not need to move all the possible number of spaces.
10. Entering or leaving a Port counts as a space movement.
11. Any number of Ships may occupy the same sea space or Port.
12. If a Ship is in a Port that is UNFRIENDLY, it must request permission to leave Port; if granted, it can move normally; if denied it may not move.
13. Ships may enter any Port that lays on the coast of a Sea space. This is modified by:
- If the Port is FRIENDLY, it may enter the Port.
- If the Port is an UNFORTIFIED TOWN or OPEN TOWN, it may enter if it is unoccupied or occupied by an ALLIED faction.
- If the Port is NEUTRAL and FORTIFIED it may not enter UNLESS its passengers can Lay Siege to the Location.
- If the Port is UNFRIENDLY, it may request permission to enter; if granted, he may enter, if denied it remains in the Sea space neighbouring the Port UNLESS its passengers can Lay Siege to the Location. If the Ship has no passengers it may not enter an
14. Ships that end their turn in a Port must disembark any passengers.
15. Some Event Items may order Ships to Port. If a Ship is so ordered:
- If the Port is FRIENDLY, UNFORTIFIED, an OPEN TOWN controlled by an ALLIED Faction or NEUTRAL it may leave on its turn. Passengers must disembark as normal and may be ordered as normal on their turn.
- If the Port is UNFRIENDLY, it must request permission to leave as normal.
16. If a Faction loses control of a Ship while it is at sea, it retains control of it until it makes Port.

Royal Heirs
17. Royal Heirs do not allowed to move on their own.
18. If an Heir is captured, it moves with the capturing Noble or Army.
19. A captured Royal Heir may not voluntarily be left unaccompanied.

SEA TRANSPORTATION
20. If a Noble begins its movement in a space which contains a Port, and a Ship is in Port, he may board the Ship. Nobles may NOT move into such a space and then board ship.
21. Ships may embark Nobles (allow them to board) if it is owned by the same Faction or by an ALLIED Faction and:
- It occupies a Port which is FRIENDLY, UNFORTIFIED, an OPEN TOWN, controlled by an ALLIED Faction or NEUTRAL at the start of its turn.
- If the Port is UNFRIENDLY the Ship may only embark passengers if given permission to leave Port.
22. A Ship which embarks passengers must immediately be ordered to leave Port.
23. The base troop strength of the Noble(s) embarking must not exceed the capacity of the Ship. Troop strength may be split across more than one Ship if the Ships travel as a Fleet or if Nobles embark on different Ships.
24. Ships must disembark passengers whenever they enter Port.
25. Nobles that disembark may not move in the turn UNLESS they have not moved by sea (ie have been forced there by an Event).
26. When Nobles disembark they:
- Either enter and occupy a FRIENDLY Port or a Port controlled by an ALLIED Faction or remain in the open space (player’s choice).
- Enter an UNFORTIFIED Port or OPEN TOWN if it is unoccupied or remain in the open (player’s choice).
- Must attempt to Lay Siege to an UNFORTIFIED Port that is occupied, a NEUTRAL Port or an UNFRIENDLY Port. If they cannot Lay Siege or if the Siege fails, they must remain in the open.
27. If a Ship involuntarily enters a FORTIFIED, NEUTRAL Port, a Port occupied by non-ALLIED troops or an UNFRIENDLY Port, the Nobles must Lay Siege. If this is not possible, or if the Siege fails, the Nobles remain in the open.

REFUGES
28. The following spaces are refuges require a Refuge card or exception to enter or for the Nobles to remain for more than one turn. Without a Refuge card or an exception the Nobles must move out of the Refuge on their next turn:
- SCOTLAND
- CONTINENT (exception: Captain of Calais)
- ISLE OF ANGLESEY [Beaumaris] (exception: Treasurer of England)
- ISLE OF WIGHT [Carisbrooke] (exception: NOBLE controlling Carisbrooke)
- ISLE OF MAN [Douglas] (exception: Stanley)
- IRELAND/DUBLIN (exception: Lord Lieutenant of Ireland)
29. Nobles may enter a Refuge without a Refuge card or exception to:
- Besiege a Location in the space.
- Attack opponents in the space (not allowed in Scotland or Continent).
- Capture a Royal Heir.
30. On their next turn, Nobles must leave a Refuge, unless they have a Refuge card or exception, if Combat is not possible.
31. If a Refuge Port is successfully Besieged, the Faction has free access there up to the capacity of the Location as long as it maintains the siege or retains control.
32. A Ship may not involuntarily enter a Refuge Port unless it is the only “closest” Port.
33. A Ship may not voluntarily enter a Refuge Port unless it has a force strong enough to successfully besiege it.
34. If a Refuge contains a Port and a force in the open, the force must be successfully defeated before the Location can be Besieged.

Post-Movement
There are a number of options open to players between the Movement and Combat Phases.

ARMIES
1. If Nobles end their turn in the same space, they may form an Army.
2. Movement is not affected by forming an Army. All Nobles must be ordered to move in their own right, although they may stay together as an Army.
3. An Army may combine its forces in Combat. Alternatively, Nobles in an Army may still launch Combat independently or a player may order Nobles in an Army to NOT participate in Combat.
4. An Army which is attacked by another Noble MUST defend as a unit.
5. An Army may also be formed with Nobles of an ALLIED Faction. If those Nobles are involved in Combat, however, they cannot have been issued with their own Combat in that Round or receive their own Combat orders in the same Round.
6. If ALLIED Nobles receive Movement Orders as part of an Army, they may not move if they have already moved in the Round and cannot move in the same Round upon their Turn.

FLEETS
1. If Ships end their turn in the same space, they may form a Fleet.
2. The rules for Fleets match those for Armies.

CAPTURING ROYAL HEIRS
1. If a Noble ends movement in a space which contains an unaccompanied Royal Heir, he may be ordered to capture the Heir. If the Heir is inside a Location, the Noble does NOT have to enter the Location to capture it.
2. If a Royal Heir is accompanied by Nobles of another Faction, they must be defeated in Combat before the Heir can be captured.
3. A Faction may not control Royal Heirs of both Houses – Lancaster and York – for more than two consecutive Rounds. He must either execute one or more, or transfer one or more to the control of another Faction before this grace period is over.
4. A Faction may control as many Royal Heirs of the same House as it wants.
5. A player may order the execution of any Royal Heir it controls at any time in her/his turn.
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Combat Phase

Postby rick.leeds » 29 Jul 2014, 11:23

1. Combat may be ordered between Nobles of opposing Factions occupying the same space, or Ships of opposing Factions occupying the sea space, at the end of a Movement Turn.
2. A Noble may only attack once in a Round, and Nobles can only be attacked once in a Turn.
3. Any number of Nobles in the same space or Army may combine their strength to attack.
4. ALL Nobles in a defending Faction in the same space MUST combine their strength.
5. A player is never required to launch Combat.
6. There are four types of Combat: Battles, Siege, Ambush and Sea Battles. Players also have the option to Blockade a port.

BATTLES
7. Battles are fought in the open, not in cities, towns or castles.
8. The attacking player nominates the Nobles attacking.
9. The total strength of all Nobles involved for both sides is calculated by the GM.
10. The GM maintains a randomised list of Battle Results and Battle Outcomes.
11. Attacking strengths are then checked against the Table of Odds (see Game Data thread) to obtain a Battle Ratio.
12. The GM compares the Battle Ratio with a randomised list of Battle Results:
- If the Battle Ratio is equal to or better than the Battle Result, the stronger force wins and captures all the Nobles of the weaker force and all associated Royal Heirs.
- If the Battle Ratio is less than the Battle Result, the battle is indecisive, with neither side victorious.
- If the Battle Result is “Bad weather delays attack” then the no battle occurs.
13. The GM also checks the Battle Outcome. This lists potential NOBLES killed in a battle:
- If the Nobles named where involved in the battle, whether it was a decisive or indecisive battle, they are killed. This does not alter the result of the battle (see Nobles Killed below).
- If the Nobles named were not involved in the battle, nothing happens.
- If there was no battle due to Bad Weather, then nothing happens.

SIEGE
14. If a Noble finishes its movement in a space containing a Location – city, town or castle (including Noble castles) – it may Lay Siege to that Location. A successful Siege will allow the Noble to capture and enter the Location.
(a) FRIENDLY and ALLIED Locations cannot be besieged.
(b) An unoccupied UNFORTIFIED town or OPEN TOWN need not be besieged – entry is free.
(c) An occupied UNFORTIFIED town or OPEN TOWN must be besieged to enter.
(d) A NEUTRAL FORTIFIED Location and an UNFRIENDLY Location must be besieged to enter (unless permission is granted for entry into an UNFRIENDLY Location).
15. To Lay Siege to a Location the Faction must be able to at least match the strength of the Location’s Garrison plus the combined strength of all defending Nobles.
(a) Each town has a Garrison of 200.
(b) Each city has a Garrison of 300.
(c) Each Royal Castle has a Garrison of 200.
(d) Each Noble castle has a Garrison of 100.
16. If a Location is occupied by Nobles of the controlling Faction, they MUST defend.
17. If a Location is occupied by Nobles of a Faction other than those controlling it, they may choose to defend. If they do not choose to do so, they are expelled to the open space outside the Location, regardless of the outcome of the Combat.
18. If the attacker does not have enough strength to besiege a location, no siege may occur.
19. The GM checks a Battle Result and Battle Outcome:
- Unless the Battle Result is “Bad weather delays attack” the siege is successful. The location is captured by the attacker and all Nobles inside are captured.
- If the result is Bad Weather, the siege is postponed and the city, town or castle is “Under Siege” (see below).
- The Battle Result, other than Bad Weather, is ignored.
- If Nobles named in the Battle Outcome where in the space the Siege occurred, whether they participated in the defence of the Location or not, they are killed unless the siege was postponed.
20. If the Location is under siege, it cannot be attacked again until the Siege has been lifted or completed.
21. Any Nobles inside a location that is Under Siege may attempt to lift the siege on their turn. They can sally forth and battle the besieging forces as in Battle above. If they can successfully reduce the besieging force to less than equivalency (by killing a Noble in the Besieging force), the siege is broken.
22. Any Noble entering a space where a Location is Under Siege must battle the besieging force if they wish to enter the Location.
- If they win the battle, they may, if they wish, place the location Under Siege in the place of the original besieging force.
- Alternatively, they may enter the Location if they can.
23. In a siege, any victorious Nobles finish their turn inside the Location, unless they cannot do so due to limited capacity.
24. A captured Location immediately joins the Faction capturing it, except for an UNFORTIFIED TOWN or an OPEN TOWN, neither of which can be controlled.
25. If the Location was granted to a Faction via a Crown Item, the Item immediately transfers to the victorious Faction. Its offensive troops are not available. At or after the next Parliament, the controlling Faction may allocate the card to a Noble.

AMBUSH
26. If a Noble finishes his movement in a space occupied by unfriendly Nobles, but does not wish to Battle them, an Ambush may be ordered.
27. The GM checks a Battle Result and Battle Outcome:
- If the Battle Result is “Bad weather delays attack” the Ambush is cancelled. Any other Battle Result is ignored.
- Only the last in the list of Nobles killed is considered.
28. Following an Ambush, the Faction that was ambushed may order a Pursuit. This initiates a Battle immediately, carried out as a normal Battle above.
29. Should a Pursuit be ordered, the Nobles involved in the Pursuit may not initiate combat on their next turn.

TOWN FIGHTING
30. Town fighting only occurs when:
(a) Nobles are in a city, town or castle that has become NEUTRAL or UNFRIENDLY.
(b) Nobles are forced into a NEUTRAL or UNFRIENDLY port which they cannot besiege.
(c) Two Factions are inside a city, town or castle and combat is ordered.
31. Town Fighting is always resolved like a normal Battle.
32. In situations (a) and (b) described above, the attacker must always engage the Garrison as well as the defender. If successful they capture the Location as in a siege.
33. In situations (b) and (c) described above, the controlling Faction may attack the Nobles forced into the situation. In this case the FACTION attacked does not need to attack on his turn.

SEA BATTLES
34. Sea Battles are fought in the same way as land battles above, except where modified below.
35. Any Ships in the sea space NOT part of the defending Fleet may participate in the battle for defence, if they are part of the same Faction but do not NEED to do so.
36. For purposes of finding a Battle Ratio, the Ship capacities are used, not the strength of any Nobles aboard.
37. The victor captures the loser’s Ships.

BLOCKADE
38. A Ship may Blockade a Port if it occupies an adjacent sea space.
39. Any Ships in a Blockaded Port must move into the sea space and Sea Battle the blockading Ship or Fleet.
40. A Ship that was blockading an unfriendly Port that is forced into the Port by an Event must, if the Nobles aboard are unable to Besiege the Port, remain in Port until the Faction controlling the Port grants permission for the Ship to leave.

VACILLATING ALLEGIANCE
1. When drawn during Combat, the GM will randomly determine which Noble of the two forces is affected. If the chosen Noble is the only one in its force then the card is treated like a “Bad weather delays attack” and ignored.
2. The affected Noble is either sent home or switches allegiance, determined randomly by the GM.
3. If sent home, the Noble remains a part of its Faction but is moved to:
- Any home castle if one is available ie still friendly, either the closest castle or selected randomly by the GM if two are the same number of spaces away.
- A friendly city, town or castle closest to the Noble’s position, chosen randomly as above, OR
- Moved to a space outside a home castle, selected randomly as above.
4. If the Noble switches allegiance, it joins the other Faction in the Combat. If more than two Factions are involved, then the GM will randomly appoint a Faction for the Noble to join.
5. Once the disposition of the Noble is decided, the Combat is re-calculated and another Battle Result is drawn. If the Noble joined the attacking force it will join the Combat.
6. If drawn during a Sea Battle, ignore it.

Post-Combat
There are a number of options open to players after Combat Phases.

NOBLES KILLED AND CAPTURED
41. When a Noble is killed, all associated items are removed from the Faction and discarded:
- Title, Office and Bishoprics will be placed in Chancery.
- All other items will be placed in Crown Discard.
42. Any Nobles captured will lose all City/Town/Castles awarded to them via Crown Items, all Ships under their control and all Mercenaries to the victorious Faction. These cards must be allocated as follows:
- City/town/castle items are awarded to the victorious Faction and cannot be used by a Noble.
- Ships and Mercenaries are allocated between any Nobles participating in the Combat.
43. Nobles captured by a Faction may be ransomed back to their Faction using Transferables (see Transferables) or executed by the capturing Faction (see Capture & Ransom).
44. The Ransomed Noble is returned with any Title, Office and Bishoprics awarded.
45. At any time during the ransom negotiations if the victorious player orders the captured Nobles executed, this order will be followed.
46. Any captured Nobles will be executed automatically at the start of the victorious Noble’s following turn.

CAPTURE OF HEIRS
47. Unaccompanied Heirs are captured by a Noble when the Noble enters the space the Heir is located in. It does not make any difference if the Heir is inside a Location.
48. If the Heir is controlled by another Faction, the Noble(s) accompanying the Heir must be defeated in battle.
49. A Faction may not control Royal Heirs of both Houses – Lancaster and York – for more than two consecutive Rounds. He must either execute one or more, or transfer one or more to the control of another Faction before this grace period is over.
50. A Faction may control as many Royal Heirs of the same House as it wants.
51. A player may order the execution of any Royal Heir it controls at any time in her/his turn.

CAPTURED AT SEA
52. A victorious Faction captures all Ships it attacked along with passengers.
53. Ships named on Crown Items are immediately transferred to the victorious Faction. They must be added to the items of one or more (if more than one Ship was captured) of the victorious Nobles in the Sea Battle or the Noble(s) who controlled the Ship(s).
54. Ships under the control of the Admiral of England or Warden of the Cinque Ports remain under the control of the victorious Faction. They are not controlled by a Noble. When these Ships touch Port, they are either transferred back to the control of the Admiral or Warden (if in play) or they remain under the control of the capturing Faction.
55. All Ships, including those of the Admiral or Warden may be scuttled by the victorious Faction. These are then returned to play under “Gales at Sea” conditions (see EVENT ITEMthread).
56. Passengers aboard scuttled Ships must be transferred to the victorious Ships if possible. This may include the removal of troop cards. Otherwise they are executed.
57. Nobles captured and offered for ransom retain control of their Ships. These must go to a friendly Port (friendly to the victorious Faction) on the next possible turn. Ransom can only be negotiated, offered and received when the Ship reaches Port.
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Parliament Phase

Postby rick.leeds » 29 Jul 2014, 11:25

1. Parliament may be called by a player who:
- Controls the sole monarch, or
- Controls the Chancellor of England if:
• There is no monarch, or
• There are two monarchs, and
• The player has a Parliament summons card.
2. The king or Chancellor must occupy an unfortified town, a town or a city, excluding Calais and Dublin, and Parliament cannot be summoned to any location under siege.
3. A “Writ” must be presented to at least one Noble from another Faction, forcing that Noble to attend.
4. Any Noble summoned by Writ must move immediately to the location of the Parliament UNLESS he is able to play a Writ item which will allow him to Commission an alternative Noble from any Faction, including his own.
5. A Noble receiving a Parliamentary Commission may NOT use a Writ to Commission another Noble.
6. Any number of Writ cards may be played by the monarch or Chancellor.
7. No Noble in Scotland, on an island, in Ireland or Dublin, on the Continent or in Calais may be summoned.
8. The GM will then contact all Factions and inform them of the potential votes the Faction may control in the House of Lords if Nobles choose to attend, and the total votes that Faction controls in the House of Commons.
9. Any other Nobles may voluntarily attend Parliament except that Nobles may not attend Parliament if they are in Scotland, on an island, in Ireland or Dublin, on the Continent or in Calais unless a Ship that is willing to offer transport will do so. A Ship will automatically transport Nobles if it has the capacity to do so. The Ship must be able to enter a friendly or unfortified port. This does not affect the Ship’s movement in that Round.
10. Any Nobles stationed in the space Parliament is called will be held to have attended Parliament automatically.
11. Once Parliament is assembled, the GM will calculate and communicate the number of votes each Faction controls in both Houses. See GAME DATA.
12. If Parliament is summoned during the period of grace when one Faction may control senior Royal Heirs from both Royal Houses the player must only count votes for one of them.

Parliamentary Business
13. The initial business of Parliament is to distribute cards in the Chancery. The player who summoned Parliament must nominate recipients for these cards. Recipients need not be present at Parliament. All cards held in Chancery may be awarded.
14. First, the player nominates recipients for all Titles. These are then voted upon by all Factions. Votes in a Faction cannot be split.
15. Votes will be cast in the Parliament thread. The GM will contact each player to confirm the deadline by which votes must be cast. Failure to cast votes will count as an abstention.
16. Players are free to negotiate voting tactics.
17. If the proposals pass both Houses (simple majority) then the Title is presented to the Noble. It cannot be used in the present Parliament.
18. Second, the player nominates recipients for Offices. The process is the same as (14-17) above.
19. Third, the player nominates recipients for Bishoprics. These are voted on ONLY by the House of Lords.
20. During the voting period the player nominated at the proposed recipient of any Title, Office or Bishopric may refuse the nomination. If this happens, the process is repeated for those cards.
21. Any Titles or Offices not allocated by this vote can now be allocated by nomination of the player who controls the largest combined vote in both Houses of Parliament. The above process is repeated for Titles and Offices.
22. Any Title or Offices not allocated by this vote can now be allocated by nomination of the player who controls the largest vote in the House of Lords.
23. Any Titles or Offices not allocated by this vote can now be allocated by nomination of the player who controls the largest number of votes from cities and towns (including 5 votes given to the Warden of the Cinque Ports).
24. Any Titles or Offices not allocated by this vote are then placed in the Crown Discard list.
25. Bishoprics can ONLY be allocated by the player who summoned Parliament. Any Bishoprics which cannot be allocated are returned to the Chancery.
26. After all Titles, Offices and Bishoprics have been dealt with, if there are two Monarchs in play (not necessarily attending Parliament), Parliament votes on which to support.
27. The player who summoned Parliament nominates:
- First a monarch in attendance. If both are in attendance, the player chooses which to nominate first.
- If neither are in attendance, the Monarch whose Faction controls most votes in the House of Lords is nominated first.
28. If the nominated Monarch wins the vote in both Houses, he is declared Sole Monarch after Parliament. The other Monarch is not recognised as a monarch unless the supported Monarch is killed.
29. The supported sole Monarch retains this authority unless he is killed or a new Royal Heir is crowned.
30. After Parliamentary business is concluded, there is a King’s Peace in effect in the space in which Parliament was called. This means that no combat may be ordered in that space until the beginning of the next turn of the player who summoned Parliament.
31. After Parliamentary business is concluded, Nobles in attendance may return to a home castle, ignoring movement restrictions.
32. After Parliamentary business is concluded, the Crown List is recombined with the Crown Discards and randomised.
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Coronation Phase

Postby rick.leeds » 29 Jul 2014, 11:28

1. Only a Senior Royal Heir may be crowned Monarch.
2. The GM will contact the player after a Combat Phase or Parliament Phase if he is able to carry out a coronation.
3. To be able to crown a monarch, the Senior Royal heir must occupy a Cathedral or Church with a Noble who is an Archbishop or two Nobles who are Bishops.
4. The GM will announce this in the main thread.
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Crown Phase

Postby rick.leeds » 29 Jul 2014, 11:30

1. The GM will issue the player with a Crown item.
2. Any Crown item drawn may be played immediately or retained for future use in the player’s reserve list.
3. Retained Crown items can only be played during a player’s movement/combat orders phase.
4. If a Noble is played, it is stationed on a home castle. If this is not possible, due to the castle being controlled by another Faction, then the GM will place the Noble in the nearest city, town of castle owned by the Faction.
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Transferables

Postby rick.leeds » 29 Jul 2014, 11:41

1. Transferables are Crown Items which can be moved between Nobles within the same Faction or Traded between Factions.
- Ship, Location and Mercenary items can be Transferred, Traded or part of a Ransom Payment.
- Royal Heir counters can Transferred.
- Titles and Bishoprics are non-transferable.
- Offices are semi-transferable and semi-tradable.
2. Transfer is always between Nobles of the same or ALLIED Factions. It can only happen if Nobles occupy the same space and only on the controlling Faction’s turn. ALLIED Factions cannot order the Transfer of any item from another Faction to their own. These transfers cannot be used in the turn of transfer.
3. Trade is always between Nobles of different Factions. It can only happen if Nobles occupy the same space and only on the controlling Faction’s turn. These trade cannot be used in the turn of trade.
4. Ransom is always between different Factions. Items that may be used for Ransom may be transferred at any time, regardless of whether Nobles of the two Factions occupy the same space. Items paid as ransom cannot be used until the beginning of the victorious player’s next turn.
5. Offices can be Transferred or Traded between Nobles attending Parliament. This can be ordered at the end of the Parliament Phase and does not affect Parliamentary business.
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Special Nobles

Postby rick.leeds » 03 Aug 2014, 13:24

Duke of Lancaster, Duke of York
These two Nobles are given to the Faction that controls the appropriate senior Royal Heir from the Royal Houses. It does not have to be played until the player chooses at the start of the player's turn.
They may be allocated offices, bishoprics, etc just as any other noble may.
When played the appropriate counter is placed in it's starting point.
They act as any other noble, except:
- if the Senior Royal Heir is killed, the card is passed to the Faction that controls the new Senior Royal Heir. The counter remains in place. If no Faction controls the Senior Royal Heir, the card is removed, all awards are discarded and the counter removed from the board.
- If the Noble himself is killed, the card remains with the appropriate Faction, the counter is removed and all awards are discarded.
- Neither has votes in the House of Lords.

Beaufort, Duke of Somerset
Beaufort is an additional Royal Heir for the House of Lancaster but only if all other Lancastrian Royal Heirs are dead. In this situation, he becomes a Royal Heir.
Beaufort can be crowned if acting as Royal Heir.
At all times, he acts as any other Noble, whether Royal Heir, KIng or not.
If crowned his Faction may not control a Yorkist Heir, as in normal rules.
If the last crowned Royal Heir on the board is Lancastrian, the Faction controlling him wins whether Beaufort is in play or not.
If the last crowned Royal Heir on the board is Yorkist, the Faction controlling him wins ONLY is Beaufort is not in play.

Bishop of Westminster
This noble is available to a King. It acts as any other Bishop except that it is not a Bishopric that can be appointed. It has 50 troops within 2 spaces of London and carries 2 votes in the House of Lords if attending Parliament.
It cannot move independently of the King unless the King is killed. Once this has happened, if the Bishop is not executed, it can be ransomed back to the former faction or executed; the card is returned to the Crown Discard list. If ransomed, it may move independently.
There can only ever be one Bishop of Westminster in play. Should there be two kings, only one may have a Bishop of Westminster. If one of the Kings is killed, the Bishop of Westminster is not automatically transferred to the surviving King.

Pretenders
See COMPLEX EVENT RULES.

Duke of Brittany
The Duke of Brittany is controlled by the Faction that signs a Treaty with France. He acts as any other Noble except that he cannot be awarded offices or bishoprics.
If the Treaty with France is broken, the Duke of Brittany remains in play for one round. If he is captured he is immediately killed and his awards are transferred to the Faction that captured him. If, after the Round, he survives, he is removed from play and all awards are discarded.

Earl of Sutherland
The Earl of Sutherland is controlled by the Faction that signs a Treaty with Scotland. He acts as any other Noble except that he cannot be awarded offices or bishoprics.
If the Treaty with Scotland is broken, the Earl of Sutherland remains in play for one round. If he is captured he is immediately killed and his awards are transferred to the Faction that captured him. If, after the Round, he survives, he is removed from play and all awards are discarded.

Duke of Burgundy
The Duke of Burgundy is controlled by the Faction that signs a Treaty with the Empire. He acts as any other Noble except that he cannot be awarded offices or bishoprics.
If the Treaty with the Empire is broken, the Duke of Burgundy remains in play for one round. If he is captured he is immediately killed and his awards are transferred to the Faction that captured him. If, after the Round, he survives, he is removed from play and all awards are discarded.
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Capture and Ransom

Postby rick.leeds » 19 Aug 2014, 11:14

1. If Nobles are captured following Combat, these Nobles may be executed or Ransomed.
2. If at any time the capturing Faction orders an execution, the Nobles will be executed, no matter what else has happened.
3. Either the victorious Faction or the defeated Faction may open negotiations by contacting the other.
4. Ransom agreements may include Ships (including Ships awarded as part of an Office), Crown Item Locations and Mercenaries, as well as agreements. Agreements, however, are not binding after Faction paying the Ransom has completed its next turn.
- Ships awarded as part of an Office are only temporarily transferred. If the Noble who receives control of the Ship is killed, or if the Office associated with it is re-assigned, then control of the Ship returns to the Office-holder.
5. To complete a Ransom, the GM must receive identical Ransom agreements from both parties.
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