Kingmaker: WotR RULES FOR PLAY

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Types of Cities/Towns/Castles

Postby rick.leeds » 19 Aug 2014, 11:16

A description of all Locations is presented in the GAME DATA thread.
For cities/towns/castles awarded as Crown Items, see CROWN LIST.
This post describes the ways each city/town/castle may affect movement and combat.

1. FRIENDLY Locations.
These are any Location owned by the same Faction or an allied Faction.
- They DO NOT affect Road Movement and Nobles can pass through them.
- Nobles may enter them without any restriction, other than capacity.
- Ships may enter without any restriction.
- If a Ship is forced into a Friendly Port it may leave on its turn.
- A Ship may embark passengers without restriction, other than Ship capacity.
- Passengers which disembark from a Ship may enter the Port or remain in the open without restriction, other than capacity of the Location.
- They CANNOT be Besieged by Nobles of the same or allied Factions.

2. UNFORTIFIED towns.
These cannot be controlled by any Faction. However, they CAN be occupied.
- Nobles moving along a road may pass through them IF they are UNOCCUPIED. If they are occupied by another, non-ALLIED Faction, Nobles may not move through them.
- Nobles may enter them without any restriction, other than capacity IF they are UNOCCUPIED. If they are occupied by another, non-ALLIED Faction, Nobles may not enter them.
- Ships may enter without any restriction IF they are UNOCCUPIED. If they are occupied, Ships may NOT enter.
- If a Ship is forced into an Unfortified Port it may leave on its turn.
- A Ship may embark passengers without restriction, other than Ship capacity.
- Passengers which disembark from a Ship may enter the Port or remain in the open without restriction, other than capacity of the Location IF the Port is UNOCCUPIED. If the Port is occupied by another, non-ALLIED Faction, Noble must attempt to Lay Siege.
- They CAN be Besieged if OCCUPIED by Nobles of another, non-ALLIED Faction.

3. OPEN TOWNS.
These cannot be controlled by any Faction. However, they CAN be occupied.
- Nobles moving along a road may pass through them IF they are UNOCCUPIED. If they are occupied by another, non-ALLIED Faction, Nobles may not move through them.
- Nobles may enter them without any restriction, other than capacity IF they are UNOCCUPIED. If they are occupied by another, non-ALLIED Faction, Nobles may not enter them.
- Ships may enter without any restriction IF they are UNOCCUPIED. If they are occupied, Ships may NOT enter.
- A Ship may embark passengers without restriction, other than Ship capacity.
- If a Ship is forced into an Open Port it may leave on its turn.
- Passengers which disembark from a Ship may enter the Port or remain in the open without restriction, other than capacity of the Location IF the Port is UNOCCUPIED. If the Port is occupied by another, non-ALLIED Faction, Noble must attempt to Lay Siege.
- They CAN be Besieged if OCCUPIED by Nobles of another, non-ALLIED Faction.

4. NEUTRAL Locations.
These are Locations which are not controlled by any Faction OTHER than UNFORTIFIED TOWNS and OPEN TOWNS.
- Nobles moving along a road may NOT pass through them.
- Nobles may NOT enter these towns and MUST Lay Siege if the Noble wishes to enter.
- Ships may NOT enter them.
- Ships may NOT embark passengers.
- If a Ship is forced into Neutral Port it may leave on its turn IF the Port remains neutral.
- Passengers which disembark from a Ship MAY not enter the Port and MUST Lay Siege if the Noble wishes to enter.
- They can be Besieged.

5. UNFRIENDLY Locations.
These are Locations controlled by another, non-ALLIED Faction.
- Nobles moving along a road may NOT pass through them UNLESS they are given permission to do so from the controlling Faction.
- Nobles may NOT enter these Locations UNLESS they are given permission to do so from the controlling Faction.
- Ships may NOT enter them UNLESS they are given permission to do so from the controlling Faction.
- Ships may NOT embark passengers UNLESS they are given permission to leave Port from the controlling Faction.
- If a Ship is forced into an UNFRIENDLY Port it may NOT leave on its turn UNLESS they are given permission from the controlling Faction.
- Passengers which disembark from a Ship MAY not enter the Port and MUST Lay Siege if the Noble wishes to enter.
- They can be Besieged.
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Alliances

Postby rick.leeds » 19 Aug 2014, 11:17

1. Alliances may be formed by two or more Factions. Players may declare the alliance to the GM at any time.
2. The GM will seek confirmation of the alliance with the other Faction(s). The Alliance will be kept secret (although should any units from Factions that aren’t a player’s own will announce the alliance publicly).
3. If players do not respond to the alliance confirmation PM, they will be held to have not confirmed.
4. Allied Factions may issue Movement and Combat orders for a Noble/Army or Ship/Fleet if the units so ordered share the same space as a unit of the ordering Faction IF the unit(s) have not previously received orders in the same Round. The GM will need confirmation from the controlling Faction if this happens.
5. Similarly, if a Noble has been issued orders in a previous turn in a Round, it cannot be issued with further orders – of the same kind - in that Round
6. Allied units may form an Army or Fleet. In this case, the GM will select a Senior Officer from the Nobles in the Army/Fleet. If no Ships in the Fleet carry passengers, then orders will only be accepted as in (4) above. The player controlling the designated Senior Officer is the only player who can issue orders for the Army/Fleet.
7. Seniority will be determined using the following hierarchy:
(i) A Noble in the Army/Fleet controlling a crowned monarch; if two crowned monarchs are present, or no crowned monarchs are present,
(ii) A Noble in the Army/Fleet controlling the senior Office, starting with Chancellor of England, then EITHER Marshall of England (if an Army) OR Marshall of England (if a Fleet), then EITHER Warden of the Northern Marches (if an Army) OR Warden of the Cinque Ports (if a Fleet), then Treasurer of England; if none of these Offices are present,
(iii) A Noble in the Army/Fleet controlling the Senior Bishopric, starting with Archbishop of Canterbury, then Archbishop of York, then Bishop of Westminster, then Bishop of Durham, then Bishop of Carlisle; if none of these Bishoprics is represented,
(iv) The Noble in the Army/Fleet controlling largest troop potential, including geographically limited troops and troops from city/town Crown Items; if a tie
(v) The Noble in the Army/Fleet from the Faction with the combined largest troop potential in the Army/Fleet, calculated as at (iv) above, this Noble being either the largest present or a randomly selected by the GM.
If no Noble can be appointed using this hierarchy, the same criteria are applied for each Faction involved as a whole.
If no Noble can be appointed using the above criteria, the GM will randomly appoint a Noble randomly from those present.
8. If a Noble has NOT received Movement or Combat orders in a Round, then he may receive orders from the controlling Faction whether or not he is subject to a Senior Officer.
9. Allied Factions may not attack each other.
10. An alliance may be terminated by the player controlling a Faction contacting the GM on his turn. No confirmation will be needed from other allied Factions.
11. If a Faction is part of an alliance featuring more than two Factions and breaks that alliance, the other Factions are deemed to still be allied until they terminate it.
12. Nobles from an alliance that has been terminated may not attack any Noble from the previously allied Faction(s) for one round. Should a new alliance be formed by the Faction that terminated the alliance and Nobles from that Faction choose to defend with their allies, they can be attacked in that Combat only.
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Don't let the stepladder get you. Watch where you're stepping. ANY step could be a doozy.
User avatar
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