Tuesday, June 9, 2009

Here's some of the modifications to the main rules. Tell me what you think.

Rule Modifications.

P.13 Creating The Realm : Capital city placement
All players will roll a dice and the highest scoring player will begin, followed by other players in descending order. Players who rolled the same will roll again to determine which of them has priority.

The players nominate a tile. Their capital city will be placed D6 tiles away from this tile in a direction rolled on a scatter dice.
The capital city cannot be placed within 5 tiles of an opposing capital city or within 1 tile of the map edge. If the distance the city has to move from the nominated tile would bring it within these boundaries the city will be placed at the edge of the boundary.

Creating The Realm : Surrounding tiles
In reference to the various tile types Highland tiles will be represented by mountain tiles only. All other tiles will represent lowland and river valley as appropriate.

Players are responsible for naming all settlements they discover or build. It is recommended that they have a list of racial appropriate names ready to speed up this process. This is important because of the modifications to the espionage phase.

P.14-15 The Realms Army
Each player will be allowed 5000pts to create his realms army. This should adhere to the maximum/minimum character and unit choices for an army of this size. Also any one per army items or units should only be taken once and only one army banner bearer should be bought.

Max Total Characters : 10
Max Lords : 4
Core Units : 6+
Special Units : 0-7
Rare Units : 0-5

This list will be divided into banners. Each banner will have a minimum and maximum points value of 500pts to 2500pts.
Each banner must also contain at least 1 character who can act as the banners general and 2+ core units.

P.28 Deducting Losses
When casualties are sustained in battle some soldiers recover to fight again while others die (the lucky ones at least) or are hideously crippled, maimed or dismembered, never to fight, or do anything useful with their lives again.
Victory Points are calculated at the end of each game as described in the main rulebook P.102-103. Points are deducted from banners as follows:

Draw: Both banners lose D6x50pts
Marginal Victory: Winner loses D6x50pts. Loser loses 50+ D6x50pts
Solid Victory: Winner loses D6x50pts. Loser loses 100+ D6x50pts
Massacre: Winner loses D6x50pts. Loser loses 150+ D6x50pts and is scattered

P.48 Espionage
Each espionage phase the player creates a secret code or each type of operative (this can be anything as simple as writing “spy=1, assassin=2”). This should be kept hidden from other players until the resolving of operative’s actions and should be changed every espionage phase in order to protect your operatives.
A single list of all settlements should be made detailing who controls which settlement, which settlements contain banners and which city is each player’s capital.
Starting with the player with the highest number of operatives, write down the appropriate symbol for a single operative beside an appropriate settlement.
The player with the next highest number of operatives writes down the symbol for his chosen operative beside an appropriate settlement and so on.

Players randomly determine an order and apply the effects of a single operative in turn.

As each operative is expended or eliminated cross off each appropriate symbol on the list.

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