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WORK IN PROGRESSDUCTION |
PBF RULES |
The rules updated for allowing PBF are highlighted in red. | ||||||||||||||||||||||
1. Game Definitions | ||||||||||||||||||||||
2. Setup | ||||||||||||||||||||||
3. Sequence of Play | ||||||||||||||||||||||
4. Negotiation Phase | ||||||||||||||||||||||
5. Player's Turn | ||||||||||||||||||||||
5.1 Chance Phase | ||||||||||||||||||||||
5.2 Movement Phase | ||||||||||||||||||||||
5.3 Combat Phase | ||||||||||||||||||||||
5.4 Parliament Phase | ||||||||||||||||||||||
5.5 Coronation Phase | ||||||||||||||||||||||
5.6 Victory Conditions | ||||||||||||||||||||||
6. Transfers | ||||||||||||||||||||||
Game Definitions:
Crown and Event Deck The Crown deck contains cards which represent Nobles and the awards assigned to each Noble or Faction. The Event deck determines how the action in the game happens; how each turn of a round is begun, how other events are settled. For the purpose of PBF the used Event deck cards are continously reshuffled.
Chancery This is a separate pile for office, title, and bishop cards which cannot be played in the initial deal or when a Noble is killed or executed during game play. This pile list is maintained and known only to the GM. These cards are reassigned during Parliament.
Faction Each player known cards represent his faction. The basic unit of the faction is the Noble. The Noble is represented on the game board by a counter. The other Crown cards that are assigned to him are his awards. The towns and ships cards assigned to the Faction are called Assets. Any town assigned to the Faction; either as an asset, assigned to a Noble, or conquered by a Faction member, may be entered by any member of that faction. An Unfriendly town, one owned by another Faction, may only be entered with permission of the Faction or by conquering it. A neutral town may not be entered by any Faction member without conquering it first. The number of Nobles will fluctuate throughout the game, but a player who has lost all his Nobles is not out of play. (S)He simply continues to play the first and last parts of his turn until another Noble is drawn. Play continues normally after this. A player may assign any Crown deck card (s)he has in hand anytime during the game, except when the Noble it is to be assigned to is (a) "Under Siege" or (b) at sea. The ownership of a town card provides 20 additional men. Bristol gives 30. (Towns without town card do not provide any additional men, London and York also do not provide additional men). These additional men are use in attack only, they do not get counted for defense. These additional men also do not count when calculating ship capacity; therefore the men are not available in Calais, the Continent, Ireland, or Scotland. To use these additional men the town card must be award to a Noble specifically. |
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Setup:
Preparing to Play GM will randomly assign and post in the forum 5 Crown Cards to all players.
In the Game Preparation phase each player will submit to GM his cards assignments following these rules :
Once a Crown card has been assigned to a Noble it may not be transferred or removed back to the players hand, except where outline later in the rules. Besides the assignment orders the submission to the GM must contains for each Noble the indication of the castle between the castles listed in the Crown deck list in which he will start the game.
Setting out Counters: The eight royal heirs are placed in the following locations:
These are placed on the town, city or castle indicated above. There are no Crown deck cards for the royal heirs. The adjudication of the Game preparation phase will contain for each players the assignments and the Nobles’ starting castle. As well the GM will post an updated starting map reflecting the starting situation as determined by the phase. |
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KingMaker is played in turns. GM will open a Turn specific topic in the game’s forum. GM will post the Order of Play for the turn decided with a die roll based on the following matrix :
When all players have taken their turn a round of play is completed. The game continues until the requirements for victory have been fulfilled. |
Negotiation Phase | ||||||||||||||
This phase preceeds the Players' Turns and during it the Players may agree and
communicate to the GM :
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Player's TurnEach turn is composed of 6 phases:
The player draws an Event Card by sending an e-mail to dice@pbm.com following the house rules. The answer will contain a result with a number from 1 to 80 : this number , identifies through the Event Card table a specific Event Card. The player posts in the "TURN X - ORDERS" Forum Topic the reply e-mail and the drawn Event Card specification as taken from the Event Cards Deck list.
Commission A "Writ of summons to Parliament" card can be used as a commission, sending someone else to respond to a summoning. A Noble(s) can be substituted for the noble summoned to a raid or revolt on an Event card. The commissioned Noble(s) must be equal to or greater in strength than the specified Noble being summoned. Each Noble summoned on the Event card must have a "writ" issued for a commission.
Noble Counters A Noble counter may move up to 5 squares in any direction (including diagonally) subject to these restrictions: a) If he is moving from an open square to a forest square he must stop. b) If a Noble starts the movement phase in a square with a road he may follow the road until he encounters a town, city or castle that is either neutral or unfriendly. c) A Noble may cross a river, but cannot cross an estuary (Estuary is a solid black line, River is the black and white dotted line).
Royal Heir Counters A royal heir may not move unless captured or instructed to do so by an Event card. Once captured an heir must have at least one Noble with him/her at all times and may not voluntarily be left alone. A royal heir is always allowed to move with the accompanying nobles.
Ship Counters A ship may move up to 5 squares in a turn. A ship may stay at sea unless forced into port by an Event card. A ship's movement may not be blocked while at sea. It may never move over land but may enter a friendly or unfortified port. A port is counted as a separate square in movement. A ship may move along an estuary to reach a port. A ship may never enter an unfriendly or neutral port unless ordered there by an Event card or when attempting to besiege it with her passengers. A ship that occupies or involuntarily enters a neutral port may leave in its turn. A ship that occupies or involuntarily enters an unfriendly port may leave only with permission of the player controlling the port. The following locations require supervisor approval to enter (granted during the negotiation phase), except where noted:
A faction which has successfully besieged a refuge port, either Calais, Beaumaris, Douglas or Carisbrooke has free refuge there up to the capacity of that port as long as they retain control of the port. A ship cannot involuntarily enter a refuge port due to storms at sea unless it is the only "closest" port, nor can a ship voluntarily enter a refuge port unless it has enough strength to successfully besiege it. If a refuge contains a port and a force in the open, the port must be successfully besieged before the force in the open can be attacked. Crossing from the mainland to Anglesey (Beaumaris) is permitted if the Noble(s) start in the square adjacent to Anglesey (in the Caernarvon square). Noble(s) can cross back the same way. Sea Transportation A Noble may combine land and sea movement but never in the same move, with the exception of Extra Move cards. To embark (pick up) a Noble counter, a ship must occupy a friendly or unfortified port.. A ship may embark any Noble counter(s) which occupy the square in which the port is located at the start of her move. The ship then immediately moves out to sea carrying the passengers on board. The troop strength of the Noble(s) traveling on a ship at sea can never exceed the carrying capacity of the ship, printed on the ship's counter. The troop strength of Noble(s) can be split between two or more ships as long as they, travel together.
To disembark (drop off) Noble counter(s), a ship must occupy a port. If a ship enters a friendly or unfortified port, the passengers may be placed anywhere in the square in which the port is located. Disembarked noble(s) may combat any force in the square.
For a ship to voluntarily enter and disembark Noble counter(s) in a neutral or unfriendly port her passengers must participate in a siege of the port. Passengers of a ship who involuntarily enter a neutral or unfriendly port must attempt to siege the port. If unable to siege this port then they must disembark from the ship and remain in the open.
Noble counter(s) cannot stay aboard a ship at port. They must disembark at the beginning of the next turn or leave the port. A ship may embark Noble counter(s) only at the start of its move. Disembarkation of passengers ends its move. Royal heirs may accompany nobles to sea. A ship whose Crown deck card is returned to the Crown deck or which changes ownership while carrying passengers remains under the control of the previous owner until it next touches port.
If a ship is lost to a "Gales at Sea" card then it is returned when it is next drawn from the Crown card deck. If the ships of the Admiral or Warden are lost to a "Gales" card they can be returned in one of two ways:
All Nobles aboard a sunk ship and their awards are placed in either the Crown deck discard or Chancery, as if they were killed in battle, and any heirs with them are removed from play.
When a ship ends its movement in a sea space the movement order must express a port to land in case of storm.
Stacking There is no limit to the number of counters that may occupy a square. Nobles of the same faction in the same square need not be together. Those Noble(s) that are to be together are stacked in a single pile and are termed a force. The End of Turn topic on the forum posted by the GM will show the different stacks' piled forces.
Town, Cities, and Castles. A Noble(s) may end his turn inside a friendly town, city or castle in the square that he occupies. It costs nothing to enter. The counter(s) is placed over the symbol. A player may allow the Noble(s) of another faction to enter a town, city or castle he controls. If a noble occupies a square containing one or more friendly towns, etc., the controlling player must indicate his exact location upon entrance into the square. There are limitations as to the number of troops each town, city or castle may hold. |
Combat Phase At the end of his movement phase, a Noble may combat any unfriendly Noble(s) occupying the same square. He is termed the attacker and the Noble(s) that he is attacking are termed the defender. A Noble may make only one attack per round and only in his turn. A defending Noble may never be attacked more that once per turn. Any number of Nobles in the same force may combine their strength for an attack. All Nobles defending in a force must be attacked together. Nobles in the same force cannot attack or be attacked separately. Combat is never required and is always voluntary. Ships are never involved in combat. There are four basic types of combat: battles, siege, ambush, and town fighting. Battle A battle may be fought only between Nobles in the open (not in a town, city or castle). Five steps must be followed to resolve battle. 1. The attacking player designates which Noble(s) he is attacking and which Noble(s) he is using to attack. 2. Both players add the total strength in troops of their Noble(s) involved. These strengths are compared as a ratio in the Table of Odds. 3. The attacking player defines the combat result sending an e-mail to dice@pbm.com as described in the House Rules. The answer will contain a result with a number from 1 to 70 which determines the combat result on the Combat Result Table. 4. Ratio
5. Also on the Combat Results Table is a list of Nobles killed. All Nobles participating in the battle even if indecisive and named on the list are killed. Loss of Nobles incurred in this manner does not alter the battle or the results. Siege Each town, city and castle on the gameboard, except open towns, has its own permanent garrison. For a player to enter a town, city, or castle not under his control, he must capture it by siege. Three steps must be followed to procure and resolve a siege.
A siege is always successful and the town, city or castle plus all Nobles and royal heirs inside are captured unless delayed by "Bad Weather." In this case, the town, city or castle is termed "under siege." Noble and royal counters inside a town, city or castle "under siege" may leave only if able to reduce the besieging force's strength to less than equivalency. Noble(s) inside may sally forth and initiate or join a battle against the besieging Nobles. The garrison is used in defense only. A faction that desires to besiege, relieve or enter any town, city or castle already "under siege" must first battle the original besieger. If successful they may either assume the place of the original besieger or enter the town, city or castle if friendly. Any victorious Noble must end his turn inside the captured town, city or castle. A captured town, city or castle immediately becomes controlled by and friendly to the faction of the capturing Noble(s). The attacking player may call off combat anytime prior to drawing for a result. Once initiated all combat must be resolved. If the attacking player draws a "free move" or a "writ of summons to parliament" card, he keeps the card and must draw again. Ambush When a force has a smaller troop strength than a force it wishes to attack, it cannot fight but it can ambush the opposing force. An ambush is conducted in the same manner as a normal battle except the attacking player must announce an ambush before the battle can take place. After an ambush has been announced, the attacking sends an e-mail to dice@pbm.com as described in the House Rules to obtain a Combat Result. The Noble at the bottom of the list is the only one killed, as long as he was part of the ambush either defending or attacking. The ambushing force is automatically captured by the defending force. "Bad Weather" delays an ambush. Noble(s) in a town, city or castle cannot be ambushed. Town Fighting This only occurs in the following three situations: 1. A Noble(s) inside a town, city or castle which has become neutral or unfriendly. 2. A Noble(s) forced into an unfriendly or neutral port that they are unable to siege. 3. Two forces in combat and both occupy the same town, city or castle. Town fighting is always resolved as a battle. In situations 1 and 2, the affected Nobles must attack the garrison plus any unfriendly Noble(s) inside in their turn. If successful they capture the town, city or castle. If the result is unsuccessful or indecisive they are immediately expelled into the open. In situations 2 and 3, the player controlling the town, city or castle may choose to attack the unfriendly noble(s) inside. This may be done with the garrison and any of his forces inside and/or moved into the town, city or castle. This attack frees the affected noble(s) from his obligation to attack in his turn. Sea Battles: Combat at sea is fought just like a battle on land. Each ship's combat strength is represented by its passenger capacity. The strength of any passengers is ignored. It is assumed that the difference between ship's capacity and the strength of its passengers is made up of sailors. When ship(s) of one faction enter a square occupied by ship(s) of another faction (not in port), the moving ship(s) may choose to attack. All ships in the same faction or alliance may defend together at the option of the controlling player(s). The ratio of chips capacities of the opposing fleets are compared and a Combat Result is generated sending an e-mail to dice@pbm.com as described in the House Rules to determine the victory as in land battle. The "nobles killed" section is still utilized. If one side is victorious, they capture all ships, nobles and Royal heirs of the defeated faction. They may execute or ransom them as in normal combat. Ship(s) named on "Ship" crown cards are immediately placed under the control of the capturing faction and the "Ships" card(s) given to one or more of the noble passengers. A ship or ships of the Warden or Admiral remain under the control of the capturing faction, until it enters a port, then it immediately reverts back to the control of the Admiral or Warden. The victorious fleet may choose to scuttle captured ships of the Admiral or Warden. If this occurs, the ships can be returned to play only within the conditions outlined in "Gales at Sea" card in the card section. Blockade A ship may blockade a port by occupying a sea square adjacent to the port and naming the port being blockaded. If a ship(s) in the port leave that port to sail, they must stop in that hex and join battle with the blockading ship(s). A blockading ship or fleet which is forced into unfriendly port as a result of "Storms at Sea" and which are unable to successfully besiege the port are prisoners in the port and can leave only by permission of the player controlling the port. Nobles Killed When a Noble has been killed either by combat or by plague, his counter is removed from the board and his card plus all awards are returned to the appropriate place (Crown deck discard or Chancery). Capture of Royal Heirs A royal heir is captured by a faction when one or more noble counters of that faction occupies the same open area of a square, town, city or castle as the royal counter at the end of their move. If the royal counter is accompanied by another player's Noble(s), they must all be defeated by combat in order to make the capture. A captured royal heir may be executed and removed from play at any time by the controlling player. A player may not control royal heirs of both royal houses for more than two consecutive rounds from point of capture. He must either execute or transfer to another faction all controlled royal heirs of one royal house. Capture of Noble Counters Any Noble(s) captured in successful combat may be ransomed back to the loosing player for some consideration (either by transfer or trade and gifts). A ransomed Noble must be returned with any title and office cards possessed prior to combat. Any Noble not ransomed in the negotiation phase following the turn of capture must be executed and removed from play. Any Noble and Royal heir captured at sea and subsequently ransomed, still retain control of the ships that they occupy. They must return to a port on their next turn. As soon as the ship(s) touch port, the ransomed noble(s) relinquish control Alliances Different factions may ally without restriction for purposes of both offense and defense. The following rules must be enforced to form and continue an alliance:
Important No counter (Noble, Royal heir, or ship) can ever move or attack in more than one turn in a round.
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Victory Conditions There are two ways to win, a player must control the last royal heir in the game and (s)he must be crowned King or The player who can obtain a majority vote (half the total vote plus one) in the House of Commons and the most votes in the House of Lords to support a Crowned royal heir under his control as the one and only King of England, he is declared the winner. There may be two Kings simultaneously in play, one from each royal house. At the start of play Henry VI is already King. Richard of York, as soon as he has been captured, may also be crowned King. If either or both should be killed, the next in line of succession of their royal house may be crowned King. Below is the table indicating the order of succession for both houses.
A royal heir may not be crowned King until all above him in the line of succession have been killed. There can never be more than two Kings (one from each royal house) in play at the same time. Note: Margaret may be crowned Queen Regent after the death of Henry. As Queen Regent she assumes all the privileges of King. Beaufort If all Lancastrian royal heirs have been killed, the Noble, Beaufort, may be crowned King. In effect he is fourth in the line of succession in the house of Lancaster. He still performs like a Noble in all respects. If crowned his faction may not control a royal heir of the other house. If the last crowned royal heir on the board is a Lancastrian, the player controlling him is declared the winner whether Beaufort is in play or not. If the last crowned royal heir on the board is a Yorkist, the player controlling him is declared the winner if Beaufort is not in play.
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Transfer
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