Dawning of the Old World

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Transcript of Dawning of the Old World

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Introductie

Dit zijn de spelregels voor de campaign ‘Dawning of the Old World’. Deze campaign is gebasseerd op het bordspel ‘A game of Thrones’. Daar zijn aanvullende regels op gemaakt, zodat de gevechten met warhammer 3e editie uitgespeeld kunnen worden en zodat de campaign aansluit bij de regelset Mighty Empires.

In deze spelregel-set staan regels uit A Game of Thrones en enkele regels uit Mighty Empires. Deze zijn te lezen in het Engels. De aanvullende regels zijn in het Nederlands.

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Overview The Dawning of the Old World - campaign is played over 12 rounds, each consisting of the following four phases: 1. Subsistence Phase 2. The Planning Phase -> Each player simultaneously assigns Orders to each area containing one or more of his units. 3. The Action Phase -> The Orders assigned during the Planning Phase are now resolved. The majority of player activity takes place during this phase. 4. The Winter Phase -> This phase is played on a gameboard using the rules of Mighty Empires. The game lasts until the end of the 12th game round, at which point the player who controls the most areas containing a City or Fortress wins the game. Dawning of the Old World wordt op drie plekken gespeeld. De zomerfase van de campaign op Prezi, de winterfase op een spelbord en de Warhammer-veldslagen op de speeltafel. Voor het overzicht van het verloop, onderling overleg en battle reports wordt een Facebook pagina gebruikt. Op het spelbord, dat op Prezi te vinden is, staat een kaart van de Old World, met counters die de verschillende legers aangeven.

Een Infanterie-counter staat voor een leger van 500 punten en een Cavalerie-counter staat voor een leger van 1000 punten. Vóór iedere veldslag wordt gekeken met hoeveel punten er wordt gespeeld. De derde editie Warhammer draait het om de helden en de magiërs. Stel aan het begin van het spel vast welke helden/magiërs je in gaat zetten. Voor ieder ras is er een limiet aan het aantal helden en magiërs. Dit limiet geldt voor het complete leger van het rijk . Dus: een Bretonnia speler mag maximaal 4 magiërs inzetten, verdeeld over al zijn eenheden, een Woodelf speler 8, etc.

Van iedere held of magiër is bekend welk level hij heeft en welke magic items. Een speler mag bij het creëren van een magiër de spreuken kiezen. Wanneer de magër tijdens de winterperiode een level stijgt wordt de nieuwe spreuk random bepaald. Er wordt door de speler aangegeven in welke eenheid een karakter zich bevindt. In de loop van de campaign wordt namelijk bijgehouden of een karakter gevangen of gewond raakt of zichzelf verbeterd (zie de recruitment regels op pagina 45 en de recovery tabel op pagina 56). Er kunnen later in het spel nog karakters aan het leger worden toegevoegd.

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Eventuele verliezen worden op de Prezi kaart zichtbaar bij het betreffende leger.

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2. Planning

The Planning Phase consists of the following steps: 1. Assign Orders 2. Reveal Orders 1. Assign Orders During this step, each player must place exactly one Order token on each area that contains at least one of his units. All players place their orders by sending a pm to the gamemaster. While players do not reveal orders to other players, they are free to plead, cajole, and/or suggest strategies to each other. There are five different types of Order tokens:

• March Orders • Defense Orders • Support Orders • Raid Orders • Consolidate Power Orders

Each player also has Special Order tokens – stronger variants of each order type, marked by a star. A player may use any of his regular Order tokens during the Planning Phase, but may only use two Special Order tokens.

Een overzicht van al de verschillende orders en hun spelfunctie is verderop in deze regels en op Prezi te vinden. 2. Reveal Orders All orders are simultaneously placed on the Prezi map by the game-master. They will later be resolved during the Action Phase. After resolving this step, the Planning Phase is now over, and play proceeds to the Action Phase.

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3. Action Phase The Action Phase is resolved by performing the following steps: 1. Resolve Raid Orders 2. Resolve March Orders 3. Raze 4. Resolve Consolidate Power Orders 5. Clean Up 1. Resolve Raid Orders The players first resolve their Raid Orders. When resolving a Raid Order, a player simply chooses one enemy army adjacent to the Raid Order. When resolving a Raid Order, a player simply chooses one enemy Support, Raid, or Consolidate Power Order adjacent to the Raid Order. The chosen order and the resolved Raid Order are both removed. If a Raid Order is used to remove an opponent’s Consolidate Power Order token, the raiding player is said to be pillaging his opponent. After resolving the Raid Order, the pillaging player receives one Crown and the opponent discards one Crown.

• A Raid Order placed on a land area can never raid an adjacent sea area. A Raid Order placed on a sea area, however, may raid either an adjacent land or sea area.

• Raid Orders can remove adjacent Special Order tokens, as long as they match the legal type. • If there are no eligible adjacent enemy Orders tokens, the Raid Order is removed from the

game board with no effect. The special Raid Order can be used as a normal Raid Order, or it can instead be resolved to remove any one adjacent Defense Order. 2. Resolve March Orders Each March Order is resolved on the game board. When two March Orders influence each other, the basic-initiative of the race is used to determine the order in which the marches are resolved. When resolving a March Order, the following rules apply:

• A player may move all, some, or none of

his units from the area assigned the March Order.

• Units may move together or separately into several adjacent areas, and/or remain in the area assigned the March Order.

• A player may only move units into adjacent areas (unless using ship transport).

• Footmen- and Knights tokens may never move into sea areas. Ship tokens never move into a land area.

• For each March Order, a player may move units into only one area containing units of another player.

• When a player moves one or more units into an area containing units from another player, he starts a combat.

• Before resolving combat, all other non-combat movement from the area assigned the March Order must be completed.

• The number printed on each March Order token signifies the Combat Strength modifier provided to the attacking player when a combat is initiated with that March Order.

• If a player vacates (i.e., leaves no unit behind in) an area, a token from his race is placed on the vacated area.

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Combat can be resolved by playing a game of Warhammer. When players lack time to play, combat will be resolved using the rules in Mighty Empires. 3. Raze An army can raze a tile before and/or after its March Order.

3. Resolve Consolidate Power Orders Each player resolves his Consolidate Power Orders during the Winter Phase. When resolved, the Order token is removed from the game board in exchange for gaining one Crown. The special Consilidate Power Order can be used to gain D6 Crowns. If a player has no such orders, he simply skips any further action. 4. Clean Up All remaining Support and Defense Orders are removed from the game board. The Action Phase is now over. If this was the end of game round 12, the game is over and a winner is determined. Otherwise play proceeds to the next game round starting with a new Westeros Phase.

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Ship Transport The use of ships to transport land-based units is a very important aspect. It allows Knights and Footmen to travel much faster than they would be able on foot. Any two land areas are considered adjacent for the purposes of marching and retreating when they are connected by consecutive sea areas (or a single sea area) each containing one or more friendly Ship units. In other words, Ship units in consecutively adjacent sea areas form a direct “bridge” for Knights and Footmen to move directly from a coastal area to another coastal area in one move. There is no limit to the number of times a player can use the same Ship unit(s) for ship transport in any given round. The same Ship unit(s) may even be used multiple times within the same March Order, transporting units from the area assigned a March Order to different destinations. However, a player may never use ships of another player as transports, even if given permission. Other Rules for Ship Transport

• Ship units can facilitate ship transport regardless of the type of Order token currently assigned to their sea are.

• Ship units cannot move using ship transport. While land areas connected by ship transport are considered adjacent for purposes of marching and retreating, they are not considered adjacent for any other purpose (including supporting and raiding).

Warhammer Whenever a player marches one or more of his units into an area containing units from another player, combat ensues. Before starting a Warhammer battle, both attacker and defender may plead for support from all areas adjacent to the embattled area that contain a Support Order. Any player who controls such an adjacent Support order may now grant (or refuse to grant) his supporting Combat Strength to either the attacker or the defender. Other Rules for Support Orders:

• When a player grants support, his Support Order token is not removed after the combat. A Support Order may support any number of adjacent combats in the same game round.

• A Support Order gives no defensive benefit to attacks against its own area (the units in its area will defend normally).

• Attacking or defending players may refuse support. • Ship units may support adjacent combat in a sea area or a land area. Een schip dat een

landleger ondersteunt telt als 500 punten. • Infantry or Cavalry may never provide support to combat in a sea area. • A supporting player must contribute an area’s full supporting Combat Strength, or none at all. • A player may never support an opponent in combat against his own units.

After all Support Orders adjacent to the embattled area have granted (or refused) support, proceed to play a game of Warhammer. Gebruik na een battle de onderstaande tabel om de verliezen te berekenen. Op deze manier lopen de verliezen van spelers die Warhammer gebruiken gelijk met de spelers bij wie de gevechten met behulp van Migthy Empires worden uitgespeeld.

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• Footmen or Knight units may not retreat to a sea area or a port. Ship units may never retreat to a land area.

• A player is allowed to use ship transport to retreat his units.

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Overzicht van de diverse orders in het spel The Raid Order

Raid Orders represent aggressive actions on enemy territory. They aim to disrupt enemy plans. A Raid Order is resolved during the first step of the Action Phase. When resolving a Raid Order, a player simply chooses one enemy Support, Raid, or Consolidate Power Order adjacent to the Raid Order. The chosen order and the resolved Raid Order are both removed from the game board. If a Raid Order is used to remove an opponent’s Consolidate Power Order token, the raiding player is said to be pillaging his opponent. After resolving the Raid Order, the pillaging player receives one Gold and the opponent discards

one Gold. • A Raid Order placed on a land area can never raid an adjacent sea area. A Raid Order placed

on a sea area, however, may raid either an adjacent land or sea area. • Raid Orders can remove adjacent Special Order tokens, as long as they match the legal type. • If there are no eligible adjacent enemy Orders tokens, the Raid Order is removed from the

game board with no effect. The special Raid Order can be used as a normal Raid Order, or it can instead be resolved to remove any one adjacent Defense Order. The March Order

March Orders represent the movement of troops and ships. Only by assigning March Orders to units on the game board, can players take control of new areas. When resolved, all units in the Order token’s assigned area may march (i.e., move) to one or more adjacent areas. If marching units enter an area containing one or more enemy units, a combat ensues. Only one combat, however, may be initiated for each March Order. Each player has two normal March Orders, one with a -1 Combat Strength

modifier (= - 500 points), another with a +0 Combat Strength modifier. The special March Order gives +1 Combat Strength(= +500 points) to the attacker when combat is initiated by this Special March Order. The Defense Order

Defense Orders represent the preparation of strong defensive positions. They grant a Combat Strength bonus to the defender of the assigned area (the bonus is indicated by the number printed on the Order token). Unless removed during the Action Phase (by losing a combat in the assigned area, for example), a Defense Order will contribute its defensive bonus against any number of attacks against its assigned area during the same game round. Each player has two normal Defense Orders, both providing a +1 Combat Strength (= + 500 points) modifier, as well as one Special Defense Order. The

special Defense order gives the defending player in its area +2 Combat Strength (= +1000 points). The Support Order

Support Orders represent both logistical and martial assistance to forces engaged in nearby battle. Not only may support be granted to a player’s own

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combat needs, but to that of another player. This makes the Support Order the fulcrum of negotiation and intrigue. During the “Declare Support” step of combat, supporting units adjacent to the embattled area may add their combat strength to one of the two participants in the adjacent combat. Each player has two normal Support Orders, as well as one Special Support Order. The special Support order gives +1 combat strength (= +500 points) from this area. The Consolidate Power Order

Consolidate Power Orders represent the harvesting of resources from areas under a player’s control. They are the most direct way for players to gather reveneu. Consolidate Power Orders are resolved during the Winter Phase. When resolved, the Order token is removed from the game board in exchange for gaining one Crown. Consolidate Power Orders placed on sea areas have no effect, but may still be placed. Each player has two normal Consolidate Power Orders and one Special

Consolidate Power Order. The special Consilidate Power order can be used to gain D6 Crowns.