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Preparing to play

Place the Westeros card decks (Deck IV is an addition) along

the artwork strip on the board, leaving every other space for a

discard pile.

As Decks I-III are not drawn from until the second turn, Deck

IV cards are not drawn from until the fifth turn. Turn five on

the turn track has a “IV” printed over it to remind you to begin

drawing from this new deck. These events are generally more

impactful than the normal Westeros cards, but each event will

only come up once per game. A detailed explanation of each

event can be found on p.4 of these rules.

Place the turn marker and Wildlings Attack marker as normal.

Note that the Wildlings Attack track now moves by increments

of three rather than two, and the turn chart goes to 14 turns

rather than ten. The game now ends at the conclusion of turn

14, unless a player gains the requisite seven castles to win.

The neutral house markers are not used in A FEAST FOR

CROWS.

Players should now each draw one of the new 9-player setup

house start cards. Each house has a corresponding player mat

for players to place their units and power on during the course

of the game. Each player recieves the normal five power

tokens to start from his 24 available. The Targaryen player

then dances a jig since he will be recieving dragons during the

course of the game. (Optional rule: If the player is unwilling

to perform this jig, cards should be redrawn until someone

willing recieves House Targaryen)

Each player sets up according to his house start card. The only

oddity here is the special fortification in Moat Cailin which is

noted on the Stark start card. At the beginning of the game, an

unoccupied fortification piece is placed on Moat Cailin. This

is the only time in the game a fortification is allowed to be

unoccupied. The first player to enter Moat Cailin in the course

of play recieves the benefits of this fortification immediately,

just as if he had built it himself. House Stark moves before any

other houses adjacent to this space (as per its position on the

Iron Throne track) and should therefore be able to claim this

area first. When the first owner leaves Moat Cailin, the

fortification is removed as per the normal rule.

The Home Regions

On the board are delineated home regions for each of the nine

houses. They are the colored borders surrounding various areas,

including that house's starting shield. During the course of play,

that house will recieve a +1 bonus in all combat that takes place

in an are within this region. There is no bonus to support coming

from one of these regions, so it is never possible to gain this +1

advantage more than once per battle. The bonus only applies if

the actual battle is located within the home region - in other

words, the defender's army must be the one located in the bonus

area. Because of this, the home region bonus never applies to

ships, as fleets cannot be attacked in port, and no sea areas are

part of any house's home region. Additionally, these bonuses are

not transferrable. You cannot offer another player the use of

your regional bonus, and if two players are fighting in a third

player's home region, there would be no effect. (Home regions

example: The Stark player marches into Moat Cailin with a

footman on his first move of the game, as he should. His

defensive strength if attacked in that space is 3: 1 footman

strength +1 fortification bonus + 1 home region bonus. On the

next turn, he cold place a defense +2 order, and the individual

footman would then defend at a strength of 5!)