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Правила_Битва королей (на английском).rtf
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Targaryen Dragons

Dragons are a special unit available only to House Targaryen.

The Targaryen player should recieve three to muster at the

beginning of the game, represented by the black, green and

white ships placed upright on their sterns. These three are a

limit - dragons cannot be remustered once removed from the

board. When a dragon is lost, place it back in the box and out

of play. Dragon units have a base strength of three on attack and

defense, but still only count as one unit against supply. A dragon

may be mustered only by upgrading a knight at the cost of one

mustering point. You cannot muster a dragon from a footman,

even if you have two mustering points available at a stronghold.

Dragons can never be created from siege engines.

Dragons are land units, but they are capable of attacking sea

areas as well as supporting sea battles. They cannot, however,

occupy a sea area at the end of their move (even if a friendly

fleet is located in that sea area). Dragons can use sea transport

to attack just as other units.

If a dragon attacks a sea area and loses the battle, they may

retreat as normal (unless killed by sword icons). For this retreat,

ship transport may be used. If they win the battle, they must

either return to the space they made the attack from, or redeploy

into an open or friendly land area directly adjacent to the sea

area in which the battle was fought. For this redeployment, ship

transport may not be used (unless returning to the area of

origination) - the dragon(s) must move into an area physically

adjacent to the sea area. Multiple dragons must all move into the

same area. They may not move into an area containing enemy

forces, or an enemy power token. In this manner, a dragon can

defeat an enemy fleet and take an open adjacent area in a single

move. Dragons may never enter ports.

Dragons may never switch sides under any circumstances.

Cards that might allow this do not affect dragon units.

Note that if an army containing dragon(s) is given a support

order, the army's entire strength would be applied while

supporting an adjacent land battle - but only the dragon's

strength would be applied to an adjacent sea battle.

Optional Rules

Division of Power

If players are eliminated from the game, their 24 power tokens

are divided among the remaining players. This power would

beome that house's, and become available to them as part of

their pool. This would be resolved in iron throne order, one

token at a time, meaning that if there was a remainder after

dividing the lost house's power tokens, the houses with the

highest iron throne positions would recieve the extras.

Secret House Cards

Play with people's house cards being secret - both their hand

and discard pile. In this way, card-counters are rewarded, just

as house lords who kept an eye on their enemies would be.

Additionally, it adds another layer of diplomacy and lies as

others call out what cards a player has available during a battle.

Road Movement

There are three road areas on the map: Kingsroad, Roseroad,

and Goldroad. These special spaces allow units from different

houses to coexist in the same area without fighting. Once an

army has moved into a road area, it can only place march and

raid orders. Special orders may not be placed in a road area.

Players marching into a road area can decide to attack or not

to attack any armies present. Only one house’s army may be

attacked at once. Armies in road areas are subject to supply -

each house may have only one army in the area. You may,

however, attack another army in a road area with an outside

army, even if you already have an army in that road area. That

army simply may not move in beyond your supply if victorious.

Tactic Cards (or, “Rock, paper, scissors on crack”)

When it comes time for a battle, players

secretly play one of their nine provided

tactic cards in addition to playing a house

card. On the tactics chart, cross reference

the card the attacker played against the

defender’s card. A halberd indicates a +1

bonus for the attacker, and a helmet

indicates a +1 for the defender. This

bonus is applied immediately and

modifies the battle accordingly. A blank

space on the chart results in no bonus for either side. The

interactions of each tactic are also printed directly onto the

cards, in two columns: one if the card is played as an attack

tactic, and the second if the card is played by the defender. If

a unit icon is located in the upper left of the tactic card, that

card can only be played if your army contains that type of unit.

Note that “arrow volley” can be played if your army has either

footmen or ships. If there is no unit icon, that tactic can be

played by any fleet or army irrespective of its composition. If

a player plays a tactic card illegally, his opponent recieves the

+1 bonus automatically. Tactic cards are never discarded.