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    ~ TWC Refugee ~ Riverknight's Avatar
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    May 2014
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    Default [HS] Young Bloods XI



    Youngbloods are allowed but priority will be given to brand new players.

    Players
    Lannister - Drake123
    Gardener - Zukazuk
    Stark - Silenced Ape
    Arryn - Narsils_Shards
    Hoare - Protokyzer
    Durranion - Black Wolf
    Bolton - Dr Mac
    Mudd - Deathcloack
    Yroonwood - Nasal
    Martell - Turkay98


    Admin - Riverknight
    CoAdmin - N/A

    This HS is using KORAH, found here
    We are also going to be using the patch found here

    Rules:
    Turn 1 Peace. You may cross another players region, but must not end turn there nor take any hostile action, like fighting or forting.
    Pm the next player that it is their turn. You have 24 hours to play each turn before skip/sub
    3 strike rule when it comes to a player being late. If your late 3 times with no warning, word or reason then you'll be replaced.
    Destroying buildings is not allowed if the settlement is under siege or a far superior army is one turn away from the settlement.
    3 forts a region/player and forts need to have a garrison of at least 4 units, to limit fort spamming a bit.
    No assassinations
    No bug abuse! When you think someone has used a bug report it here and the admin will look into it.
    No sailing from a blockaded port without first defeating the blockading ships, it is illegal to burn down ports in order to get around this rule.
    Armies must not be hidden in ships inside of ports.
    No sallying forth in a siege to deny your besieger the opportunity to sack your settlement.
    Post pictures of battle odds, involved armies, their banners and the results. It is advised to hide everything else, especially the mini map and your finances.
    Settlements gifted should disband all units save one. No gifting regions in a war zone ( bordering faction at war with, or under threat )
    Armies defeated by a player (b) that comes after the original player (a)'s turn cannot move next turn, so if Tyrell defeats a Lannister army that army cannot move next turn. - Exception: Reinforcing armies standing in defenses, even if defeated, don't lose movement points. So player 'a' is allowed to move the army that reinforced another while in a fort even if defeated by 'b'. Addendum to the same rule: no sallying out of a fort\castle which has forces which were defeated last turn. This is to make it fair for those who come last at the turn order, because they will not be able to do this
    Heroic victories are banned
    No watchtower spam to prevent forting, admin will be the one to decide if it is or not so dont risk it.
    It is not allowed use a princess to steal a general, unless there is more then 30% of success. (pics must be posted)
    If someone preforms a trick\move which isn't forbidden by the rules that the admin does not like, that action (if it should be allowed or not) goes to a vote and if more then half the players agree then that rule will become valid immediately. This goes for any loopholes a player may find, if you believe an action to be unlawful/possibly against the rules, consider it an illegal move and contact an Admin before making the move.
    Last edited by Riverknight; 06-13-2014 at 18:40.

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