1) Turn 1 Peace. You may cross another players region, but must not end turn there nor take any hostile action, like fighting or forting.
2)Pm the next player that it is their turn. You have 24 hours to play each turn before skip/sub
3) 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.
4) Destroying buildings is allowed. A player may not destroy buildings if an enemy army is within range of the settlement or attacking it at that time. An exception has been made with the capitals of each faction and citadels, this is to promote some value in the lands and give smaller factions a fighting chance against larger ones.
5)3 forts a region/player and forts need to have a garrison of at least 4 units, to limit fort spamming a bit.
6) No assassinations
7) No bug abuse! When you think someone has used a bug report it here and the admin will look into it.
8)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.
9) Armies must not be hidden in ships inside of ports.
10)No sallying forth in a siege to deny your besieger the opportunity to sack your settlement.
11) 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.
12) Settlements gifted should disband all units save one. No gifting regions in a war zone ( bordering faction at war with, or under threat )
13) For a princess to steal a general, there must be a 35% chance OR HIGHER. You must take a picture of the odds and the results to prove it.
14) 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
15) Heroic victories are banned
16) No watchtower spam to prevent forting, admin will be the one to decide if it is or not so don't risk it.
17) The recruitment of siege equipment and their use is strictly prohibited.
18) 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.
19) Liege Lords may not declare war on their vassals for at least 5 turns unless clearly provoked by said vassal, as an example: Tyrell cannot wipe out Redwyne simply because he desires Redwynes lands.
I believe this rule should be in place. Otherwise factions like Frey, Darry, Hightower and Redwyne will end up being killed off simply because 'I want your stuff!'. Liege Lords are meant to protect their banners, not kill them.
Spoiler Alert, click show to read:
1: You must first defeat the Wildling Threat before being allowed to move South (Night King, or to aid Stark/Botlon)
2: You are not allowed to enter any Alliance with the Wildlings as they are your sworn enemies. NaPs are allowed however.
3: Southern factions are not allowed to attack the Night's Watch, unless they prove themselves to be a threat by claiming Night King/Aiding Stark/Bolton or Entering your lands uninvited.
4:Wildings must spend a turn climbing the wall
5:Lords may become in favor of the nights watch by helping them Money or Soldier wise and he then can join in war along with them (but Wildings must yield / or be destroyed)
05-29-2014, 23:05
The Governor
Re: [HS] War of Westeros II (Edited F&B HS)
Greyjoy here! Still gonna rape Westerlands!
05-29-2014, 23:57
Narsils_Shards
Re: [HS] War of Westeros II (Edited F&B HS)
Targaryen's will conquer again.
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05-31-2014, 13:59
Dr Mac
Re: [HS] War of Westeros II (Edited F&B HS)
Just to let y'all know Jem isn't moving over here for a few weeks so we need to find a new Wildlings guy pronto so we can make a start :)
Owl Whisperer isn't linked and I can't find him, please can someone PM him.
06-09-2014, 16:00
Silenced Ape
Re: [HS] War of Westeros II (Edited F&B HS)
Bump
06-11-2014, 22:11
SoulGamesInc
Re: [HS] War of Westeros II (Edited F&B HS)
bump. :P
06-11-2014, 22:25
ProtoKyzer
Re: [HS] War of Westeros II (Edited F&B HS)
If I am correct OwlWhisper did not move here, I sent PMs to everyone on TWC and got no reply from him, I will post the position in the replacement thread as I think the players have had enough time to move over by now.
06-11-2014, 22:48
Drake123
Re: [HS] War of Westeros II (Edited F&B HS)
Hi I would take one of the free factions.
But first I must download and install the mod and after I've take a look on it I tell my choice :)
Are there big differences to the normal Fire and Blood Submod?
06-11-2014, 22:48
Luume
Re: [HS] War of Westeros II (Edited F&B HS)
No not really
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06-11-2014, 23:25
SoulGamesInc
Re: [HS] War of Westeros II (Edited F&B HS)
The changes are minor but you must use the update files to play. ;)
Darry, NW and Wildlings can now recruit ships. Portraits have been added to certain factions and the Wildlings have gotten a boost in strength.
06-11-2014, 23:26
Luume
Re: [HS] War of Westeros II (Edited F&B HS)
What he said
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06-12-2014, 00:01
Drake123
Re: [HS] War of Westeros II (Edited F&B HS)
I think I'll take Bolton.
06-12-2014, 00:02
Luume
Re: [HS] War of Westeros II (Edited F&B HS)
Ok, I'll get proto to update the op. Just pm me when your turn comes around
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06-12-2014, 09:19
BlackEagle
Re: [HS] War of Westeros II (Edited F&B HS)
Rape the Westerlands like it's your last night :))