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Thread: Successor game rules, draft one.

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  1. #1

    Default Re: Successor game rules, draft one.

    Regarding House chains, why don't we try something like this?

    Dukes can have unlimited number of Counts swear fealty to them, Counts can have unlimited number of Barons swear fealty to them, Barons can have unlimited number of Knights swear fealty to them.

    That way, only Counts can swear to Dukes, Barons to Counts, and Knights to Barons.

    Regarding the prioritised units, I reckon that each player should be able to prioritise a specific unit once per term. Maybe 2 for dukes, 2 for a prince, and 3 for a king?

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  2. #2
    Loitering Senior Member AussieGiant's Avatar
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    Default Re: Successor game rules, draft one.

    Try and keep in mind the Chancellor position when coming up with all these ideas and concepts that need to be tracked and managed.

    We've gone through this before.
    Last edited by AussieGiant; 07-08-2009 at 08:28.

  3. #3
    Wandering Metsuke Senior Member Zim's Avatar
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    Default Re: Successor game rules, draft one.

    I have to agree. While for immersion purposes it would be awesome to give higher ranks more power to choose their prioritized units, for simplicity we will probably have to go all the way one direction or the other...

    It's kind of like the House names, I've love to have Houses named after families, but it would be impossible to keep the DUcal lines to those families, so regions work well as a second option.

    The House chain idea seems fine to me. From the looks of the recent posts having the branching House trees seems popular so I might as well give in.

    I wanted oath breaking to be rare but it may be needed for organizational purposes early on as the Houses are worked out...
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