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Battles of Westeros: House Baratheon Army Expansion» Forums » Rules

Subject: Multiplayer-Rules? rss

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Thomas P. Felder
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From the game's description:
Quote:
(...) innovative rules for Alliance battles allow up to eight players to clash in the deadliest of conflicts.

Before I pick this up, can somebody give me a brief overview on how this shall work?
I would be very interested in a multi player BOW game, as I only very seldom play 2P-games.
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Michael Wheal
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Kosse
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The rulebook is downloadable from FFG. Here's the section you're after.


Alliance Battle
An Alliance battle allows Battles of Westeros to be played by
up to eight players. While players can enjoy these rules in any
battle or skirmish, the alliance icon marks battles
and skirmishes that have been designed specifically
to utilize the rules. (All battles marked with this
icon can always be played with two players as well.)
When playing an Alliance game, make the following
modifications to the core set rules:

• Player Distribution: Players first form two teams (one
team for each primary House in the battle) by distributing
themselves as evenly as possible.
The most experienced Battles of Westeros player on each team
is designated his team’s “Lord” and takes the command board
for his team’s primary House. (If the players are having trouble
determining the player with the “most experience”, the oldest
player on each team is the Lord.) All other players on that
team are considered “Bannermen” and should each take one
alliance command board with his Lord’s House icon printed
on the back. (It does matter which Bannermen are played, as
they have no individual unique effects.) Whenever a conflict
or disagreement would occur among the players on one team,
the Lord of that team always determines the final outcome.
Once each team has chosen its Lord and Bannermen, each
team’s Lord chooses and distributes all commanders on his
team among the players on his team as evenly as possible.
Each player is assigned at least one commander that is his
for the remainder of the game.

• Determining Advantage: When determining advantage,
the command tokens on all of a team’s command boards are
added together.
• Command Rating: All players on a team split the scenarios
Command Rating as evenly as possible (rounded up).
For example, in a battle with two players on each team and
a Command Rating of 5, each player would receive three
command tokens.
When refreshing his commanders, a player always places the
used command tokens back on his own command board.
• Leadership Rating: Each player on each team has his own
hand of Leadership cards, but all cards are drawn from a
Leadership deck shared by all players on that team.
When drawing Leadership cards during the Marshalling
Phase, each team’s Lord draws a number of Leadership
cards equal to the battle’s Leadership Rating. After looking
them over, he then distributes the cards as he chooses to his
Bannermen and himself so that each player on his team has
at least one card. If, after cards have been distributed, one
or more players on a team has fewer cards than any other
player on that team, those players each draw one card from
the top of the Leadership card deck.

• Order Pool/Rating: All players on a team share an Order
Pool. When receiving order tokens during the Marshalling
Phase, the Lord for each team rolls dice according to the
battle’s Order Rating and places the matching tokens in a
common Order Pool somewhere within reach of all players
on that team. During the Command Phase, any player on
that team is free to utilize order tokens from the common
Order Pool.

• Excess Resources: During the Regroup Phase, each player
may choose to keep one order token in their team’s Order
Pool and one Leadership card from his hand to carry over to
the next round.
• Ordering Units: During their team’s turn in the Command
Phase, any player (but only one player) on a team may
choose to act. A team’s Lord may choose to pass at any time.
After passing, no members of that team may act for the
remainder of the round.
A player can choose to play his Leadership cards only on
the commanders assigned to him, but he is free to order any
available units within that commander’s ZOC, including
another player’s commander.
Any effects that refer to the words “your” or “friendly” are
considered to reference any player on your team. In the
same way, any effects that refer to the words “your enemy”
or “opponent” are considered to reference any of the players
on the other team.
• Substitute Commands: When playing a Leadership card,
the player of that card may always choose to consider it to
have the printed text “Order 1 unit.” in place of all other
printed text. When utilizing this substitution, all other
commands and tactics are ignored.
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Mat Jones
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Last weekend I had a 5 player game of The Battle of Blackwater. We only managed to finish Stage 1, given time restraints, but it was a good laugh - 3 Baratheon and 2 Lannister. However, as the sides were uneven, we dropped the ruling about rounding up on Command Tokens and cards drawn as I thought that might be unfair. Also ruled that the 3 man team could only keep 2 cards and tokens between them each turn, but the distribution of the 4th command token and card could be reallocated each turn at the whim of the Lord. Worked well, given that it was really a 2 player scenario, and I think it would have continued moving on to the later stages, as if someone's leader became captured they could always take over someone new thhe following stage.
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Riskar M
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Are there rules, scenarios or skirmishes for a 3 team fight (Stark, Lannister, Baratheon) instead of just rules for a multiplayer 2 team fight ?
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Jan Dreske
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No, so far there are only battles with two sides.
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Mat Jones
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Having said that, with 2 boards in particular, I don't see why you couldn't run one - perhaps using the skirmish cards to set up?
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Scott Randolph
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SirVolkar wrote:
Having said that, with 2 boards in particular, I don't see why you couldn't run one - perhaps using the skirmish cards to set up?


I would really be in favor of this, two mapboards and two sets of Skirmish cards for a 2v2 Skirmish. My initial plan to test this is:

a. Team A, Player #1 and #3; Team B, Player #2 and #4
b. Each side draws Skirmish cards based on "Westerlands Bounty" on the left half, and "Steel Rain" on the right half (the halves chosen actually do not matter)
c. Momentum is assigned to Stark since one Skirmish is random, but the other assigns it to Stark
d. Each side draws from a common, single Command Card deck
e. all players, #'s 1-4, receive their own hand of Command Cards
f. all players, #'s 1-4, receive their own Order Token pool (one might have to spray paint some 7/8 inch {25mm} plastic chips for a few extra Order Tokens)
g. use the Minor House sigils for Command Boards for the non-Major House players
h. Advantage is given to the Team with the higher total number of Command Tokens, then that Team may choose either of their players to go first
i. Turn order always goes 1,2,3,4 = Team with Advantage assigns one of their Team to be player #1 for the round, player #2 is always the opponent player directly opposite player #1 for that round
j. after Command Cards are drawn and Order Tokens are received, players on the same team may exchange one Command Card and one Order Token, players on the same Team must give up a card or a token in order to receive one
k. Players my activate any units within their alliance when playing a Command Card, following the normal ZoC rules, but may only activate a unit using an Order Token that is on their own half of the mapboard
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Thomas P. Felder
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This reads promising.
 
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Aaron Silverman
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Halfway between Castro and Mickey Mouse
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I think SirVolkar was referring to a 3-sided battle. I doubt I'd be interested in that -- 3-sided wargames are extremely tough to balance. The victory conditions would have to be thought out very carefully.
 
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Scott Randolph
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Sternenfahrer-MUC wrote:
This reads promising.


By the way, have play-tested this once, it went very smoothly. Now working on a "Tournament Skirmish" variant for 2v2, the main interesting features (IMHO anyway) are bid for House, Bid for Momentum, AND, players choose whatever unit cards and terrain cards they wish, and of course two Commanders with a combined value of 5 or less. Using Westerlands Bounty, Lion's Den and Killing Fields as guides.
 
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