
One of the crucial elements in the Medieval wars (which this game and the whole series were trying to imitate) was the siege of a stronghold/castle. Every time, when I play this brilliant game, I have the feeling that this aspect should have been added somehow, more over because of the rule of the +4 strength that siege engines give when attacking a stronghold or a castle, which I’ve always felt is a little imbalanced. For this and other reasons I’ve developed the rule “Siege”, which may be will solve this “problems” (don’t get me wrong, I’m still playing the standard game and I love it).
I’ve also decided to develop one more rule, which is crucial element of every battle in every age – the morale of the troops, which often decides the outcome. This rule will make you think twice before fighting battles just to recycle your House cards.
And lastly, this rules ARE NOT YET TESTED in live game (for now they cannot be tested in this platform and you know how difficult is to get even 4 people to play the board game live – one of the reasons to be here, besides the possibility to play good games with good players). They are still theoretical and I would be very glad to discuss them together, someone to try them and to improve – or even disapprove – them.
After this introduction, here are the rules.
BATTLE IN AREA THAT CONTAINS A STRONGHOLD OR CASTLE
When and army invades an area with a Stronghold or Castle, if it has Siege Engine(s), their Combat Strength is 0. Their +4 Combat Strength could be added later (see below). If the attacking player wins the battle, the defending player may choose to retreat to the Stronghold/Castle if he/she has units left after the battle, in which case the losing army becomes a besieged army and the rules below are applied.
SIEGE
If a player is besieged, he or she places his/hers troops inside the Stronghold/Castle, and the besieger places his/hers somewhere around it. The siege – and its rules – must last a number of maximum turns. If the besieged army couldn’t brake the siege for the duration of the turns, the siege is declared successful and the area – conquered. But because this is still untested, I have two or actually three options for the maximum turns of a siege:
1. It can continues maximum of 3 turns.
2. It depends on the Supply Icons in the area (normally the length of a siege always depends on the supplies of the army inside). This has two options:
- It continues two turns and every Supply Icon in the area adds 1 turn.
- It continues two or three turns (debatable and must be tested), and if the area contains Supply Icon(s) – no matter the number – this would add one more turn.
The besieger doesn’t control and rule over the area with the Stronghold/Castle and doesn’t get its bonuses – Power Tokens, Castles, Supply – of the Westeros cards (Supply, Mustering etc.). But he or she can use a Consolidate Power Order (in that way he or she can upgrade a Footman into a Siege Engine and attack the Stronghold/Castle next turn).
The turn after the defending army retreated to its Stronghold/Castle is considered first turn of the castle. You put some counter (a dice for example) displaying the number “1” to indicate that. If this turn the siege doesn’t resolve in some way – the Stronghold/Castle is not conquered or the siege is not broken – the next turn becomes second turn of the siege, you change the counter (again – a dice maybe) to “2” and same rules are applied. This continues until the final turn of the siege (as explained above). If then the siege doesn’t resolve in some way, it is considered successful, the besieger’s army takes control of the area and the besieged army is destroyed.
Rules of the siege
Orders:
1. Every player places orders for its armies – including the besieger and besieged – in normal way. The besieged can try to brake the siege and attack the besiegers with March Order. They can be supported from armies in nearby areas. The besieger’s army can try to storm the Stronghold/Castle and take control of it, as well and the whole area, instead of waiting for all the turns of the siege to end (and to conquer the area automatically). He or she may decides to place a defense order, if he/she expects an attempt of breaking the siege. The besieger also gets Support from the nearby areas in normal way.
2. If the besieging army decides to Consolidate Power (to upgrade a Footman into a Siege Engine for example), it can still be raided from the besieged army.
3. The besieged army CANNOT use Consolidate Power Order.
Attack on the Stronghold/Castle:
1. If the besieging army decides to attack the Stronghold/Castle and have Siege Engine(s), then – finally! – it gets the +4 Strength of the Siege Engine(s) added to its attack Strength. It also gets the bonus if it is supported by an army which has Siege Engine(s).
2. If there is an attack on the Stronghold/Castle, the besieged army gets bonus Strength points because it’s defending a fortified place. If it’s in a Stronghold, it gets +2 Strength bonus, and if it is in a Castle, it gets +1 Strength bonus. The besieged army doesn’t get these bonuses if it trying to break the siege and attacks the besieger army.
3. If there is an attack on the Stronghold/Castle, every attacking, defending or supporting Knight has Strength of 1 (because horses are of no use when storming a Castle
).4. If the attack on the Stronghold/Castle is made WITHOUT Siege Engine(s), no matter what is the chosen House card of the defending player, it has an additional Sword icon on it (but maybe to a maximum of 3 sword icons, so Clegane can’t get fourth, which will be really devastating) NO MATTER what would be the final outcome of the battle (because storming a Castle without the proper equipment always leads to many casualties).
If the besieged army wins the battle, it stays in the Stronghold/Castle, the besieger retreats to the same area and the siege continues. The besieger army is still routed though and if a battle takes place in the same area, its Combat Strength would be 0. If the besieged army lose the battle, it is destroyed and the attacker takes control of the area.
And again, at the end of the last turn of the siege, if the Stronghold/Castle is not conquered and the besieged army wasn’t able to break the siege, the siege is considered successful, the besieger takes control of the area and the besieged army is destroyed.
MORALE (EDITED - no rolling of dices)
Besides strategic skill, a battle is often decided by the morale of the soldiers. Adding some kind of a rule here is not so difficult. Here is my suggestion.
Every House starts the game with Morale of 3. Every battle won increases the Morale with 1 point, every battle lost decreases it with 1 Point, but you can’t have more than 6 points of Morale or fewer than 0. If you have 5 or 6 points of Morale, you add 1 Combat Strength during a battle. If you have 0 points of Morale, you subtract 1 Combat Strength. If your Morale is between 1 and 4, it doesn't change your Combat Strength in battles.
So this is it. I would be happy to know your opinion and specially after testing this rules. Again, I haven’t done that yet.

WOuld it be balanced? Surely not 