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Shriek
Pawn

Posts: 3
Games: 0
Rank Points: 0
Member since: 2020-Nov-02

Topic: Some special abilities for every house
Posted: 2020-Nov-23 14:41
-Warning-
My English is literally terrible please consider it.


Hello, I have some ideas about some special abilities for each house, but I think it is too unbalanced and not creative, so I need your feedback.

Baratheon
-If you win a battle, you may take 1 PT from your opponent.
-If you are defending, you may consider every footman's combat strength as 0.
-When house Baratheon win a battle, the players who supported Baratheon(including Baratheon itself) gains a power token.
-When bidding for influence track, you may bid 1 more power token after uncasing the results.
-You may put 2 march orders in one area, and when the units in that area moves, the other march order can follow the units.(kinda like Loras Tyrell but requires 1 more march order.)
-When this house gains 1 knight, it gains a power token.

Stark
-When the Wildiling invasion occurs, house Stark is always considered as it bidded double PT of what he actually bidded, and will never be selected as lowest bidder.
-When Stark knight dies, the opponent must take 1 casualty in that combat.(The opponent only have 1 casualty even though several Stark knights died.)
-If house Stark is defending a castle, it gains +1 combat strength.
If house Stark is defending a stronghold, it gains +2 combat strength.
-If there is house Stark's power token on the embattled area, and it is the northern area, house Stark's PT is considered as Defense Forces. The Northern area include Flints, Greywaterwatch, Moat, twins, fingers, and everything above.
-You may march twice with a march order. In this case, you cannot attack other player.
-In planing phase, you can see the top of Westeros I card and return it to the top.

Lannister
-In Westeros phase, you can uncase again the Westeros II card, by paying 2 PT.
-Every round, House Lannister gains 2 PT.
-In planning phase, you may place 1 order token that isn't march order with a march order. This order token must follow when the unit marches, and if it is raid, you can use it before marching or after marching.
-In supply track, house Lannister is considered as it have 1 more flag that is written 2.
-You can make the combat strength of your knights in embattled area into 3. In this case, you must make those knights into footman after the combat.
-After consolidating power, you may place 1 knight to your territory by paying 4 PT.

Greyjoy
-In Westeros phase, you can see 2 of the top Westeros III cards and select one. The unselected one have to be placed at the bottom of the deck.
-The raid order of Greyjoy can raid several places at once.
-If house greyjoy raids a CP order, Greyjoy will gain 3 PT.
-If you are attacking with transportation through ship, you gain +1 combat strength.
-Every orders for Greyjoy ships is considered as special order of that type.
-You may muster 2 ships in a castle.

Tyrell
-When you win a combat, you gain 2 PT.
-Since round 3, you improve 1 position on supply track.
-You may muster 3 ships in a stronghold.
-If you are attacking, you gain 1/2 sword icon per 1 knight in embattled area.
-After consolidating power, you may downgrade 1 position in supply position and gain 4 PT.
-When you use all your House cards, you may decide to keep Last card or discard it.

Martel
-If a battle occurs in Three Towers, Arbor, Dornish Marche, Sunspear, Yronwood, Starfall, Saltshore, Westsummer sea, Sea of Dorne, Eastsummer sea, Boneway, Princepass, you may choose 1 house and minus his 1 combat strength.
-Every support order from house Martell is considered as +1 support order.
-When "The Last Day of Summer"card comes out, you can see the next card of the deck.
-You do not suffer restriction of Westeros III card.
-At the beginning of the game, you can place a crown icon in any land area.
-You can use 1 more special order than you deserves.

These are the abilities that I thought and it may be changed. Thank you for reading and as I said above, I desperately need your feedback, please give some.
Necrarch
Knight of Ni

Posts: 2,050
Games: 135
Rank Points: 1,003
Member since: 2019-Feb-01

Topic: Some special abilities for every house
Posted: 2020-Nov-23 16:10
Just in case the game was not complex enough.


Veit
Warden Of The North

Posts: 55
Games: 489
Rank Points: 2,364
Member since: 2018-Oct-13

Topic: Some special abilities for every house
Posted: 2020-Nov-23 18:07
Each house has some features to gain additional power tokens, but no house (except lannister) has an opportunity to spend them. Looks unnecessary to me.

I agree that you have some funny ideas on how to gain those PTs but each house should be able to do something with them, nor just waiting for the wildlings to finally arrive or a clash to happen. Furthermore you have to carefully balance the amount of tokens each house can get but probably you can do that by try&error only.

And if you make those tokens a central game element you should raise the maximum amount of them to collect to whatever (double, thrice?) i guess.

Martels ability doesn't make sense to me, can you elaborate?
-If a battle occurs in Three Towers, Arbor, Dornish Marche, Sunspear, Yronwood, Starfall, Saltshore, Westsummer sea, Sea of Dorne, Eastsummer sea, Boneway, Princepass, you may choose 1 house and minus his 1 combat strength.
18HopeCSF
Sword of the Forest

Posts: 244
Games: 586
Rank Points: 3,309
Member since: 2019-Feb-09

Topic: Some special abilities for every house
Posted: 2020-Nov-23 18:59
In your presentation is not clear if you intend to make this a general Branstorming proposing some of these ideas or if you intend to apply all of them. If it's the later.. I agree with Necrarach: It's too much. Too much to track, to check, to consider, to memorise...

In my opinion you should focus on making a Single Ability for each house, taking in account their history and situation. For example the idea of Greyjoy using the raid order twice is very coherent.

Maybe, so as to not disrrupt the game too much you should consider limiting these abilities so that they happen once or twice per game. For example Greyjoy could use the Double-Raid only with the Special Raid (As it is in 1ed Rules).


Shriek
Pawn

Posts: 3
Games: 0
Rank Points: 0
Member since: 2020-Nov-02

Topic: Some special abilities for every house
Posted: 2020-Nov-24 01:39
Thank you for feedback! I'll gladly consider it.
Harakon
Grandmaester of Reports

Posts: 3,634
Games: 903
Rank Points: 3,430
Member since: 2014-Aug-24

Topic: Some special abilities for every house
Posted: 2020-Nov-24 07:57
I like player based abilities. But those are a Bit too much.

You could argue about the cards being the individual ability but those only pccur in battle.

My favourite was the way Battlestar Galactica did it:
Each character has a permanent ability and a once only ability. Both positive
But each has a negative aswell


Shriek
Pawn

Posts: 3
Games: 0
Rank Points: 0
Member since: 2020-Nov-02

Topic: Some special abilities for every house
Posted: 2020-Dec-13 02:30
Answer for Veit : I would like to use the Iron Bank System though it is 6p game, so the players may spend their PTs usefully. (And I made some more Iron Bank cards, I'll discuss it later.)

Also, many people said that these abilities will make the game too complex, so I decided to let the players select 1~3 abilities in their wish. However, the problem is that even though it's abilities of single house, those have all different capability, so after players find out which ability is more useful, some of the abilities will never be selected.

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