This rule set allows realms other than the Commonwealth to play an ongoing role in the Oath Saga. Outland realms can arise during a game of Oath and persist beyond the end of the game, possibly appearing in multiple successive games.
During The Chronicle Phase
During the Writing of the Chronicle, between steps 8.2 (Offer Citizenship) and 8.3 (Clean up Map and Build Edifices) perform the following steps.
8.2.5.1 Creation of New Outland Realms
- Any exile who controls one or more sites on the board, and who did not accept an offer of citizenship in step 8.2 may attempt to form an outland realm from the sites they control.
- Roll a six sided dice. On a 1-3 the domain persists beyond the end of the game. Otherwise it is assumed to dissolve into anarchy.
- No more than nine sites can be incorporated into outland realms. If the addition of a new realm would raise the number of sites incorporated in outland realms above nine, it cannot be created.
- Note the following, for use in subsequent games
- The sites comprising the new realm. If the player controls more than four sites, they must discard down to four
- The color of the player's pawn. This identifies the ruling class of the realm.
8.2.5.2 Expansion of Existing Outland Realms
- Any sites ruled at end of game by exiles who chose to lead an outland realm at game start (see "At Game Start" below), are incorporated into that realm. An outland realm cannot grow beyond four sites in size.
8.2.5.3 Evolution of the Outland Realms
- For each outland Realm that was not created in the most recent game, roll a six sided dice and apply the results as follows:
- 1-2 - Roll again.
- On a 1,2 the realm dissolves into anarchy and civil war. It ceases to exist.
- On a 3-6 the realm shrinks by one site . Randomly determine the site to be removed from the realm. If the last site is lost, the realm ceases to exist.
- 3-4 - No change
- 5-6 - The realm grows by one site. From the sites that were not on the board in the most recent game, randomly choose one and add it to the realm. The realm cannot grow beyond four sites in size, nor can more than nine sites be incorporated in outland realms.
8.3 Clean Up Map and Build Edifices.
- An outland realm site is treated in every way as a normal site. If it contains and edifice, the edifice falls into ruin, and the site is included on the board in the next game as specified in the rules.
At Game Start
- Step 12: The Chancellor may not take initial possession of any face up sites that belong to outland realms.
- Immediately after step 22 (Advance the Visions Drawn marker) perform the following actions:
- 12 22.5.1 Populating the outland realms
- For each site that is part of an outland realm, and can support more than one denizen, draw a card from the bottom of the World Deck. If it is possible to play it in the site, do so. Otherwise discard it as per normal play
- 22.5.2 Garrisoning the outland realms
- For each site that is part of an outland realm and is face up at game start roll one six sided dice. The number rolled is the number of warbands that garrison the given site. Use coins, or other markers to represent the warbands.
- During step 23
- Any exile player who is the same color as the ruling class of a face up outland realm site, may choose to take possession of one or more face-up sites belonging to that realm.
- Remove the garrison that was placed in step 22.5.2. The player may place as many of his initial warbands (minimum of one) in the site has they please.
- A player may not take possession of sites belonging to more than one realm
- In this case the player is said to be leading the outland realm, or that part of it.
During Game Play
- When a new site is revealed.
- When a new site belonging to an outland realm is revealed, populate and garrison it as per 22.5.1 and 22.5.2
- Newly revealed sites are not controlled by any player .
- The Bandit Crown
- Sites belonging to outland realms are not affected by the Bandit Crown.
- Military Campaigns
- Sites belonging to outland realms may be attacked in exactly the same way as any uncontrolled (Bandit controlled) site. Their garrisons participate in their defense as per normal rules. If the site contains a battle plan that can be used in the defense of the site, it is employed as per normal, but at no cost.
- An attacker may target multiple sites of an outland realm in the same manner they target the Bandits.
- If the garrison of an outland realm site or sites are defeated, all the warbands are lost unless there are one or more other sites on the map that belong to the same outland realm, which were not attacked. In that case surviving warbands are relocated to the remaining sites. In cases where there are multiple such sites remaining, determine the destination randomly for each surviving warband.
- Rest Phase
- In the rest phase of any player turn in which any site(s) of an outland realm that is not being led by a player are attacked, but not conquered, increase the garrison by one warband.
- Accepting Citizenship
- If an exile leading an outland realm accepts an offer of citizenship all sites that they control become part of the Commonwealth and are detached from the owning outland realm.
- If the player is later exiled, the sites are not returned to the outland realm. At the end of the game they may form a separate outland realm.
- Otherwise
- The sites being led by a player (see above) are treated in all respects as normal sites under the control of an exile player
- Aside from the modifications listed above sites belonging to outland realms are treated in all respects as normal uncontrolled (Bandit controlled) sites.
No comments:
Post a Comment