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War of the Horticulturalists ...
Tournament Format:
There are three preliminary heats from which the top five players
will advance to a Final.
The heats are four hours with the Final being five hours. Any
players that win with a "Sole King" will advance to
the Final. Other finalists will be determined by total points
scored in any one heat. If a tie-breaker is needed, it will
be total points across all heats played. If only one player
would be eliminated by the tie-breaker, the GM may expand the
Final to 6 players.
This tournament uses extensive rule modifications from those
published with the game. The modifications are too long to publish
here. Feel free to email the GM if you would like a copy.
Duration Clarification: The tournament rounds will run for four
hours and the Final for five hours. If you aren't seated to play
by five minutes after the start time we will close the game.
At the beginning time we will go over the tournament rule's and
at 5 after we will start. All Games should be setup before you
arrive. At 15 minutes to play the player playing at that time
will begin the last round. At 5 minutes till the end we will
stop play. We will then count points if necessary and let players
get to other tournaments on time. For the Final we will play
till 15 minutes to play and the first player to start the game
will start the last turn. At the end of all players turns in
the last round we will count points if necessary.
WBC Rules:
Updated: July 11th , 2003
WORLD BOARDGAMING CHAMPIONSHIP
BASIC RULES - All of the "Basic Game" rules will
be used except "Setting Out Royal Counters".
OPTIONAL RULES - The only "Optional Rules"
that will be used are "Ambush", "Commission",
(Ambush and Commission have rules clarifications) "Optional
Parliament" and "Return from Parliament" (which
will be done openly beginning with the player who called parliament
and then going clockwise around the table).
ADVANCED RULES - The only "Advanced Game"
rules that will be used are "Components" and "Prepare
for Play". The "Nobles Killed Table" is used only
when specified on the combat resolution card. The "Loyalty
Table" is not used under any circumstances.
VARIANT RULES /RULES CLARIFICATIONS - These start on
page 3 of the attached. The new "Variant Event Deck"
is required.
OTHER TOURNAMENT RULES
1. All of the "Variant Event Deck" cards
will be used, and Catastrophe 3 is to be considered a Catastrophe
1 and All Refuge cards are 3 turn refuge cards.
2. Transferable cards already in play can be
freely given or traded to another noble only when both nobles
are occupying the same hex. Transferable cards in the hand can
be exchanged at any time. All cards, which are exchanged, must
be displayed openly to all players. Transferable cards are
Writ cards; Free Move cards, Bishop cards, King's Pardon Crown
cards, Town cards, Ship cards, Mercenary cards and Nobles.
Ships can be given or loaned to another faction at any time and
anywhere on the board. Royal heirs are also transferable if two
nobles in the same space agree to the transfer. A noble can continue
moving after any kind of transfer is made. (Offices and Titles
may NOT be traded)
3. Traded cards may be played immediately, including
allocating them to a noble who is involved in combat in the turn
of the trade.
4. A player can keep all writ, free move and refuge
cards only if they are drawn during the Chance Phase. All cards
kept must be shown to every player. Update All Refuge Cards are
now 3 turn cards.
5. A royal heir or archbishop/bishop may never be given
to the Duke of Lancaster or the Duke of York at any time (even
involuntarily). Anytime a Plantaganet noble is killed, he cannot
reappear until one of two events occurs: the current first in
line heir is killed or has come under the control of another
faction.
6. Once the crown deck is emptied once, a faction who
loses one of his nobles while initiating an ambush forfeits the
next crown card draw. In an ambush, the bottom-most noble
named on the event card is killed. (If the Nobles killed table
card is drawn roll 2 or 12 for all nobles in the defending stack.)
Each ambush must select only ONE royal heir to ambush, and he
is successful on a roll of 2,3, or 4 (with 2 dice).
7. King's Pardon saves a noble and all of his possessions
(including any royal heirs).
8. All nobles are assumed to be outside a city or
town unless specified otherwise. You may not choose to come
out to face an army when you are in a city or town. If you are
in you are in for all attacks till you move your self out on
your turn.
9. A player will retain his captured cities, town's
castles and royal castles even if he has no nobles left on the
board.
10. On every battle and siege (unless "bad weather
delays the attack"), there is the possibility of killing
a royal heir. Roll 2 dice for every royal heir and if the result
is 2 then the royal heir dies.
SET UP - All participants will be randomly assigned
to a table. A die roll will determine who sets up first at each
table. Then the other players must set up in clockwise order.
Play starts on the first turn in the usual manner (i.e. Chancellor,
etc.)
PARLIAMENT - A maximum of 10 minutes will be allotted
to completing all transactions in each Parliament (after the
number of votes have been determined). No further business can
take place once the time limit expires.
DURATION - All preliminary rounds will be limited to
4 hours. When "time" is called at the end of 4 hours,
each player will have one more turn before the game is over.
The final will have a maximum time limit of 5 hours.
VICTORY CONDITIONS - When time has expired, any sole
king wins even if other royal heirs are still alive. If no one
has won on a board, a winner will be determined using the following
point system. The player with the most points is the winner and
all other positions will be determined in the same manner. When
the game is over, every player may place any remaining cards
in his/her hand on the table as long as they can be legally allocated
according to the rules. The French foot soldiers may not be assigned
at this time. Each player receives the total of:
a) Points equal to his total number of votes in both Houses
of Parliament (Lords, Commons and captured towns/cities except
Swansea and Calais);
b) PLUS points equal to 1 point for every 10 troop strength (exclude
Bonus Troops and Mercenaries);
c) PLUS points equal to 1 point for every 30 Office Bonus, Bishopric
Bonus or Mercenary Troops of any type;
d) MINUS 25 points for each player who does not have at least
one Royal heir (or Beaufort even if other Lancastrian heirs
are still alive).
KINGMAKER VARIANTS USED
1. Treachery Card
The player who draws this card must return one, two or three
Crown cards held in his hand (i.e., unplayed cards in hand) to
the Crown deck. These cards are chosen while face down by the
player on the left and are not revealed to anyone. If the player
holds less than the number to be removed, the excess is ignored.
2. Gales at Sea Card
When this card is drawn, all ships currently at sea are sunk,
and all nobles and royal heirs aboard are lost. The ship cards
of the sunken ships are returned to the Crown deck and their
ships removed from the board. These ships can return to play
when their cards are redrawn. The ships of the Warden and Admiral
are removed, but the office cards still remain in play. The ships
of these offices can be returned in either of these two situations:
a) The office is awarded or transferred to a new faction.
b) A vote in Parliament is taken at the request of any faction
in attendance to resurrect one or more of the ships. A majority
of the votes cast in the House of Commons permits the ship or
ships to be returned to the port of origin under the control
of the proper office. All nobles aboard a sunken ship and their
awards are returned to the Crown deck or the Chancery and the
Royal heirs are removed from play.
c) After the last Gales at sea card is drawn then the draw
deck will be shuffled. This is to happen each time the last Gales
are pulled from the deck. (There are 2 Gales at Sea Cards)
3. Refuge Card
Any noble or nobles who are accompanied by at least one Royal
heir may stay in Ireland, the Continent or Scotland only if they
play a "Refuge" card. On the "Refuge" card
is listed the number of turns that a noble(s) with Royal heir(s)
may stay in refuge. Once the time of refuge has expired, the
nobles and Royal heirs must either leave or be lost. Nobles and
their awards are returned to the Crown deck or Chancery and Royal
heirs are removed from play.
When drawn, a "Refuge" card is retained in the same
manner as a "Free Move" card. It is played just like
a "Free Move" card during the movement portion of the
player's turn. Any number of nobles with Royal heirs in a faction
may take advantage of the refuge as long as they move to the
same location (i.e., Scotland, Ireland or the Continent) in the
same turn that the "Refuge" card is played. Additional
nobles cannot take advantage of the refuge after the turn that
the card is played or if in another location.
Only one group may be in refuge in one place at one time. Combat
cannot occur on the Continent or in Scotland. It may occur in
Ireland.
There is one type of refuge available this year. All cards
no matter what is printed on them are considered a 3-turn
refuge. 3 turns is the maximum you can stay. You may leave
before 3 turns and your refuge is then considered up. When all
of the nobles prematurely leave the refuge, the card is returned
to the discard pile. Nobles in refuge cannot be summoned to Parliament
although they may go voluntarily. Scotland is considered a port
in the same manner as the Continent and Ireland. Once a noble
leaves refuge, he cannot return until another "Refuge"
card is played. (Note: If a Vacillating noble card is pulled
on your turn to exit refuge you must roll to see what noble is
to be affected. If it is your noble in refuge you must either
play another Refuge card or be killed with all possessions including
Royal Heirs.)
Include the islands of Anglesey (Beaumaris), Wight (Carisbrooke),
Man (Douglas) and the Calais Square as places, which can only
be occupied with a "Refuge" card if there is a royal
heir present.
The following nobles/offices/town cards do not offer free
refuge.
Lieutenant of Ireland - Ireland
Stanley -Douglas (island)
Captain of Calais - Calais (square)
Treasurer of England - Beaumaris (island)
Carisbrooke (town card) - Carisbrooke (island) remember this
is a port and it will need to be sieged to land there,
(If a noble doesn't have an accompanying heir he may stay
in those above locations for as long as he wishes. These rules
only apply to nobles with royal heirs accompanying them.)
Nobles with a royal heir can enter one of the refuge locations
without a "Refuge" card in order to besiege the town
or castle in the square, to attack a force in the square (not
allowed in Scotland or the Continent) or to capture a Royal heir.
They must leave the turn after the siege, battle or capture has
been concluded if they have a royal heir in their entourage.
If there is no royal heir in the group, nobles can stay anywhere
on the board (Except Scotland or The Continent) as long as they
like without any refuge requirements.
(If a noble enters Scotland or the Continent he or she
must play a refugee card with or without a royal heir present.
The only exception to this rule is a noble picking up the French
Foot Solders.)
All nobles have the ability to cross from the mainland into
Anglesey (Beaumaris) if they start their turn adjacent to that
square (i.e., in the Caernarvon square). Nobles can cross back
from Anglesey to Caernarvon in the same way.
4. Vacillating Allegiance Card
The drawer of this card during the Event Phase immediately
loses the use of one noble for one turn. The noble affected cannot
attack or move in that turn. The noble affected
Must be determined randomly. An affected noble aboard a ship
prevents the movement of the ship for that turn (ship is becalmed).
If the card is drawn while determining the result of combat,
one of the nobles of the weaker or larger forces involved in
the combat must either return home before the battle or immediately
vacillate for that battle. (Refuse to take part in the battle)
After the noble is randomly determined, the odds are readjusted
and a die is rolled utilizing the table below. New Rule (Check
New Chart Below)
New rule: Roll a d6 a roll of 1-2 the larger
force is affected and on a roll 3-6 the smaller force
is affected by the chart below
|
Attack Odds |
Majority |
5-4 |
3-2 |
2-1 |
3-1 |
4-1 |
|
Vacillate |
1-6 |
1-5 |
1-4 |
1-3 |
1-2 |
1 |
|
Return Home |
- |
6 |
5-6 |
4-6 |
3-6 |
2-6 |
Combat may continue and after the disposition of the vacillating
noble is determined, a new Event card may be drawn to determine
combat or the attacker may discontinue combat and not draw a
card.
A "Vacillating Allegiance" card is ignored if the
affected faction has only one noble in play during the Event
phase or one noble in combat during the Combat phase. There
are no vacillating nobles on a siege or combat at sea.
5. Catastrophe Card
When drawn, this card affects all nobles in play and any who
are subsequently put into play during the period of its influence.
While this card is in effect, all strength given to a noble by
office, bishopric or title is temporarily lost and not counted
for strength. When the period of its effect is over, the "Catastrophe"
card is returned to the Event deck and the nobles immediately
regain their full troop strength. All garrisons (town, city and
castle) are not affected. Titled nobles (e.g., Percy, Mowbray,
Neville etc.) do not lose any strength due to their title. Only
strengths awarded by a title card are lost.
The round begins on the turn of the draw. If a "Catastrophe"
card is drawn while another is in effect, the card must still
take effect on the turn of its draw. There is no additional penalty
if two "Catastrophe" cards are concurrently in play.
During times of catastrophe, strength points of office-holders
& titles do not count when travelling by ship. However, the
ship sinks immediately if its capacity is exceeded once the catastrophe
is over. If an office-holder is summoned by a raid/revolt during
times of catastrophe, then its strength is counted as 0 for purposes
of the "commission" writ card.
6. Royal Death Card
The player who draws this card rolls two dice and consults
the table below to determine the natural or accidental death
of one Royal heir. If the Royal heir chosen has already been
removed from play, do not roll again.
ADVANCED GAME
DICE
ROLL
2 Edmund of Rutland
3 Richard of Gloucester
4 Edmund of Rutland
5 Margaret of Anjou
6 Richard of York
7 Henry VI
8 Edward of March
9 George of Clarence
10 Edward of Lancaster
11 Richard of Gloucester
12 Edward of Lancaster
The "Royal Death" also triggers a royal death
the first time it is drawn as an event card. If no royal heir
is killed it is set aside to be reshuffled. This is done until
a royal heir is killed or the game ends.
7. Town Cards
The ownership of a town card provides 20 additional men. Bristol
gives 30 men. These men are useful only in attack. They have
no defense value. The town forces cannot be used at sea, on an
island, in Calais, the Continent, Ireland or Scotland. This troop
bonus is only associated with towns named on town cards. Town
cards gained by capture must be awarded to one noble involved
in the siege. Town Cards gained by battle must be awarded
to a specific noble.
8. Initial Placement of Heirs
After the initial set-up of the factions nobles roll one die
for each heir and consult the following table:
RANDOM HEIR PLACEMENT TABLE
HEIR DIE RANGE = LOCATION
King Henry VI 1 - 3 = London, 4 - 5 = Windsor, 6 = Bristol
Margaret of Anjou 1 - 2 = Coventry, 3 -4 = Newark, 5 - 6 = Conway
Edward of Lancaster 1 - 2 = Kenilworth, 3 - 4 = Lancaster, 5
- 6 = Bamburgh
Richard of York 1 - 3 = York, 4 - 5 = Fotheringhay, 6 = Shrewsbury
Edward of March 1 - 2 = Harlech, 3 - 4 = Plymouth, 5 - 6- = Carisbrooke
Edmund of Rutland 1 - 2 = Ireland, 3 - 4 = Baumaris, 5 - 6 =
Dover
George of Clarence 1 - 2 = Cardigan, 3 - 4 = Norwich, 5 - 6 =
Newcastle
Richard of Gloucester 1 - 2 = Calais, 3 - 4 = Carlisle, 5 - 6
= Swansea
9. Combat At Sea
Combat at sea is fought just like a battle on land. Each ship's
combat strength is represented by its passenger strength.
When one or more ships of one faction enters a square occupied
by one or more ships of another faction (not in port), the moving
ships may choose to attack. All ships in the same faction must
defend together. The passenger strength of the opposing fleets
is compared and an event card is drawn to determine victory as
in land battle. A ship cannot attack if it doesn't have any
troop strength assigned to it. The "Nobles Killed"
section is still utilized. If one side is victorious, they capture
all Nobles, Royal Heirs and Transferable cards. Ships named on
"Ship" crown cards are immediately placed under the
control of the capturing faction and the "Ship" cards
given to one or more of the victorious Noble passengers. A ship
of the Warden or Admiral remains under the control of the capturing
faction, but as soon as it touches port, it immediately reverts
back to the control of the Admiral or Warden. The victorious
fleet may choose to scuttle captured ships of the Admiral or
Warden. If this occurs, the ships can be returned to play only
within the conditions outlined in "Gales at Sea".
If the captured passengers exceed the ship capacities of the
victorious faction, they must enter the nearest friendly or neutral
port on the mainland to immediately disembark the excess passengers.
RULES CLARIFICATIONS
1. Since ships must always respond on a raid/revolt
and nobles at sea, on an island, under siege or at Calais can
never respond; therefore only the Warden's or Admiral's ships
must go to the indicated raid/revolt leaving the office holders
behind if they are in a location where they cannot respond (unless
they are all at sea together in which case they all go to the
called-for destination).
2. If for any reason, a noble with a royal heir gets
involuntarily stranded on the continent, Ireland, Scotland
or an island, then every effort must be made to rescue him as
quickly as possible (if ships are available to that player --
either owned or loaned and it does not matter if the ships have
already moved that turn). In the meantime, that player is not
obligated to play a refuge card -- no matter how many turns it
takes to get him out. If ships are not available immediately
for that faction, then the noble must either play a refuge card
or kill there royal heir immediately or if they chose kill the
noble together with any captured royal heirs. Nobles are
affected by this rule if and only if they possess a royal
heir.
3. Bishop/archbishop cards are fully transferable and
therefore subject to capture in a battle or siege. They never
go to Chancery but always to the Crown Card deck if an unexpected
calamity such as plague occurs. Therefore bishops/archbishops
will never be distributed in Parliament.
4. Moving across the cheviots into Scotland is allowed.
5. If a faction does not receive a Noble in the initial
deal, then he/she must show the entire hand to the other players
before drawing new cards (face up) until a Noble appears.
6. If a Royal Heir is captured inside a town, city,
royal castle, or castle, the attackers must remain inside that
location and cannot voluntarily choose to go out into the open
at the end of that turn. This also applies if a royal heir is
simply picked up inside any friendly location or if there is
a coronation in this location. Any additional movement allotment
by that noble is lost.
7. A noble utilizing a writ card as a "commission"
cannot be at sea, on an island, under siege, at Calais or in
Scotland or in Ireland or on the continent. Commission can
only effect Nobles in your faction. The Writ Card being used
as a "Commission" allows you to send a noble of the
same troop strength to raids and revolts.
8. If the "French Siege" card is drawn as
an event and the Captain of Calais or a commissioned substitute
of 50 troops minimum are not available, Calais becomes a permanent
part of the continent. The Captain of Calais card is immediately
removed from the game. If it is still in the crown card deck,
the player drawing it later must discard it immediately and draw
another card.
9. All discarded crown cards must be placed face-up
in the discard pile rather than on the bottom of the crown deck
(no matter how these cards are lost).
10. Ships may not accompany Royal Heirs on embassies
or Parliament. [Exception: If a noble not in England is using
a ship to attend Parliament, it enters the nearest friendly or
neutral port. Also, the minimum number of ships required for
transport must be used].
11. If someone drops out of the game, all of that player's
cards are returned to the crown deck. No free gifts (even transferables)
can be unfairly given to another player without a valid reason
-- if in doubt, ask the GM for a ruling.
12. Rule #10 under "Optional Parliament"
does not apply when determining victory conditions at the end
of the game. If there are still 2 Kings in play at that time,
then points will be tabulated in the usual manner in order to
determine the winner.
13. Unless Beaufort is actually crowned King, he
is not entitled to receive either the plantagenet
noble nor the senior Lancastrian votes in either house. He is
not an heir unless he is crowned king. This means he doesn't
count as a true heir unless he is crowned. He is only the forth
heir if he is crowned. In the case he is Crowned and is Ambushed
! The card draw and die roll both work against him. The Price
of power!
14. A player cannot voluntarily allow another player's
noble(s) to enter inside his town/ city/castle. Furthermore,
noble(s) can never enter any unfriendly or neutral location even
during Parliament (the nobles are assumed to be outside in the
open but still considered to be at Parliament).
15. The player calling Parliament has the first opportunity
to decide which of his nobles will attend. The procedure is repeated
clockwise around the table. Once a player's turn has passed,
he can no longer make any changes about who to send or not send.
16. Royal Heirs can be transferred between nobles in
the same square even after a raid/revolt card has been drawn.
17. If the senior royal heir in either house dies,
then the corresponding Plantaganet counter is immediately abandoned
in the space that he is occupying together with any offices,
ships etc. that he currently possesses.
18. A player is not allowed to return to a previous
phase if he has already started the next phase (e.g. a player
can move and change his mind several times unless he has already
announced his attack in which case he can no longer move additional
nobles or ships).
Reminder: If you are in a castle under siege you cannot step
out and fight when someone announces they are seiging you. You
must stay in the castle and except the siege. (So plan well as
the castle is your friend and your enemy)
19. Ship's are not allowed to land at unfriendly ports.
A unfriendly port is all Ports that are Castles or Towers owned
by another player or not owned by any one. They must enter a
open port to make a landing or because of Storms at Sea . Exceptions
( If you are landing to Siege the Port) The owner of a Port can
Not allow your ship to enter his port. At the beginning
of the game ships in a Port controlled by another player must
ask permission to leave. Remember that the owner doesn't have
to let your ship out as long as he or she controls that port
20. Transferring Card between your own Nobles: This
is allowed. You may do this at any time on your turn. If you
are responding to a raid or revolt you may at that time transfer
troops or other transferable cards freely between you nobles
that are in the same location. On your turn if you transfer troops
from one noble to the next you can use them that turn. If
you are making a trade of Troop Cards or other Transferable Cards
from player to player those troops can't be used in any combat
this turn.
21. No cards may be played into a town or castle that
is under siege, for any reason whatsoever. This includes the
prohibition against playing a new noble who will appear inside
a royal castle which is under siege. In such a case, the noble
would appear in the same square but outside the royal castle.
22. The following ambiguous squares ARE NOT
connected for purposes of diagonal movement:
Preston and the big fat square due south of it.
Chester and the big fat square due south of Preston.
Harlech and the two squares south of Caernavon and Conway.
Durham and the square west of Whitby.
Bristol and the square east of Usk.
Lynn and the square to the northwest of Thetford.
23. The following ambiguous squares ARE connected
for purposes of diagonal movement:
Kingston and the square east of Wakefield and Conisboro.
Grantham and the square due south of Boston and Tattershall.
24. The French Foot Solders Rules:
A. The French foot Solders must be picked up on the continent.
Which means you must go to the continent.
B. You must have a least one 10 strength noble with a ship.
C. You must travel to the continent and land. You may only stay
on the continent one turn. (Without a refuge card being played)
D. It doesn't matter what passenger strength your ship is, you
have the capacity to bring the foot Solders to your port or a
open port. Once you land your ship capacity returns to normal.
E. They can be used once on Attack or unlimited
for Defense. Once they are used for attack they are put in the
discard pile to be reshuffled.
F. The French Foot Solders must actual be in play to count toward
victory points.
If the GM is playing, at least one Assistant GM must
be there to answer questions in his game. If there is no Assistant
GM then the GM will not play in that round. The GM will be held
to a higher standard in this tournament. If the GM makes a ruling
that you find is in question please call the Assistant GM and
a group-ruling can and will be made. This is a game where house
rules reign supreme. It is a game where tempers can and will
run a little high. These rules are tested and refined over 12
years of tournament play. Have fun and try to keep your head.
Duration Clarification:
The tournament rounds will run for 4 hours and the Final 5 hours.
If you aren't seated to play by 5 minutes after the start time
we will close the game. At the beginning time we will go over
the tournament rule's and at 5 after we will start. All Games
should be setup before you arrive.
At 15 minute to play the player playing at that time will begin
the last round. At 5 minutes till the end we will stop play at
that time. We will then count points if necessary and let player
get to other tournaments on time.
For the final we will play till 15 minutes to play and the first
player to start the game will start the last turn. At the end
of all players turns in the final round we will count points
is necessary.
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