kingmaker [Updated April 2006]

KGM   
  18    13
     16
  20     

  Strasburg 

Jordan Halberstadt, TN

2005 Champion

2nd: Justin Thompson, VA

3rd: Dale Long, NJ

4th: Bill Powers. VA

5th: Rod Coffey, MD

6th: Brian Jones, MD
Event History
1991    Heikki Thoen      24
1992    George Sauer III      11
1993    Chris Bodkin      28
1994    Paul Toro      24
1995    Charles Hickok      38
1996    Justin Thompson      36
1997    Jeff Clark      26
1998    Victor Guerrera      33
1999    Justin Thompson     26
2000    Sandy Wible     35
2001    George Sauer III     33
2002    Sandy Wible     24
2003     James Coomes     32
2004    Justin Thompson     28
2005     Jordan Halberstadt     18

AREA Ratings:

GM: Bill Powers

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.

 GM      Bill Powers  [2nd Year]   NA
    PowersA@comcast.net   NA

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