Difference between revisions of "Kingdoms: Winter - Intrigue"

From RPGnet
Jump to: navigation, search
 
(Resolving Intrigues)
 
(12 intermediate revisions by 2 users not shown)
Line 1: Line 1:
 
[[Kingdoms: Main Page]] -> [[Kingdoms: Winter - Intrigue]]
 
[[Kingdoms: Main Page]] -> [[Kingdoms: Winter - Intrigue]]
 
MID EDIT
 
  
 
__toc__
 
__toc__
Line 7: Line 5:
 
=Winter - Season of Intrigue=
 
=Winter - Season of Intrigue=
  
The nights grow longer, and the masters of intrigue start their work. Seelie rabble-rousers and demagogues will head for the places of light and warmth, where the crowds huddle from the winter outside, and they will speak to captive audiences. Meanwhile the Unseelie move through the cold streets outside, knowing that no-one is watching as they perform the season's work.<br><br>
+
The nights grow longer, and the masters of intrigue start their work. Seelie demagogues and charmers will head for the places of light and warmth, where the crowds huddle from the winter outside, and they will speak to captive audiences. Meanwhile the Unseelie move through the cold streets outside, knowing that no-one is watching as they perform the season's work.<br><br>
  
 
=Wintertime Events=
 
=Wintertime Events=
  
Before the Season begins properly, the ''Adjudicator'' may declare that one or more ''Events'' has occurred. Events are limited only by the Adjudicator's imagination, but miught include such things as:
+
Before the Season begins properly, the ''Adjudicator'' may declare that one or more ''Events'' has occurred. Events are limited only by the Adjudicator's imagination, but might include such things as:
  
 
* Centennial festivals in both kingdoms make agent work easier, granting a mutual bonus to attack.
 
* Centennial festivals in both kingdoms make agent work easier, granting a mutual bonus to attack.
Line 17: Line 15:
 
<br>
 
<br>
  
=Launching Summer Campaigns=
+
=Launching Winter Intrigues=
  
'''Summer Campaigns''' happen when the Kingdom sends it armies to war. The King himself decides what Campaigns will be launched, and assigns his Attack Armies to each one. As long as he has enough Armies, he can launch as many Campaigns as he wishes.
+
'''Winter Intrigues''' occur when the Kingdom sends its agents out. The King himself decides what Intrigues will be launched, and assigns Agents to each one. As long as he has enough Agents, he can launch as many Intrigues as he wishes.
  
The King assembles a '''Campaign List''', which details each Campaign's Attack Commander, Attack Armies and Campaign Objective.
+
The King assembles a '''Intrigue List''', which details each Intrigue's Agent, and Mission Objective.
 
<br><br>
 
<br><br>
==Attack Commander==
+
==Agents==
  
Every '''Summer Campaign''' must have '''one Attack Commander'''. Any ''back rank piece'' can act as an ''Attack Commander'', though some are clearly better at it than others.  
+
Every '''Winter Intrigue''' must consist of '''one Agent'''. Any ''back rank piece'' can act as an ''Agent'', though some are clearly better at it than others.  
  
The ''King Player'' can always choose the ''King'', or any ''Dominant Actor of the Court'', to lead a Campaign as the ''Attack Commander''.  
+
The ''King Player'' can always choose the ''King'', or any ''Dominant Actor of the Court'', to be an ''Agent'' in a ''Winter Intrigue''.  
  
However, if he wants the ''Queen'', or ''Shadow Actor of the Court'' to be an ''Attack Commander'', he must first gain the consent and agreement of the ''Queen Player''.
+
However, if he wants the ''Queen'', or ''Shadow Actor of the Court'' to be an ''Agent'', he must first gain the consent and agreement of the ''Queen Player''.
  
If a planned Campaign does not have an Attack Commander attached to it, it is cancelled and does not take place. Also, a Campaign cannot have less or more than '''one''' Attack Commander.
+
If a planned Intrigue does not have an Agent to pursue it, it is cancelled and does not take place. Also, an Intrigue cannot have less or more than '''one''' Agent.
 
+
<br><br>
==Attack Armies==
+
==Intrigue Objective==
  
Every '''Summer Campaign''' needs at least one '''Attack Army'''. Each Pawn piece represents a single attack army. The ''King'' decides how many armies are assigned to each '''Summer Campaign'''.
+
Each intrigue must have a stated objective. The types of objective that can be aimed for are defined by the Agents involved.  
  
If a planned Campaign does not have at least one Army as part of it, it is cancelled and does not take place.
+
Intrigues are divided broadly into two categories: '''Seelie Intrigues''' and '''Unseelie Intrigues'''. Only characters of Seelie Nature can attempt Seelie Intrigues, and only characters of Unseelie Nature can attempt Unseelie Intrigues.
<br><br>
 
==Campaign Objective==
 
  
Each campaign must have a stated objective. The types of objective that can be aimed for are defined by the Armies involved. By default there are four objectives that armies can go for:
+
'''Unseelie Intrigues:'''
 +
* '''Espionage''' - When you declare this Objective you are seeking military information. If you achieve this Objective, then next Summer, as the first Summer Campaign against you is revealed, you get to take a look at the full Campaign list before you decide on how to allocate your defences. As an additional effect, if you achieve this Objective, then you maintain secrecy of action - that is, the espionage attempt is not revealed to the enemy until it takes effect as above.
 +
* '''Kidnap''' - When you declare this Objective you name a single enemy back row piece, ''though this cannot be the King''. If you achieve this Objective, you capture that piece.
  
* '''Pillage''' - When you declare this Objective you must name one specific Improvement in the enemy kingdom. If you achieve this Objective, destroy that Improvement.
+
'''Seelie Intrigues:
* '''Plunder''' - When you declare this Objective you state that the army is Plundering. If you achieve this Objective, steal 1 Glamour from the target kingdom per Army in your Summer Campaign. Stolen Glamour is added directly to your own King's total.
+
* '''Propaganda''' - When you declare this Objective you are targeting the enemy's armies. If you achieve this Objective, then the Battle Rating of all enemy pawns is reduced by one until the start of winter next year.
* '''Rescue''' - When you declare this Objective you must name one specific ''Piece'' that has been captured by the enemy. If you achieve this Objective, that ''Piece'' is rescued, and no longer considered captured. He can immediately be used by you as normal (and can even contribute to War Defences later this Season).
+
* '''Manipulation''' - When you declare this Objective you must select one season and name one enemy back row piece, though this cannot be the King. If you achieve this Objective, then the following year that piece is prevented from acting in any way (i.e. cannot attack, defend or take any other action) in the selected Season.  
* '''Checkmate''' When you declare this Objective you must state that you are attempting Checkmate. If you achieve this Objective, you capture the enemy King.  
 
 
 
The '''Checkmate Objective''' has two additional special rules that limits its use:
 
* Assigning the '''Checkmate Objective''' to a ''Summer Campaign'' has a cost of '''10 Glamour''', which must be paid at the time of deciding objectives, and for each attempt made.
 
* '''Checkmate Objective''' in the first third of the game (years 1-4).
 
 
<br>
 
<br>
  
 
==Total Attack Strength==
 
==Total Attack Strength==
  
The '''Attack Strength''' of a ''Summer Campaign'' is equal to the totalled '''Battle Rating''' of all the armies assigned to it, plus the '''Sorcery''', '''Warcraft''' or '''Dreaming''' attribute of its Attack Commander.
+
The '''Attack Strength''' of a ''Winter Intrigue'' is equal to the '''Intrigue''', '''Sorcery''' or '''Dreaming''' attribute of its Agent.
  
Note that the '''Protection''' and '''Intrigue''' attributes ''do not'' add to '''Attack Strength''' of ''Summer Campaigns''. While a Rook or Bishop can lead a ''Summer Campaign'', they add nothing to the Campaign's strength.
+
If the Agent does not have one of those attributes, then the ''Intrigue'' instead has '''Attack Strength 0.'''
 
<br><br>
 
<br><br>
  
 
=="In the Field..."==
 
=="In the Field..."==
  
Importantly, from the moment they are included in a Summer Campaign, an Attack Commander or Army is considered to be '''in the field'''. This happens before any attacks are resolved in Summer, and even before the first Summer Campaign is revealed.
+
Importantly, from the moment they are included in a Winter Intrigue, an Agent is considered to be '''in the field'''. This happens before any attacks are resolved in Winter, and even before the first ''Winter Intrigue'' (on either side) is revealed.
  
Pieces that are '''in the field''' remain there for the whole of Summer, and cannot participate in '''War Defences''' in any way.
+
Pieces that are '''in the field''' remain there for the whole of Winter, and cannot participate in '''Internal Security''' in any way.
 
<br><br>
 
<br><br>
 +
=Calculating Internal Security=
  
=Priority and Revealing Campaigns=
+
Any pieces that are not used as Agents this winter instead contribute to '''Internal Security'''. Vitally, there are two forms of ''Internal Security'' - '''Seelie''' and '''Unseelie'''.
  
Summer Campaigns are planned by the teams, as above, and are not revealed to the opposition until they happen. Although they are considered to happen in the same Summer, each Campaign is resolved in a strict order, with the next Campaign not revealed until the previous one has been completed in its entirety.
+
Take note of all your non-Agent ''Seelie Pieces'', and total their '''Sorcery, Dreaming''' and '''Protection'''. This is your '''Seelie Internal Security''' rating.
  
This is important, as lack of foreknowledge greatly effects the way that defenders will react. Also, the effects of one Campaign may negatively or positively impact other Campaigns later that Summer.
+
Take note of all your non-Agent ''Unseelie Pieces'', and total their '''Sorcery, Dreaming''' and '''Protection'''. This is your '''Unseelie Internal Security''' rating.
 +
<br><br>
  
It is however worth emphasising again that regardless of what order the Campaigns are resolved, any characters and armies '''in the field''' are considered to be '''in the field''' straight away, before any Campaigns are revealed and resolved.
+
=Priority and Revealing Intrigues=
<br><br>
 
 
==Court Priority==
 
==Court Priority==
  
When the White Court has Priority, all the White Court's Summer Campaigns are resolved before any of the Black Court's Summer Campaigns.
+
When the ''White Court'' has ''Priority'', all the White Court's ''Winter Intrigues'' are resolved before any of the Black Court's ''Winter Intrigues''.
  
When the Black Court has Priority, all the Black Court's Summer Campaigns are resolved before any of the White Court's Summer Campaigns.
+
When the ''Black Court'' has ''Priority'', all the Black Court's ''Winter Intrigues'' are resolved before any of the White Court's ''Winter Intrigues''.
  
 
As a reminder, White has Priority in Years 1,3,5,7,9 and 11, while Black has Priority in Years 2,4,6,8,10 and 12.
 
As a reminder, White has Priority in Years 1,3,5,7,9 and 11, while Black has Priority in Years 2,4,6,8,10 and 12.
Line 85: Line 79:
 
==Order of Attacks==
 
==Order of Attacks==
  
The Court's '''Campaign List''' is run through in order, from top to bottom.  
+
The active Court's '''Intrigue List''' is run through in order, from top to bottom, and resolved in that order.  
 
 
This makes the listed order very important tactically!
 
 
<br><br>
 
<br><br>
=Assigning War Defences=
+
==Resolving Intrigues==
  
When the '''Summer Campaign''' is revealed,  the defending players are made aware of who the ''Attack Commander'' and the ''Attack Armies'' are.
+
To resolve if a Seelie Intrigue is successful or not, compare '''Attack Strength''' to '''Seelie Internal Security'''.
  
The defending King can then decide whether to mount a '''War Defence''' or not. Each '''War Defence''' must consist of '''exactly one War Commander''' (any back row piece), and '''at least one Army'''.
+
To resolve if an Unseelie Intrigue is successful or not, compare '''Attack Strength''' to '''Unseelie Internal Security'''.
<br><br>
 
==Unopposed Campaigns==
 
  
If no '''War Defence''' is organised, then the '''Summer Campaign''' achieves its Objective without any resistance.
+
If ''Attack Strength'' is equal or higher than the matched ''Internal Security'', then the ''Intrigue'' succeeds. The results are then usually revealed to all. The notable exception to this is '''Espionage''' - in this circumstance, the player controlling the Agent piece is told that he has been successful, but this is not public information. Indeed, for '''Espionage''' the enemy should not even be aware that any attack has taken place at all!
<br><br>
 
==Defence Strength==
 
  
The '''Defence Strength''' of a ''War Defence'' is equal to the totalled '''Battle Rating''' of all the armies assigned to it, plus the '''Sorcery''', '''Warcraft''', '''Protection''' or '''Dreaming''' attribute of its Attack Commander.
+
If ''Attack Strength'' is lower than the matched ''Internal Security'', then the ''Intrigue'' fails. The attempted Intrigue is then always revealed to all players.
  
Note that the '''Intrigue''' attribute ''does not'' add to '''Defence Strength''' of ''War Defences''. While a Bishop can coordinate a ''War Defence'', he adds nothing to it's strength.
+
If ''Attack Strength'' is at least 10 points lower than the matched ''Internal Security'', then the ''Intrigue'' fails spectacularly. As well as failing his mission, the ''Agent'' is captured!
<br><br>
 
==Resolving Battles==
 
  
When a '''Summer Campaign''' meets a '''War Defence''', battle occurs. This is resolved by a single D6 roll, which the Attacker rolls.
+
Note that (at the start of the game, at least) itis very hard for an agent to succeed or to get captured, as by default a skilled Agent (such as a Bishop) will have an Attack Strength of 5, and run up against an ''Internal Security'' of 10. On the other hand, keep an eye on the state of play, as the capture of an enemy Rook or Queen tends to open up a myriad of intrigue possibilities!
  
If Attack Strength is greater than Defence Strength, add +1 to the roll.
+
Note also, that unlike ''War Defences'' for ''Summer Campaigns'', a single defending piece contributes to ''Internal Security'' against each and every ''Winter Intrigue'' that Winter.  
If Attack Strength is equal or more than twice Defence Strength, add a further +1 to the roll.
 
 
 
If Defence Strength is greater than Attack Strength, deduct -1 from the roll.
 
If Defence Strength is equal or more than twice Attack Strength, deduct a further -1 to the roll.
 
 
 
* '''1 or Less: Atackers routed.''' All attacking armies are broken, and the Attack Commander is Captured.
 
* '''2: Attackers soundly defeated.''' One attacking army is broken.
 
* '''3: Attack fails.''' This ''Summer Campaign'' has no effect.
 
* '''4: Attack succeeds.''' This ''Summer Campaign'' achieves its Objective.
 
* '''5: Defenders soundly defeated.''' This ''Summer Campaign'' achieves its Objective, and one defending army is broken.
 
* '''6 or More: Defenders routed.''' This ''Summer Campaign'' achieves its Objective, all defending armies are broken, and the Defence Commander is captured.
 
 
<br><br>
 
<br><br>
  
=Roleplaying the Summertime=
+
=Roleplaying the Winter=
  
Generally, the structure of Summertime will be as follows:
+
Generally, the structure of Winter will be as follows:
  
(1) The Adjudicator declares Summertime has begun, and reminds the players which game year they are in (1 to 12) and which Court has priority this year.
+
(1) The Adjudicator declares Winter has begun, and reminds the players which game year they are in (1 to 12) and which Court has priority this year.
  
 
(2) The Adjudicator relates any Events to all the players as a group.
 
(2) The Adjudicator relates any Events to all the players as a group.
Line 133: Line 108:
 
(3) The two Courts split off, and quietly discuss their plans for the Season, without letting their opposites hear what they are saying.
 
(3) The two Courts split off, and quietly discuss their plans for the Season, without letting their opposites hear what they are saying.
  
(4) The two Courts each tell the Adjudicator what Summer Campaigns they are launching.
+
(4) The two Courts each tell the Adjudicator what Winter Intrigues they are launching.  
 
 
(5) In strict order, Campaigns are revealed to the group, and defended against and resolved one at a time.
 
  
As with any Season, Summer offers opportunities for roleplaying as the Queen and King plan the Season's actions together, and in the communication (or trash-talking, as the case may be) between kingdoms.
+
(5) The Adjudicator runs through the Intrigue list, then lets relevant players know the outcome.
  
The bulk of roleplaying though, takes place as war flares and the ''Summer Campaigns'' begin. Even though each Campaign is resolved in a single D6 roll, there is no reason why the battles need not be roleplayed out. The Adjudicator can take the role of storyteller, and the controlling players the role of the Attack and Defence Commanders, telling the unfolding battle as a story. Player/GM groups who like to feel that teir actions directly impact the battle's outcome in a mechanical fashion might want to introduce a rule that the outcome of the roleplaying can add +1 or deduct -1 from the dice roll...  
+
As with any Season, Winter offers opportunities for roleplaying as the Queen and King plan the Season's actions together, and in the communication (or trash-talking, as the case may be) between kingdoms.
  
Alternatively, the dice can be rolled first and with player foreknowledge (but not player character foreknowledge) the battle's story can be fashioned collaboratively. It all depends on what suits your groups playstyles best.
+
Roleplaying out Intrigues is trickier, as sometimes it must remain a secret to the enemy that an Intrigue has taken place at all!
  
Regardless, the nature of the game '''requires''' players and the Adjudicator to see the Summer Campaigns in a narrrative way. In essence, the creation of the story of the ''Game of Succession'' depends upon it.
+
The suggested option here is for the Adjudicator to take the active players off to one side, and to roleplay out the actions in private, out of earshot of the other team. Once all actions have been resolved, the Adjudicator can bring everyone back in the same room and let them know the outcomes!
  
 
[[Category:Kingdoms|Winter - Intrigue]]
 
[[Category:Kingdoms|Winter - Intrigue]]

Latest revision as of 03:39, 11 December 2009

Kingdoms: Main Page -> Kingdoms: Winter - Intrigue

Winter - Season of Intrigue[edit]

The nights grow longer, and the masters of intrigue start their work. Seelie demagogues and charmers will head for the places of light and warmth, where the crowds huddle from the winter outside, and they will speak to captive audiences. Meanwhile the Unseelie move through the cold streets outside, knowing that no-one is watching as they perform the season's work.

Wintertime Events[edit]

Before the Season begins properly, the Adjudicator may declare that one or more Events has occurred. Events are limited only by the Adjudicator's imagination, but might include such things as:

  • Centennial festivals in both kingdoms make agent work easier, granting a mutual bonus to attack.
  • Snowstorms make travel difficult, granting a mutual penalty to attacks.


Launching Winter Intrigues[edit]

Winter Intrigues occur when the Kingdom sends its agents out. The King himself decides what Intrigues will be launched, and assigns Agents to each one. As long as he has enough Agents, he can launch as many Intrigues as he wishes.

The King assembles a Intrigue List, which details each Intrigue's Agent, and Mission Objective.

Agents[edit]

Every Winter Intrigue must consist of one Agent. Any back rank piece can act as an Agent, though some are clearly better at it than others.

The King Player can always choose the King, or any Dominant Actor of the Court, to be an Agent in a Winter Intrigue.

However, if he wants the Queen, or Shadow Actor of the Court to be an Agent, he must first gain the consent and agreement of the Queen Player.

If a planned Intrigue does not have an Agent to pursue it, it is cancelled and does not take place. Also, an Intrigue cannot have less or more than one Agent.

Intrigue Objective[edit]

Each intrigue must have a stated objective. The types of objective that can be aimed for are defined by the Agents involved.

Intrigues are divided broadly into two categories: Seelie Intrigues and Unseelie Intrigues. Only characters of Seelie Nature can attempt Seelie Intrigues, and only characters of Unseelie Nature can attempt Unseelie Intrigues.

Unseelie Intrigues:

  • Espionage - When you declare this Objective you are seeking military information. If you achieve this Objective, then next Summer, as the first Summer Campaign against you is revealed, you get to take a look at the full Campaign list before you decide on how to allocate your defences. As an additional effect, if you achieve this Objective, then you maintain secrecy of action - that is, the espionage attempt is not revealed to the enemy until it takes effect as above.
  • Kidnap - When you declare this Objective you name a single enemy back row piece, though this cannot be the King. If you achieve this Objective, you capture that piece.

Seelie Intrigues:

  • Propaganda - When you declare this Objective you are targeting the enemy's armies. If you achieve this Objective, then the Battle Rating of all enemy pawns is reduced by one until the start of winter next year.
  • Manipulation - When you declare this Objective you must select one season and name one enemy back row piece, though this cannot be the King. If you achieve this Objective, then the following year that piece is prevented from acting in any way (i.e. cannot attack, defend or take any other action) in the selected Season.


Total Attack Strength[edit]

The Attack Strength of a Winter Intrigue is equal to the Intrigue, Sorcery or Dreaming attribute of its Agent.

If the Agent does not have one of those attributes, then the Intrigue instead has Attack Strength 0.

"In the Field..."[edit]

Importantly, from the moment they are included in a Winter Intrigue, an Agent is considered to be in the field. This happens before any attacks are resolved in Winter, and even before the first Winter Intrigue (on either side) is revealed.

Pieces that are in the field remain there for the whole of Winter, and cannot participate in Internal Security in any way.

Calculating Internal Security[edit]

Any pieces that are not used as Agents this winter instead contribute to Internal Security. Vitally, there are two forms of Internal Security - Seelie and Unseelie.

Take note of all your non-Agent Seelie Pieces, and total their Sorcery, Dreaming and Protection. This is your Seelie Internal Security rating.

Take note of all your non-Agent Unseelie Pieces, and total their Sorcery, Dreaming and Protection. This is your Unseelie Internal Security rating.

Priority and Revealing Intrigues[edit]

Court Priority[edit]

When the White Court has Priority, all the White Court's Winter Intrigues are resolved before any of the Black Court's Winter Intrigues.

When the Black Court has Priority, all the Black Court's Winter Intrigues are resolved before any of the White Court's Winter Intrigues.

As a reminder, White has Priority in Years 1,3,5,7,9 and 11, while Black has Priority in Years 2,4,6,8,10 and 12.

Order of Attacks[edit]

The active Court's Intrigue List is run through in order, from top to bottom, and resolved in that order.

Resolving Intrigues[edit]

To resolve if a Seelie Intrigue is successful or not, compare Attack Strength to Seelie Internal Security.

To resolve if an Unseelie Intrigue is successful or not, compare Attack Strength to Unseelie Internal Security.

If Attack Strength is equal or higher than the matched Internal Security, then the Intrigue succeeds. The results are then usually revealed to all. The notable exception to this is Espionage - in this circumstance, the player controlling the Agent piece is told that he has been successful, but this is not public information. Indeed, for Espionage the enemy should not even be aware that any attack has taken place at all!

If Attack Strength is lower than the matched Internal Security, then the Intrigue fails. The attempted Intrigue is then always revealed to all players.

If Attack Strength is at least 10 points lower than the matched Internal Security, then the Intrigue fails spectacularly. As well as failing his mission, the Agent is captured!

Note that (at the start of the game, at least) itis very hard for an agent to succeed or to get captured, as by default a skilled Agent (such as a Bishop) will have an Attack Strength of 5, and run up against an Internal Security of 10. On the other hand, keep an eye on the state of play, as the capture of an enemy Rook or Queen tends to open up a myriad of intrigue possibilities!

Note also, that unlike War Defences for Summer Campaigns, a single defending piece contributes to Internal Security against each and every Winter Intrigue that Winter.

Roleplaying the Winter[edit]

Generally, the structure of Winter will be as follows:

(1) The Adjudicator declares Winter has begun, and reminds the players which game year they are in (1 to 12) and which Court has priority this year.

(2) The Adjudicator relates any Events to all the players as a group.

(3) The two Courts split off, and quietly discuss their plans for the Season, without letting their opposites hear what they are saying.

(4) The two Courts each tell the Adjudicator what Winter Intrigues they are launching.

(5) The Adjudicator runs through the Intrigue list, then lets relevant players know the outcome.

As with any Season, Winter offers opportunities for roleplaying as the Queen and King plan the Season's actions together, and in the communication (or trash-talking, as the case may be) between kingdoms.

Roleplaying out Intrigues is trickier, as sometimes it must remain a secret to the enemy that an Intrigue has taken place at all!

The suggested option here is for the Adjudicator to take the active players off to one side, and to roleplay out the actions in private, out of earshot of the other team. Once all actions have been resolved, the Adjudicator can bring everyone back in the same room and let them know the outcomes!