Difference between revisions of "Kingdoms: Winter - Intrigue"

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The '''Attack Strength''' of a ''Winter Intrigue'' is equal to the '''Intrigue''', '''Sorcery''' or '''Dreaming''' attribute of its Agent.
 
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 1.'''
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If the Agent does not have one of those attributes, then the ''Intrigue'' instead has '''Attack Strength 0.'''
 
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=="In the Field..."==
 
=="In the Field..."==
  

Revision as of 03:38, 11 December 2009

Kingdoms: Main Page -> Kingdoms: Winter - Intrigue

Winter - Season of Intrigue

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

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

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

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

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

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..."

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

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

Court Priority

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

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

Resolving Intrigues

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 either 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

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!