Diplomatic variant

This game format is designed to represent as faithfully as possible the power struggle spirit of having the Iron Throne and being the King of all kingdoms. Obviously, this is only achieved by plotting plans, alliances and betrayals to be able to seize power. Only ONE country will be the winner, and that will be the one that gets the most support, and the one that betrays the most betrayal.

In this scenario there are only enemies, everyone wants the same thing, the Iron Throne, and although it seems that your neighboring country is friendly and collaborative, think that sooner or later it will take you out of your way to take away the glory. For this, it is necessary that the players have all the possible information about what is happening in order to act accordingly and be able to obtain their objective. If a nation takes a clear advantage, the rest must think of acting fast to compensate and not stay out of the game.

Rules:

  • GoT map 13
  • Duration 60 turns
  • Nobody chooses the nation. All player must sign on the web with ANY NATION.
  • You cannot change diplomatic status to "Allies" or "Sworm Enemy". An enemy nation of another player can always be neutral again and vice versa throughout the 60 turns if desired. EXCEPTION: When a vassal rebels from his lord, the "sworm enemy" relationship does appear.
  • The diplomacy type lord - vassal is enabled.
  • A new system of internal messages is implemented that simulates the crows, where the relevant news flies all over the map:
      • The death of relevant characters will be reported to all countries.
      • The result will be announced in summary form of any important battle (where vast and huge armies participate).
      • The conquest / raze of any "big city" (burgh or metropolis) will be communicated.
      • Any changes to diplomatic relations between nations will be announced. For this, in addition, a diplomatic table is implemented in Counselor where you can consult at all times the relations of all nations.
      • Rumors of actions of the PCs (to be defined soon).
  • On the map of the Counselor, all the "big cities" of all players are visible. All players will always know which nation controls each of them.
  • The nation's capitals cannot be razed. They can be conquered, influenced, degraded, ...
  • Initial truce in the first 5 turns of the game. These 5 initial turns are used to begin the diplomatic route between countries and to be strategically positioned on the map in the permitted areas.
      • Characters and armies can move freely across the map although no hostile actions (orders) can be made. This type of order is marked in Counselor as: "Special feature: Aggressive action"
      • Each nation in these first 5 turns can only create camps in its own allowed zones. Basically the following rules apply:
          • Capital Rule. No one can build a camp in the 3 hex range of a foreign capital.
          • Wildings Rule. No one can create camps in Wildlings territory, except Wildlings itself (above the wall and the islands east of the wall)
          • Rule of the Sea. No one from Westeros can create camp in Essos unless he does so by command of a fleet (Arryn, King, Baratheon and Martell).
          • Arryn Rule. To protect the Arryn mountains from other nations, camps can only be built by Tully and King's Court on the outer limits of the mountains, never inside the mountains.
          • Roads Rule. You cannot make camps on roads.
          • Rule of the Regent. Lannister, King, Tyrell, Baratheon and Martell can create camps throughout Westeros except above The Trident and also in protected areas. What are the Protected Areas:
              • Baratheon's southern forest
              • Martell's deserts and the whole area around its capital.
              • King's Plains. Only King's Court can make camps on its plains.
              • South Tyrell. Oldtown is considered as if it were also capital for the purposes of a 3 hex range without outside camps.

Additionally, each nation has other allowed / restricted areas, and new camps near non-own populations cannot be created.

This start of the game with these restrictions try to ensure that there are no imbalances at the start of the game, and that each nation occupies the logical zones that correspond to it, also trying not to take advantage of the advantages of the land that correspond to other nations. In addition, it encourages the creation of the first territorial tension in the medium term may evolve into the first disputes.

All these rules are finally indicated in the table above:

Each Nation must take into account where it may or may not create its new populations in these first 5 turns, as well as knowing where its rivals can do it. Obviously there are many shared areas, then the first nation that grows in that area will have a strategic advantage over other nations.

IMPORTANT: A population can be created in a forbidden zone, but that automatically causes that nation to break the initial truce and the Jugde will make all other countries worsen diplomatic relations with the offending nation.


  • As of turn 5 (in the sixth turn), the truce ends and the restriction of hostile actions and the restriction of population creation no longer apply. The game continues with its normal development.
  • A population growth restriction is implemented. It is not allowed to grow a town into a burgh if there is already another one of equal size or bigger closer than 2 hexes away. Or a grow into metropolis if there's another closer than 3 hexes away. The idea is that a population is a valuable resource on the map and that it is worth conserving or losing it, not that it is one of so many populations on the map that the same lose or gain because there are many others. With this limitation, it is also possible that each player will consider carefully where camps will be created and then expand them strategically on the map.
hex.xls

Winner of the game:

There is a new scoring system based on capital control and other key cities. Conserving these populations gives a nation Points of Domination.

At the end of the 60 turns, the nation with the most Domination Points will be the winner.

During the course of the game, if any nation controls at least 50% of the Points of Domination, the game ends and it becomes the winner nation.

In Counselor, you can consult the Domination Points of each nation at any time.

    • Punctuation:
        • Capitals of each nation --> 2 points
        • King's Landing --> +3 additional points (5 points)
        • Key cities (All other cities that have Metropolis or Fortresses status) --> 1 point
        • Total points --> 2x13 + 3 + 1x13 = 42 points

When a country becomes a vassal of a lord, the points count to the lord.

If a vassal rebels from the lord, the points cease to count as lord's victory points.

IMPORTANT: As capitals cannot be razed but key cities can, this total score may vary during the game.