1. 2 forts per region
2. 6 forts max per faction
3. 5 unit requirement for each fort
4. 2 Diplomats max to be recruited by each player
5. Diplomats can however bribe enemy diplomats, which does not effect the bribing players diplomat cap. If a player loses a bribed diplomat, he may recruit another.
6. No watchtowers that could be used to prevent forting
7. No alliances / Bending / Diplomacy of any kind.
8. No one turn peace, unless the player has yet not played.
9. Princess stealing requires 35% odds or more.
10. Building destruction is not allowed in any situation.
11. All rebel settlements / provinces are out of bounds.
12. No diplomat / agent stomping.
13. No General adoptions allowed.
14. PM the next player that it is their turn. You have 24 hours to play each turn before you are skipped.
15. No Alliances / Bending or any Diplomacy of any kind.
16. NO ONE TURN PEACE. You can invade/enter anyone's land on Turn1 UNLESS they have not played their turn yet.
17.Rebel zones such as Dorne, Vale, Iron Isles or any other rebel settlement are out of bounds completely.
18. No destroying buildings. Not allowed under any circumstance
19. No bug abuse! When you think someone has used a bug report it here and the admin will look into it. If in doubt, just ask us.No sailing from a blockaded port without defeating the blockading ships, it is illegal to burn down ports in order to get around this rule.
20. Armies must not end a turn be hidden in ships inside of ports. This is because that army would be unreachable.
21. No sallying forth in a siege if the outcome is a defeat. This counts towards all sieges including forts.
22. Heroic victories are 100% banned and illegal. If you get a heroic victory repeatedly, contact an Admin and we may allow it.
23.Post pictures of battle odds, involved armies, their banners and the results. It is advised to hide everything else, especially the mini map and your finances. (Pictures must be 100% of what is required, no exceptions)
24. No gifting settlements to other players.
25. Armies defeated by a player (b) that comes after the original player (a)'s turn cannot move next turn, so if Tyrell defeats a Lannister army that army cannot move next turn. - Exception: Reinforcing armies standing in defenses, even if defeated, don't lose movement points. So player 'a' is allowed to move the army that reinforced another while in a fort even if defeated by 'b'. Addendum to the same rule: no sallying out of a fort\castle which has forces which were defeated last turn. This is to make it fair for those who come last at the turn order, because they will not be able to do this.
26. Armies bribed which have used their movement points that turn may not move any further for the duration of that turn.