This is the fourth Hotseat in the War of Kings series, like War of Kings II the Hotseat will be using the Kings of Rivers and Hills submod, there have been a few changes as Martell/Yronwood have been merged and the same has happened with Stark/Bolton.
Download it
HERE.
Roleplay will be encouraged as it is in all my Hotseats, but it will not be enforced as heavily as in RP Hotseats.
House Durrandon
DEAD!
House Stark
BerryKnight
House Lannister
BerryKnight
House Hoare
HouseStarkFTW
House Gardener
HouseStarkFTW
House Martell
Alertoverlord
House Mudd
King of Dawn
House Arryn
Matto16
Admin
Narsils_Shards
Co-Admin
Belthasar Bolton
Rules |
3 forts per region
6 forts max per faction
5 unit requirement for each fort
No excessive replays to insure victories
No watchtowers that could be used to prevent forting
One turn peace.
Destroying barracks is not allowed.
No diplomat / agent stomping.
PM the next player that it is their turn. You have 24 hours to play each turn before you are skipped.
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.
Armies must not end a turn be hidden in ships inside of ports. This is because that army would be unreachable.
No sallying forth in a siege if the outcome is a defeat. This counts towards all sieges including forts.
Heroic victories are 100% banned and illegal. If you get a heroic victory repeatedly, contact an Admin and we may allow it.
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)
Settlements gifted should disband all units save one. No gifting regions in a war zone ( bordering faction at war with, or under threat )
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.
Armies bribed which have used their movement points that turn may not move any further for the duration of that turn. |