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The Winter is coming... The Great War has come to Westeros. Your House must answer the call. Decide your fate on the field of battle and defeat whatever stands in your way. Build your House and raise your army. The Iron Throne is there for the taking. Prove that you were meant to rule the Seven Kingdoms. Rally your banner men as enemies appear on all sides and the coming Storm closes in... Game Introduction Game of Thrones Conquest Mafia RPG is a unique type of Forum Game unlike any other, with similar mechanics and also some brand new. As the title says, the game will be focused on Conquest. Which means that you will have armies to build and control, as well as holdings to protect or attack. You as one of a strong Houses of Westeros will have a duty to build up strong name in the Realm of Seven Kingdoms, and if possible, seize the Iron Throne for yourself by the end. There's no need to be familiar with the Game of Thrones universe in detail, however some of the terms you can look for if you need to by clicking the link to wiki. One of the other interesting new concepts is the Crown vs the Open Rebellion, where the Crown and its vassals is always represented as standard Town while the Rebellion is the current Mafia. The objective of the Crown (Town) Players is to find all the rebellion players (Mafia) while the Mafia players only need to take down the current King, or start with his supporters first one by one to gain more power. Mafia team can thus change every-time there is a new Royal House controlling the Iron Throne in King's Landing and the wheel turns once again. But who will prevail in the end? Which King can hold the Realm together, defeat all his enemies and end up victorious? The game will also feature a Winter Indicator Number (WIN), which will tell you when the Winter will arrive. Similar to the Force Balance Indicator from Star Wars Mafia, there will be numerous factors influencing it. And once the Storm hits, players will have another threat to deal with, possibly much greater than their pitiful conquest for the Throne. And that's not even all, expect much more features down the road... There will be a total of 12 Houses to choose from, so that means we can play with 12 players. Any extra players can become special characters if there will be room for it. Minimal number of players to start with is 9. The game is expected to last 4-6 weeks. It's mandatory to at least submit your actions once per day, no minimal limit on day posts quota but there will a small reward for active council members each day. About the Game This Mafia Forum Game will pretty much follow some of the standard Mafia Rules, such as phases and night actions. Mafia vs Town as hinted before will be somehow a more fluid/dynamic concept, as mafia players can become town players once a new House seizes the throne. Who will become mafia for each new reign will depend on actions, active or even passive ones. Which means there will be a possibility to enter Rebellion by more ways. The first King will be decided by a vote on the first day. Anyone currently sitting on the Iron Throne will have few more actions, such as deciding who will be their "Hand of the King" (this action will also serve as cop action to find out a rebel house via night action) , and what will happen to the found Rebellion Houses (after traditional public voting). Not to mention access to Royal Army and extra benefits controlling the Capital. Every other House royal to the Crown can also benefit from the Royal Army but they cannot use it to secretly attack other players of their own choosing. Only the houses in Open Rebellion will have the option to plot against the Crown and other Royal Houses, and if they are successful they can get even more powerful. Current Mafia players as always will be able to communicate in a Google Doc and will not be publicly revealed, however every day there will be an update on the army sizes of both sides. Elimination and voting process will be explained once the known players signs are known and rules are available. In short, if there is a King, players will be publicly voting against houses, while the king will have extra vote and final say what will happen afterwards to the House most voted. One of the possibilities is sending them to the Wall as Night Watch to guard against whatever comes with the Storm, annihilating them completely, and/or merging them with another House. The game will be broken into two phases: "A Council Meeting" (classic Day phase where players will decide the state of the Realm via public votes) and "Long Night (Battle) Phase" (a classic Night phase where each House will have their actions to decide the next step, be it conquering, building or plotting). I'm considering that both will last 48 hours so that everyone can participate regardless of availability, otherwise it will be standard 48 hours for days and 24 hours for nights. Council Meeting will be a phase where all the public talks will take place, there won't be any aggression during this phase. The purpose of this phase is to discuss and determine who among the Houses are in the Open Rebellion, and once that is decided what will be done after they are invaded by the Royal Army. If there is no current King, the only vote that will matter be who will become the King. If there is a tie or it is undecided, it will be decided by random, but there always have to be a ruler after each Council Phase. Long Night Phase is where the fun begins. Each House will have a series of actions determining the outcome of the Realm the next day. First of all after the King is voted, everyone will have the option to join the Open Rebellion, but only once and there's of course no coming back to be royal until the current King is eliminated. Each House will be able to manage their Holdings (if they have more, but not more than a certain number, such as 3) and allocating their Armies. Each Army is tied with certain Holding/Capital/Castle. The House lord can choose where to send their armies to for 1 phase to either attack or defend. Mafia will be able to send a portion of their forces to either attack the Capital or one of the Loyal Houses. The King can also send a portion of the Royal Army to protect another House, same as other Royal Houses can send their armies to protect the capital or other House (but they can't attack others as long they are royal to the King). Armies simply eliminate each other with attacking and defending at certain locations, and basically keep diminishing. Only the Royal army will grow each Night if it's not over used, depending on the number of Royal Houses. Another way of growing armies is by merging Houses with one House being voted as outcast, by gaining vassals by seizing more ground (there might be independent locations) or by buying sell swords from the Iron Bank. Aside from army management, each House will have their own perk action that they can use if they are not attacking or defending other holdings as well as passive bonus from their own kingdom. Religion is another extra aspect of the game that you can use to boost your House strength. You will be able to choose a Westerosi (or even a foreign) Religion from the start of the game, and will be able to build up Faith Points (FP). You can exchange your FP points for very strong special actions that will become available as the game progresses. It will be similar to the Force Night Actions from the Star Wars Game, but instead of learning, you will need to build your Religion by controlling more locations, or even gaining a boost as having the current Royal Religion. If you save enough FPs, you will be able to spend it on upgrading and gaining access to more powerful actions. Each Religion will have 3 tiers of actions, different perks and benefits. You can also change the Religion if you like but you will loose all the FPs of the old one. You will be able to do this only once though, as the Gods of Westeros are not forgiving... Resources will be vital part of the game. Right now the concept is that there will be 3 resources: Gold, Provisions and Army boosters. Gold will be essential to buy the other two, buy new armies or repair plundered holdings. You can also use gold as diplomatic trade or even call unofficial bounties on people's heads. Provisions will be required to keep the morale of the armies as well as required to spend when you are sending your armies elsewhere. Army boosters can be anything, be it ships, siege weapons, equipment or even Dragons. These will boost the damage or defense output of your armies, so even with smaller armies can make a difference. You can either buy these from other Houses, craft them yourself or get them by one of the other night actions. More info on game mechanics will be available in detailed rules before the start of the game. Create Your Own House and Religion (CYOHR) Guidelines Every player character in the game will have his/her own characteristics based on the chosen House only. The character name/flavor doesn't really matter though. You can choose to use one of the characters from the Books/Show or make your own Lord. Creating a character is not mandatory, but I strongly suggest that you put some effort into it before the game starts as it may influence your progress in the game. The most important part is to choose a House and Religion. If two or more players choose same House, it will be resolved by dice. With religion though, it doesn't matter. Flavor: First off, you need to choose or create a character of your own from the Game of Thrones universe, or just make your own (in that case I'll also need a portrait or avatar). There are no limitations and it is not mandatory, so no guidelines. House: The most important thing will be choosing your House, as it will determine your capital (or first Keep/Castle) and your affiliation. Both of these will grant you a unique action or perk. Each player can only represent one House even if they gain access to another by merging or forming alliances later. Each House will have one active extra action while their capital will have one passive ability, as described below. There are 9 Houses that will be present in the game: House Arryn: "As High as Honor." Rulers of the Vale of Arryn from the castle of the Eyrie, originally as the Kings of Mountain and Valeand more recently as Defenders of the Vale and Wardens of the East. House Arryn is focused on tougher defense of their own capital, which is compensated by limited attacks. House Martell: "Unbowed, Unbent, Unbroken." Rulers of peninsula of Dorne from the castle of Sunspear. Deposed by Ellaria Sand and three of the Sand Snakes in their coup. House Martell is focused on sneak actions and strong resistance from invaders. House Tyrell: "Growing Strong." Rulers of the Reach from the castle of Highgarden after the extinction of House Gardener. It ruled over the Reach, a vast, fertile, and heavily-populated region of southwestern Westeros. House Tyrell is focused on boosted growth of their resources, if they are not under attack. House Greyjoy: "What Is Dead May Never Die." Rulers over the Iron Islands, a harsh and bleak collection of islands off the west coast of Westeros, from the castle at Pyke. The head of the house is the Lord Reaper of Pyke. House Greyjoy is focused on building fleets of ships granting their armies and their allies potential attack bonus by increased army size per attack. However, Greyjoys are limited controlling more land locations than other houses and cannot worship other religion other than the The Drowned God. House Tully: "Family, Duty, Honor." Rulers of the Riverlands from their seat at Riverrun. Its most senior member carried the title of Lord of Riverrun and Lord Paramount of the Trident. House Tully is passively immune to some manipulative actions that could harm them. House Baratheon: "Ours is the Fury." Rulers of the Stormlands from the castle of Storm's End. The former royal house of the Seven Kingdoms after Robert's Rebellion. House Baratheon doesn't get a penalty when attacking, they don't need to keep or hold any armies in their castles in order to man them (more info on army management will be available later in rules). House Targaryen: "Fire and Blood." Rulers of Dragonstone are an exiled Great House of Westeros and the former royal house of the Seven Kingdoms. House Targaryen conquered and unified the realm before it was deposed during Robert's Rebellion. House Targaryen has defense modifier against Dragon attacks as well as damage boost when their Dragon is in play supporting their army. Hence it is recommended to use a foreign Valyrian religion which grants access to Dragons (Dragons are last tier action of the Valyrian religion so more or less for the endgame). House Stark: "Winter Is Coming." Rulers over the vast region known as the North from their seat in Winterfell. It is one of the oldest lines of Westerosi nobility by far, claiming a line of descent stretching back over eight thousand years. House Stark is the only House that doesn't get penalized when the Winter comes (there will be certain restrictions for other Houses when it hits). House Lannister: "A Lannister Always Pays His Debts." Rulers of the Westerlands from the castle of Casterly Rock, it is one of the Great Houses of Westeros, one of its richest and most powerful families and oldest dynasties. House Lannister is able to hire extra army of sell swords without limitations to boost the royal army once they seize the Iron Throne. However this is only one time action and once depleted they cannot hire them any more. If we get extra players, more Houses will be available: House Frey House Bolton House Baelish (these are just examples, there can be more) Religion: Choosing a religion will grant you access to more actions that can help you along the way. You can only worship one at any given time, however you can convert to different one but only once. Some Houses are limited to stick to only one such as Greyjoys. Each religion has unique tier tree with different perks as well, so choose wisely. There are 3 Westerosi common religions that have less powerful actions but grant you more Faith Points and thus more actions. The Foreign Religions grant less Faith Points over time but their final tier actions are game changers. The Old Gods of the Forest - innumerable and nameless spirits of each tree, rock, and stream worshiped by the Children of the Forest and later by the First Men. The original religion of the continent, it was later pushed back by the Faith of the Seven. In the present day, it is the majority religion only in the North and Beyond the Wall, though certain nobles houses in the south of the continent still follow it. This religion grants scouting actions, with the final tier you will be able to gain access to three eyed raven, able to see past and present actions of others. The Faith of the Seven - introduced to Westeros during the Andal Invasion six thousand years ago, it has for millennia been the majority religion on the continent. In terms of number of followers, geographic spread, and influence on politics, the Faith of the Seven is the overwhelmingly dominant religion in Westeros. It is based on the worship of "The Seven" or the "Seven-faced God", a single deity with seven "aspects" or "faces". This religion grants the most Faith Points as a bonus if it's the primary religion of the current King. Actions are focused on boosting armies and with the final tier you'll get access to the Sparrows boosting defense in your holdings and capital. The Drowned God - the local religion of the the Iron Islands. Worshipers of the Drowned God value maritime skill, as well as prowess in combat and in piratical raids. It has the fewest followers of the three major religions in Westeros and is the least widespread, being restricted to the lightly populated Iron Islands. Nonetheless, as there are so few major religions on the continent, it is still the third largest religion, and is certainly dominant within the Iron Islands themselves. This religion grants relocation and swapping actions. With the final tier you will be able to summon the Drowned God which can protect any holding for 1 phase. Foreign Religions (These will receive a certain penalty at gaining Faith Points, so can be used a lot less): The Lord of Light - focuses on worship of the "one true god", a fire-god known as the Lord of Light, or "R'hllor". Espouses strong dualistic beliefs, as the Lord of Light constantly struggles against darkness. Loosely speaking it is the majority religion in many parts of Essos, particularly the major trading hubs such as the Free Cities. Lord of Light grants access to powerful resurrect spells as well as timed death spells. Be aware that you will need a big sacrifice to cast these. The Many-Faced God of Death - a minor religion in Braavos followed by the mysterious cult of assassins known as the Faceless Men. This religion will grant you access to powerful assassin actions. The Valyrian religion - the religion of the old Valyrian Freehold, little-practiced after the Doom of Valyria destroyed their civilization four hundred years ago. The Targaryens named several of their dragons after gods of old Valyria. Do you like Dragons? This Religion will grant you access to them, which will significantly boost your army damage bonus. So even with fewer men you can cause havoc and destroy much larger armies. Keep in mind that Dragons take time to hatch and grow, so prepare to use them only as endgame. Game Update Depending on sign ups the game can be launched within few weeks. So far the estimated game start was moved to Friday July 12th 10 PM UTC. Iron Throne Candidates (10): @Voe @TheIrishman @Louis @Jeod @Shade939 @OrangeP47 @Retaliation @Sunflower @rubeci @PrettyReckless Game Links: DAY 1 NIGHT 1