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House Rules for SoIF
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1. One turn equals one day. (One month is 30 days)

2. On any given turn, a player can narrate the day-to-day activities of his/her house.
2a. Players describe the activities of their house for a given day on a piece of paper.
2b. Activity reveals are simultaneous.

3. House fortune rolls take place on the first day of each month.

4. Winter’s arrival is contingent upon EITHER group consensus or the use of a ‘house destiny point’. Another player can spend a house destiny point to counteract winter.
4a. If winter is coming, it arrives in 1d4 months. Every five years, increase the die type.
4b. Winter lasts 1d4 years. Every five years, increase the die type.
4c. When winter’s duration reaches a d20, include an additional d20 every five years thereafter.

5. Scenes involving specific characters should be played out in private (and on the daily schedule).

6. Warfare is entirely public, played out on the strategic map.
6a. Terrain placement initiative is based on an opposed d6 roll.
6b. Terrain placements can be overruled by group consensus.
6c. Starting side (for purposes of unit placement) is dependent on common sense.
6d. After a unit is routed, that unit has 1/4 of its movement to retreat after the battle.
6e. Routed/broken units automatically regroup with their army after the battle.
6f. supply line rules here

7. RESOURCE GENERATION & MANAGEMENT
7a. A player’s land determines their base amount of food generated per month.
7b. COAST: 1 (0)
7b. HAMLET: .5 (0)
7c. SMALL TOWN: .25 (0)
7d. LARGE TOWN: 0 (-1)
7e. SMALL CITY: -.25 (-1.25)
7f. LARGE CITY: -.5 (-1.5)
7g. GRASSLAND: 2 (1)
7h. ISLAND: 1.5 (.5)
7i. STREAM: .25 (0)
7j. RIVER: .5 (0)
7k. POND: .25 (0)
7l. LAKE: .5 (0)
7m. LIGHT WOODS: .25 (0)
7n. DENSE WOODS: .5 (0)
7o. Total food generated per month is modified by house fortune rolls.
7p. Modifiers: BOON (1.5x), BLESSING (1.25x), GROWTH (1x), DECLINE (1x), CURSE (.75x), DISASTER (.5x)
7q. If a house runs out of food, it loses 1 population point for every square it can’t feed every two months.
7r. A unit outside of a house’s land costs .5 food points per month.

8. SPIES
8a. Each house maintains a spy network. Before a meeting, if you decide to attempt to gather intelligence, roll a d10. A 10 counts as a success. To improve your odds, you may spend wealth points to extend the success range (spending 1 wealth point allows you to succeed on a 9 or a 10 and so on). A player may also spend wealth points to make spying on their meetings more difficult in the same way.

9. BANDITS
9a. Percent chance of avoiding bandit incursion in a given league is a player’s law score divided by 70.
9b. Dispatching a courier with a full-unit escort guarantees successful delivery.
9c. Every unit accompanying a caravan increases one’s chances of avoiding incursion by 50%.
9d. Spending a destiny point can call a wildling army (1d6 green raiders) into a league. They remain in that league until defeated, doing what wildlings do. Land occupied by wildlings does not belong to you for purposes of house fortune rolls and accruing food.

10. CHARACTERS
10a. House consists of five secondaries and as many tertiaries as you want to make.

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