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kkknene 2012-11-22 18:41
写在前面:
    本贴旨在将诸臣的碰撞全内容进行汉化,本帖不涉及任何商业行为,仅为玩家交流,任何人不得将本帖内容或本帖所提供英文资料用于商业途径,谢谢。

kkknene 2012-11-22 18:43
暂时没学会狗狗如何带附件大家留邮箱好了,我发给大家,谁翻译了哪段就贴上来给别人看看,共同指正一下,以求正确无误。
本人QQ:290067364....
邮箱290067364@qq.com
手机不留了。。。

kkknene 2012-11-22 18:51
目前看来工程量最大的部分是地图和规则的汉化,请诸位多多关照这俩个部分

sj880226 2012-11-27 00:53
这个有规则的啊 以前就看到个地图 求个英文版先 sj880226@sina.com 谢谢了

kkknene 2012-12-08 14:01
A Bash of Bannermen
诸臣的碰撞
Playtest Rules, version 1.0 Beta
试玩规则,1.0测试版

根据
http://www.protopage.com/bannerhousebash#My_public_category/Rules
有所更新

翻译 by Htimeag。
禁止用于商业用途,本人保留追责的权利。

The Home Regions:
势力范围区域:
On the board are delineated home regions for each of the nine houses.  They are the colored borders surrounding various areas, including that house's starting shield.  During the course of play, that house will receive a +1 bonus in all combat that takes place in an are within this region. There is no bonus to support coming from one of these regions, so it is never possible to gain this +1 advantage more than once per battle.  The bonus only applies if the actual battle is located within the home region - in other
words, the defender's army must be the one located in the bonus area.  Because of this, the home region bonus never applies to ships, as fleets cannot be attacked in port, and no sea areas are part of any house's home region. Additionally, these bonuses are not transferable.  You cannot offer another player the use of your regional bonus, and if two players are fighting in a third player's home region, there would be no effect.  (Home regions example: The Stark player marches into Moat Cailin with a
footman on his first move of the game, as he should.  His defensive strength if attacked in that space is 3: 1 footman strength +1 fortification bonus + 1 home region bonus.  On the next turn, he cold place a defense +2 order, and the individual footman would then defend at a strength of 5!)
(废话好多,直接总结)
版图上画出了九个封君家族的势力范围区域。这些区域用他们各自家族的颜色围了起来。
在游戏中,家族在自己势力范围内的所有战斗能得到+1的战力加成。
这些地区的支援部队并没有战力加成,所以每一场战斗也都不会得到超过+1的战力加成。
战力加成只有当交战地是在家族势力范围内的时候才有效。
你不能将你的势力范围加成加到别人身上。
海洋不属于任意一家族的实力范围。所以海洋战斗永远不可能有战力加成这回事。
因为支援部队没有战力加成,所以你也不能将战力加成提供给别的玩家。
(翻来覆去说的就两件事。。)

Targaryen Dragons:
坦格利安的龙:
Dragons are a special unit available only to House Targaryen.
The Targaryen player should receive three to muster at the beginning of the game, represented by the black, green and white ships placed upright on their sterns.  These three are a limit – dragons cannot be re-mustered once removed from the board.  When a dragon is lost, place it back in the box and out of play. Dragon units have a base strength of three on attack and defense, but still only count as one unit against supply. A dragon may be mustered only by upgrading a knight at the cost of one mustering point.  You cannot muster a dragon from a footman, even if you have two mustering points available at a stronghold.
Dragons can never be created from siege engines. 
龙是特殊单位,只能被坦格利安家族使用。
游戏一开始,坦格利安玩家可以得到3条未征召的龙。
龙一旦死亡不能重复征召。
龙虽然在进攻和防御时有3战力,仍然也只算做一个单位。
龙仅能通过耗费一个征兵点数,将骑士升级来得到。(如果用变体 这条规则就不适用了)
即使你有两个征兵点数,你仍然不能将步兵转化为龙。
龙不能够由攻城车转化而来。

Dragons are land units, but they are capable of attacking sea areas as well as supporting sea battles.  They cannot, however, occupy a sea area at the end of their move (even if a friendly fleet is located in that sea area).  Dragons can use sea transport to attack just as other units. 
龙是陆地单位,但是能够进攻海洋或者支援海洋的战斗。
但是龙不能停留在海洋区域,就算那里停着自己的船也不行。
如同其他单位一样,龙也可以通过舰队运输来进攻。

If a dragon attacks a sea area and loses the battle, they may retreat as normal (unless killed by sword icons). For this retreat, ship transport may be used.  If they win the battle, they must either return to the space they made the attack from, or redeploy into an open or friendly land area directly adjacent to the sea area in which the battle was fought.  For this redeployment, ship bridging may not be used (unless returning to the area of origination) - the dragon(s) must move into an area physically adjacent to the sea area. Multiple dragons must all move into the same area.  They may not move into an area containing enemy forces, or an enemy power token.  In this manner, a dragon can defeat an enemy fleet and take an open adjacent area in a single move.  Dragons may never enter ports.
龙进攻海洋区域失败,也只需要撤退回出发点就好(除非是被砍了)。这次撤退也可以通过舰队运输。
龙如果进攻海洋胜利了,他可以选择回到出发点或者进入一个与这片海相邻的陆地,当然这片陆地区域必须是自己的或者是空的。但是这种情况下,龙不可以通过舰队运输(除非是返回出发点)。
这种情况下(指的进攻海洋胜利),所有的龙必须移动到同一个地方去。
这种情况下,龙不可以移动到别人放着权利点数或者有别人部队的地方。
这种情况下,龙可以通过打败敌方舰队来进入与那片海洋相邻的陆地,只需耗费一次行军。
龙永远不可能进入港口。

Dragons may never switch sides under any circumstances. 
Cards that might allow this do not affect dragon units. (ie. Drogo may not capture a dragon)
龙永远不会背叛他的主人,永远不会!
某些傻逼的家族卡也不会令龙背叛他的主人!

Note that if an army containing dragon(s) is given a support order, the army's entire strength would be applied while supporting an adjacent land battle - but only the dragon's strength would be applied to an adjacent sea battle.
注意一点:如果有龙存在的区域放了支援指令,那么支援陆地战斗的时候能就计算全部的战力,但是支援海上战斗则只能计算龙的战力。
龙可以海运打海了

Victory Conditions:
胜利条件:
Rather than totaling the number of castles as in the previous games, victory is conditional upon total amount of mustering points. Small castles are worth one. Big castles are worth two. Bastions are worth three. First player to 25 wins. This is not a cumulative count where Great Houses add the castles of Bannermen.
不同于之前的游戏,以计算占领城池数量来作为胜利条件。我这个版本是以计算征兵点数来作为胜利条件的。小城1点,大城2点,堡垒3点。第一个达到25点的人胜利。封君家族在计算胜利点数时不能计算它的封臣的城堡。

The Wildlings:
野人入侵:
“Man the Wall”: Allows any house on Westeros to muster a Footman in the happens at Castle Black. Costs one mustering point from main force. Each footman reduces the wildling attack strength and gives player a crown toward the "Game of Thrones" card. No orders may be issued to these Footmen, ever. Since these Footmen do not engage in battles, any number from any combination of Houses may occupy the same area. They are not counted for Supply purposes.
In the case that the Wildling attack succeeds and Houses must remove units, a player may opt to remove any and all of their Footmen on the Wall toward the total number of units they lose.
驻守长城:允许任意家族于征兵阶段在黑城堡征召一个步兵,他需要消耗一点征兵点数。黑城堡的每一个步兵都能够降低一点野人入侵的强度,并且在执行“权力的游戏”事件时,额外给他的势力一个权利点数。这些步兵绝对不能被部署指令。这些步兵也绝对不会参与战斗,就算你控制了黑城堡也不行!
如果在野人入侵阶段,野人成功,玩家需要杀兵,玩家可以选择杀这些兵来满足名额。


“Protecting the Investments/Inheritance”: The three Easterner players may bid power tokens against the Wildling attack, even if they have not yet landed in Westeros. If they take part in the bid and it is not successful, they do not lose units if they have not landed in Westeros.
守护我们的遗产:东方的三位玩家即使没有登陆维斯特洛大陆,也可以参与竞拍野人入侵。但是如果他们还没有登陆维斯特洛,那么就算大家没有成功守住野人入侵,他们也不会得到任何损失。

“Honored Servant”: In the case of a successfully repulsed Wildling Attack, the Great House Player may pass his/her "restore discarded General to hand" option to one Banner House.
荣誉仆从:如果成功抵挡住野人入侵,封君家族可以先择自己不收回家族卡,而将这个机会给他的一个封臣家族。


General Cards: When the “Wildlings Attack” card is turned and after the Houses have made their bids.
野人卡:在玩家竞标后翻开。
1) Mance Rayder: "The Wildings track is not reset to zero after the attack."
2) Rattleshirt: "Only land units (not ships) may be removed if lost."
3) Mag the Mighty: "If victorious, all houses lose one additional unit."
4) Tormund Giantsbane: "The Wildlings attack at one additional step on their track."
5) Alfyn Crowkiller: "Footmen mustered to the Wall do not reduce the attack."
6) Harma Dogshead: "The top bidder does not regain a house card."
1)曼斯雷德:野人入侵后野人条不会降至0
2)Rattleshirt:如果防守野人失败,玩家们只能杀陆军
3)Mag the Mighty:如果入侵成功,所有家族额外损失一个单位的兵
4)Tormund Giantsbane:野人条往前进一格
5) Alfyn Crowkiller: 驻守长城的步兵不会降低野人战力
6) Harma Dogshead: 出价最高者不能够收一张回家族卡

Liege Lord:
君侯:
Bannermen start off as allied to a Great House. Depending on different game conditions (declaration of war and Deck V card) a Bannerman will have the opportunity to ally themselves with other non-Bannermen or even become independent.
封臣一开始同他的封君家族结盟。封臣有机会在游戏中同其他的非封臣家族结盟,甚至能够取得独立。
While allied in this manner:
1.)    Bannermen may not declare war on its Great House and vice versa.
    2.) Bannermen gain the regional combat bonus of their Great House.
在结盟的情况下:
        1.)封臣和封君家族相互之间都不可以宣战。
        2.) 封臣可以享受其封君家族的势力范围的战力加成。
must have a Great House they are allied to and cannot be independent. If their Great House is defeated they must declare allegiance to another Great House (by the end of the turn? immediately?) Allegiance may be declared to any Great House still in play. No Bannerman may attack its respective great house or another of its co-bannermen. In return they get the regional combat bonus of their great house. Allied houses may move through, stop in and/or be routed to spaces controlled by allied players. The Brotherhood may not have a Bannerman declare for them, though they may have a Great House bend the knee to them via the “Take the Black” rule.
A Bannerman allied to a Great House may not have Bannermen of their own.
封臣家族必须有一个封君家族,并同封君家族结盟,不可以保持独立。如果他的当前的封君家族被击败了,他必须立刻宣誓效忠一个其他的封君家族。他可以找任意一个还在玩的封君家族结盟。
封臣家族不能攻击他的封君家族,也不能攻击同样与他的封君家族结盟的封臣家族。
封臣家族可以享受封君家族的势力范围加成。
同盟家族部队可以通过/停留/撤退到同盟家族领地。。
封臣家族不可以接受其他的家族效忠于自己。
尽管根据“Take the Black”规则,“兄弟会”(一个新家族)可以使封君家族向自己屈膝,他仍然不能接受别的家族效忠于自己。(这条没必要吧)

Deck V card: “The Banners Break”
第五叠事件卡:
“改旗易帜”
Breaking:
  Banner Houses may not break until Turn 4 or 5. A breaking Banner House must declare that it is breaking and who it is turning to at the beginning of a turn (before/after orders are laid? before/after turn cards are flipped?)
  The remainder of that turn represents the shift in allegiance (ie. "loyalty update memos" being passed down through the ranks, political bridgeburning, etc.).

“改旗易帜”不会再第五回合前发生。
“改旗易帜”的封臣家族必须明确的宣称脱离封君,并且立即决定改投谁的门庭。
这次宣誓效忠在本回合结束时生效(由下文推断)。
这发生在“竞拍影响力”之后,但是在部署指令之前(由后文推断这包括四个排名的竞拍以及野人的竞拍,所以应该是在事件5之后,部署指令之前)。

Until the next turn...
  ...the breaking Bannerhouse may attack neither it's former Great House nor other Banner Houses sworn to that Great House. It may also not attack it's Great-House-to-be, but it may attack it's future Great House's Bannermen (accidents happen; maybe some Captain didn't receive the Memo Sparrow).
  The breaking Banner House may March, Defend, Consolidate Power, and receive Support from anyone, but it may not give Support to anyone and may not Raid.
直到下一回合生效原则:
“改旗易帜”的封臣家族不可以攻击原封君家族或者原封君家族的其他封臣家族的领土。
他也不能攻击他准备改投的封君家族。
但是它可以攻击他准备改投的封君家族的其他封臣。
“改旗易帜”的封臣家族可以行军,防御,巩固权力,从其他人那里得到支援。但是不能提供支援和突袭。
If the breaking Banner House has units sharing the field with its Great House and/or other loyal bannermen, then those units must either:
a.) move to an empty field without combat and begin the turn there routed
    OR if there are no empty fields to move to
b.) battle the units in the field. This battle is resolved after bidding for influence but before placing orders. In the case of multiple Banner Houses breaking, battles are resolved according to the Iron Throne track. Since the prerequisite for this type of battle is that there are no open areas for the Banner House to move to, if the Banner House loses this battle all its units are destroyed.
- Should support be allowed under b.)?
如果“改旗易帜”的封臣家族有单位停留原封君家族或者原封君家族其他的封臣领地上,这些单位必须选择:
A.    移动到一个空地,不得产生战斗,并且该回合被作为败兵对待
    如果没地方可去了:
B.    立即在当前所在地发动战斗。这场战斗发生在“竞拍影响力”之后,但是在部署指令之前。
(出将么双方?)
如果同时有多个家族“改旗易帜”,则战斗按照铁王座的排序进行。

这种战斗只能发生在士兵所在区域的周围没有能够取得地方的时候。即如果可以执行A就不能执行B
所以如果战败部队就直接被消灭了。

Supply:
Banner Houses have Supply equal to their Great House. If a Banner House takes control of an area with Supply Barrels it counts towards the Great House's Supply as if the Great House player had taken it. Once a Great House exceeds 2 Bannermen a -1 modifier is imposed on their Supply Track. This penalty increases by one for every two additional Banner House after. (eg. -1 at 3 B.H., -2 at 4 B.H.)
补给:
封臣家族的补给与他的封君家族相同。如果封臣家族控制了一个有补给桶的区域,直接算作封君家族的补给。如果一个封君家族的封臣超过2,会得到一个补给-1的修正。此后每增加2个封臣再-1.(比如3个封臣补给-1,四个封臣补给就-2了)

Declaring for the East:
Banner Houses may not declare for Targaryen or the Free Cities until after those players has been on Westeros for a full round.

向东方家族效忠:
  封臣家族不能像坦格利安或自由城邦宣誓效忠,除非坦格利安或自由城邦已经登陆维斯特洛整整一回合。


“Take the Black”:
Under special circumstances a Great House may "Take the Black" and become a type of Banner House. This is only possible if you as the Great House meet 3 of the following 8 conditions:
  1.) you have 5 or less units total, not counting Bannermen.
  2.) you have no castles other than your capitol.
  3.) you have no capitol.
  4.) your Supply is 1 or less (this includes the modifier for 3+ Banner Houses).
  5.) you occupy a single area with no empty adjacent areas. (surrounded)
  6.) your dragons have all died.
  7.) all your units on the map are routed.
  8.) an opponent beat you by 10 points in a battle.

在特殊情况下,封君家族会"Take the Black",变成一个封臣家族。只需要满足以下条件中的8个中的3个条件:
1.    不算封臣家族的部队,你自己的部队数量小于等于5个
2.    你占领的城市只剩主城了
3.    你丢了主城
4.    你的补给小于等于1(要计算超过3个封臣家族而带来补给值修正)这个没理解啊。。。桶不是调补给才变么。。。需要什么修正?
5.    你的某一块领土周围一圈全部被其他玩家占领。(也就是说包围别人紧邻的两块地不算)其他一个或一群玩家?
6.    你所有的龙都死了
7.    你所有的部队都处于溃散状态
8.    某场战斗里你被你对对手以10战力的优势打败(应该是只要发生一次就对整局游戏有效)

- What are the rules for who the Great House bends to?

  If a Great House qualifies and uses "Take the Black" they lose the House Card representing the head of their house (eg. Eddard for Stark, Doran for Martel, Edmure for Tully, etc.) because that individual has joined the Nightswatch. In exchange, the subjugated Great House (and by extension: it's ruling Great House) counts as providing +1 against a Wildling attack.
如果一个封君家族符合条件,并且要执行"Take the Black",他必须永久失去他的家族首领卡(比如史塔克的艾德,马泰尔的刀郎,徒利的艾德木等),这被视为他去加入了守夜人。而征服他的封君家族能够在野蛮人入侵时得到+1的出价。(刀郎明显。。。不像其他几个人那样值得留着)
可以由打你的人选,或者由新老大选
“Cost of Business”:
    As real wars are costly undertakings, they are rarely commenced without thoughtful consideration. To reflect this, all players start the game at peace with one another. If a given player wishes to take land, castle, etc. from another they must first consult the “Cost of Business” chart. Where the name of the player and their opponent intersect is a number indicating the number of power tokens either player must pay in order to declare war.
    Great Houses and Bannermen may pool their power to declare war against another player. If a Great House declares war, then their Bannermen are automatically at war with the same opponent. If a Bannerman declares war, their Great House may choose whether or not they also wish to be at war with that player.
    There is no turn order for when war may be declared. If a player or players have the power and wish to go to war they need only to announce what they are doing and pay up. Be careful when you choose to take a bathroom break.
“Cost of Business”:
因为真实的战斗所耗颇丰,所以在决策的时候必须慎而又慎。为了模拟者一点,所有的玩家一开始都处于和平状态。如果某位玩家想要占领另一位玩家的领土,他必须先查询“Cost of Business”表格。并且付出表格所示的你对某玩家宣战需要付出的权利点数来对他宣战
封君家族和他的封臣可以耗费权利点数对他人宣战。如果封君家族对人宣战,封臣家族就自动和那个家族进入战争状态。如果封臣家族对人宣战,封君家族可以选择是否和那个人进入战争状态。
宣战不需要特定的时机,他只需要说一声他要打你,并且给钱就行了。所以你在上厕所回来的时候一定要问清楚。。。(改为在事件阶段之后部署阶段之前统一进行宣战外交活动)
(封臣君主战争状态也可以改为其他家族要打封臣只能宣君主,然后允许封臣自己单独对外宣战)

Great House Taxes:
For every 3 power tokens that one Banner House gains in a turn, their Great House gain 1 free power token. This includes any power gained: through house cards, consolidate power orders, etc. This counts per single Banner House, not cumulative across several (ie. Frey gaining 1 power and Crakehall gaining 2 does not grant the +1 power to their Great House)
封君家族税收:
封臣家族在一个回合里,每收到3个权利点数,封君家族就能得到1个权利点数奖励。封臣家族所收到权利点数包括但不限于:家族卡技能,王冠指令等等。每个封臣家族分开计算。

Bastions:
Bastions are basically bigger castles with three points of mustering.
堡垒有3点征兵点。

Knights:
Knights can "skip" road areas that are either open or controlled by the player or an ally. Knights cannot be blank mustered in one turn, but must be upgraded from an existing (ie. minimum one-turn old Footman).
骑兵:
骑兵能够越过无人占领或者自己或盟友控制的道路区域。骑兵不能够直接征召,必须从步兵升级。不准狡辩说这是你先用一个点招出来的步兵再用这个步兵来升级。(骑兵通过道路时计算补给么)
          这种区域


Galleons & Transports
The regular ships (hereafter referred to as Transports) can be upgraded to Galleons. Galleons attack at two but cannot carry troops. Galleons are identified by turning Transports on their sides. Routed ships are now placed upright, standing on end.
Capacity: Transports can still be used in bridging and/or hold up to three points of mustering: 3 Footmen; 2 Footmen & 1 Knight; 1 Dragon. Place the units being transported in the same sea area as their transports. Routed transports lose one transported unit. Knights are removed entirely and may not be reduced to Footmen.
Supply: Transports containing units are considered 1 for the purpose of counting Supply. (eg. one empty transport counts as 1; one full transport with three Footmen counts as 1; two transports count as 2; etc.)
Disembarking: As many units as are being transported may disembark from a transport may only do so if they do not cause a Supply violation.
大帆船和普通船:
普通船能够升级为大帆船。大帆船进攻时算作战力2,但是不能用作运输。
容量:普通船仍然能够充当桥梁的作用。同时他也能够搭载最多3点兵力的部队(如:3步或2步1骑或1龙)。将部队放在船上表示被搭载。一旦运输船溃败,则要死掉一个单位的他搭载的部队。是死掉一个单位哦。
补给:搭载在船上的部队,同搭载他的船只一起,只算做1补给。(比如:1搜空船是1补给,1搜满载的船也是1补给,但两艘船就是2补给了)
离船:搭载的部队如果要离船,必须保证不能超补给上限。


Building Ports:
As with Forts. Use a consolidate power order, construct port, don't collect power token.
建造港口:
同工事一样,在放了王冠指令的地方,不收钱就可以造港口了。

Selectable Commanders (Rob’s Rule):
Each house now has twelve instead of seven Commanders. From this deck the player chooses two generals he wishes to have and deals himself the other five at random. This happens at the start of the game and each time he has used up all his cards.
可选指挥官(Rob制定的玩法):每个家族一共有12个家族卡啊。你需要选择2张,然后从剩下的里面随机抽选5张,剩下的5张放到一边。这个行为将在游戏开始的时候以及每一次你用完你所有的家族卡的时候执行。(将领建议用工资帽+自选来解决。。。抽随即性太强或者每次洗牌重抽?要不抽疵了SB一局)

Will to Fight:
Each player has a personal track where they keep a record of how many battles they've won. Any battle won moves them up a point, any battle lost moves them down one. Supported battles don't count, even if it is your Bannerman. The track ranges from -5 to 10. At different parts on the track the player gains different "feats":
2 points lets you capture forts and built ports.
5 points lets you build forts & ports using the consolidate power order as normal, except that you also gain the power token.
10 points lets you leave behind power tokens taken from your discard pile.
战斗意志:每个玩家自己做个战斗胜负记录。赢一场则+1,输一场则-1.支援别人的战斗不算,支援你封臣的战斗也不算。记录范围从-5到10.不同的范围有不同的效果。
2点:你能够,占领别人的工事和建造的港口。
5点:你能够在建造港口和工事的时候,不放弃收权利点数。
10点:你可以在你移动后,将剩余权利点数池(不在你手上的那些)的权利点数留在那块区域上。

The Tracks:
排名:
The Messenger Raven: Great House players may use the Messenger Raven to change the order of one of their Bannermen even if that Bannerman player does not wish the order changed. The new order still comes out of the Bannerman's stack of orders so for example: the Great House player cannot swap a March order for a Support order if the Bannerman doesn't have any Support orders left.
    The changing of orders using the messenger raven should start with the third place player, then the second, then the first place. This is so the first place player gets to see what the other two have done and gets to make the best decision.
信鸦:封君家族玩家可以使用信鸦改变他的封臣的指令,封臣不得反抗。这个更换同样需要符合更换规则,即如果封臣家族没有+1进攻指令剩下了,就不能将某指令更换为+1进攻。
因为前三排名玩家都有信鸦,所有更换指令从排第三的玩家开始,然后排第二的,最后排第一的。
Valyrian Steel Blade: The top three placements each get a Valyrian Steel Blade.
钢剑:排前三的都有钢剑
Kingsguard: Whoever controls the Iron Throne gets a +1 Strength to any defensive combat in their capitol city.
国王护卫:获得铁王座的玩家在在防守他的主城时,战力+1.(改为君临+1战力或者主城+1征兵好点)
(第四条排名有重大更新,我先整理一下再翻译)

Druthers Track:
The Druthers track is a newly introduced fourth track. It represents constantly changing fortune in war, politics, and economy. At the start of the game and each turn thereafter, before the decks are flipped, the house token are removed and dealt out at random on this track. For this turn houses will have the advantage or disadvantage that their token landed on.
Design Note: Discourages scripted opening moves.


Iron Throne: benefits of the Kingsguard

Feifdoms: Top three get a sword

Raven: Top three get Ravens

Fourth Tract: Loyalties
Possibly an bannerhouse track, meaning if bannerhouses pay to get high enough on this track, they can then voluntarily break with their lords?

And also, have positions on the track provide power each turn:
1-4: 4/turn
5-8: 3/turn
9-12: 2/turn
13-16: 1/turn
17/18: 0





Deck V:
第五叠牌:
    Just as Deck IV represents some nasty things that happen in the game, so Deck V represents some good things that might happen to a few players. Both are flipped from the outset of Turn 5.
因为第四叠排都是坏事,所以第五叠牌都是好事。
第四叠和第五叠都是从第五回合才开始翻出来用。
A Bash of Bannermen: All bannermen have the OPTION to change alliance.  (VERY powerful)

A Dance with Dragons: Targaryen can hold this card, if/when a dragon dies, he can go to muster pool instead of being permanently eliminated. Does not apply retroactively for already dead dragons.

The Winds of Winter: The Brotherhood without Banners immediately becomes an Arryn bannerhouse.

A Time for Wolves: Bolton, Frey and Arryn immediately are allied with Stark.

A Dream of Spring: Martell does not have to reduce his supply when (what would normally be negative-result) supply cards appear.

Sleeping with Fishes: All Tully wars immediately are removed.

Path of the Lion: Lannister may declare war against any non-allied power for free this turn.

Arms of the Kraken: Greyjoy ships may move up to two areas instead of one this turn.

A Song of Night: Baratheon gains a sword and a raven until the next Clash of Kings.  (If already have, can now change two orders, or add +1 twice in a turn.)

A House of Thorns: Henceforth, declarations of war against Tyrell cost an additional power token.

A Bash of Bannermen: 所有的封臣都可以选择改变同盟对象。(建议改为花钱的不然天下要大乱的)
A Dance with Dragons:坦格利安能够保留这张牌。当他的龙死亡时,可以使用这张卡来将龙丢回征召池。这张卡对之前已经死亡的龙无效。
The Winds of Winter:“无旗兄弟会”立刻变成艾琳家族的封臣
A Time for Wolves:波顿家族,弗雷家族,艾琳家族立刻同史塔克结盟。(改为互相结盟,+徒利家)
A Dream of Spring:本回合如果出现调整补给,马泰尔不必减少补给数
Sleeping with Fishes:所有的徒利家族的战争状态立刻移除。(+弗雷家)
Path of the Lion:兰尼斯特可以对非同盟家族自由宣战,不用给钱。(+野猪家)
Arms of the Kraken:本回合葛雷乔伊的舰队可以移动两格的区域。(+哈尔洛)(+城邦+龙,条件为未登陆)
A Song of Night:拜拉席恩获得一把钢剑和一个信鸦。如果他本来就已经有了,那就变成2个。(改为钢剑或信丫并+弗洛伦)
A House of Thorns:从此以后,所有对提利尔宣战的家族必须额外付出1块钱。(+雷德温)

New House Special Order Tokens:
    Good idea from FFG Boards: Add an additional force march OTO to every house for the longer game...  possibly another recruit, too?

    Bolton:
"Reputation of the Flayed Man" - All attacks against Bolton are at Strength -1 for this turn. Raid Phase

    Crakehall:
"The Boar's Charge" - Any units in the area that this power is played in may bypass one adjacent area and attack (not simply move into) the area beyond. If this force loses the battle, it must follow the normal (one space) rules for retreat from the embattled area.

     Redwyne:
"Spirits of the Arbor" - Add +1 Combat Strength to sea battles this turn. Raid Phase

    Harlaw/Drowned Men:
"Cult of the Drowned God" - Any units lost this turn are placed aside and may be re-mustered on a controlled coastline during the consolidate phase, in accordance with Supply rules. Raid Phase

    Florent:
"The Fox's Tunnel" - If controlling both areas, may move any amount of units between Brightwater Keep and Storm's End in accordance with Supply.  Must be played in the area marching from. March Phase

    Frey:
"Lord of the Crossing" - Must be played on one of the two Twins. That Twin cannot be attacked from the other this turn. Raid Phase

    Free Cities North Guild:
"Golden Winds" - All ships may move two spaces this turn so long as they do not take part in any battles, directly or supporting. Raid Phase.

    Free Cities South Guild:
"The Tears of Lys" - Can only be played in Westeros. Player may select a card from a player in an adjacent area and remove the house card from the game (may only discard Beric Dondarrion from the Brotherhood).  Raid Phase

    Brotherhood:
"Ghosts of the Forest" -  All March orders on Road areas are immediately removed and units on roads must move to an empty area. If there are no empty areas, then those units on the road must attack or be destroyed as they may not be routed back to the roads. Raid Phase.


                    Foot      Knight      Ship    Siege    Total
14 "normal" houses:      10          6              7            2          350
2 Free Cities                  21          0              9            2          64
Targaryen                      21          0              9            2          32+3
Brotherhood                    17          4              4            2        31
Total                                220        88            132        36      480






























建议不采用混合分布规则

Piece Mix:
(Footmen/Knights/Ships/Siege)
Totals: 220/88/132/36

11 6 6 2 Stark
09 6 6 2 Bolton
09 7 7 2 Lannister
11 5 6 2 Crakehall
12 8 5 2 Tyrell
09 4 9 2 Redwyne
09 5 9 2 Greyjoy
11 4 7 2 Harlaw
10 6 8 2 Baratheon
10 6 8 2 Florent
14 7 8 2 Martell
10 7 7 2 Tully
11 6 5 2 Frey

14 7 8 2 Arryn
16 4 4 2 Brotherhood
19 0 9 2 Free North
19 0 9 2 Free South
16 0 8 2 Targaryen +3 dragons

(Since 0 knights would require changing the upgrade-from-knight-to-dragon rules, we'll make them cost a full 3 mustering points. That way they can only be mustered in Bastions which will hopefully mean that, even when created at the beginning of the game, they'll take a while to get somewhere.)
变体规则:龙不再是从骑兵升级,而必须直接一次性征召一条龙。这样的话龙就只能从堡垒征召了。这样能够延缓龙的行动。(这个好啊)

sael 2013-01-23 23:53
最初跟设计师联系的正是本人,但我最终还是选择放弃了跟踪,主要是因为这个设计实在比较渣,没有什么亮眼的创新元素,将牌啊平衡性神马的更是完全没有考虑过的样子,再加上当初画这个地图时,卷5还没有出来,现在看来是有点与原著大相径庭的感觉……

狗狗论坛藏龙卧虎,我倒是希望有心之士能够自己设计一款MOD出来,绝对会比这个强啊

康尽欢 2013-04-09 16:46
冰与火之歌版图游戏——屠龙版

设计人:康尽欢
前言:

冰与火之歌版图游戏,可以说是小众中的小众,六人版本的版图游戏都凑不起人,还有玩家不断开发,9人版本,甚至18人版本。

既然如此,索兴就试着编写了这个“屠龙版本”,开局,至少可以36人!几乎不可能达成的屠龙之技!

补充
玩家起始数目:

9个列王
9个封臣
18个领主

如果增加人数,可以不断增加领主,每家各增加一个领主。

如北境之王势力
列王:冰原狼家族
封臣:剥皮人家族
领主:卡史塔克家族,大琼恩家族(可增加)……熊岛。

————


游戏特色总序:
冰与火之歌的玩家最爱两件事,当屠龙英雄,在背后屠英雄。
所以,身为一个列王,永远是多线作战,外线与敌人结盟或作战,内线拉拢,压制旗下的封臣与领主。
冰与火屠龙版,就是让阵营更加丰富的多人版图游戏。


————————————————
游戏角色等级:

铁王座:铁王座拥有者,可以掌握九张手牌(多出一张权臣,一张御前侍卫),掌握完整“军令权”。
列王:掌握七张手牌(铁王座和列王,都可以从封臣与领主家,各征召一张将领,也可以全部选用本家族牌,不能征召封臣与领主的首领)掌握完整“军令权”。
封臣:每个“王国势力”的第二强家族,掌握五张手牌(封臣不能征召其他家的将领),每回合可使用2枚自家军令使用权——行军,支持,防守,巩固,骚扰,任2。其他指令需要列王赋予。
领主:每个“王国势力”的基层战斗力,各掌握三张手牌。每回合可使用1枚自家军令使用权——行军,支持,防守,巩固,骚扰,任一。其他军令指令需要列王赋予。
本质来说,列王,封臣,领主,都属于诸侯,只不过,势力最强者为王!为王者才能追逐铁王座!

(每个家族设定中,至少要达到10张底牌,以共杀戮,被俘,与征召)

关系设定分析:
怎样确立从属关系,以及“我打不过你,就要做你的小弟”这种搅局局面的预防,是屠龙版的从属关系设定必需考虑的。
所以,是否拥有足够的军令,将约束封臣与领主,在列王旗下的“忠诚性”。平时的行军回合,诸侯也有偷袭列王的机会,但是,如果不能一举推翻列王,则在下一回合,将面临军令不足的风险,可能被列王诛灭。
(在不拥有星的情况下,每一回合,每个列王势力,最多可用,10(列王) + 2(封臣)+1(领主)+1(领主)枚命令)来调度势力内的全部兵力。列王可指定封臣与诸侯出什么命令,封臣与诸侯的忠诚度将在真的开牌之后体现。)

列王的诸侯是列王整体战斗力的组成部分,如何有效趋势他们帮助进攻与防守,将是展现列王政治能力与驾驭力的体现。
(开局先去杀封臣的列王,注定会引发内部力量的崩溃,以及外敌的趁势入侵。)


拥有属下的好处:
每个回合结束,领主和封臣要向 列王 进贡 权力标志1枚 ,列王将全部权力标志减一替换为自家权力标志。


——诸侯叛乱发生的n种条件
1 平时的行军回合,诸侯有偷袭列王的机会,比如,列王的主君在战斗中呈现崩溃,消灭最后一个列王地面军力单位的诸侯,取得列王的势力指挥权,王权排名,封臣排名,御前排名。
2 由维斯特牌给出,群鸦盛宴——通过政治改变排名,以城池与补给的排名,改变排位。
如拂雷取代蓝鱼,成为河间地列王!  或  卡史塔克取代剥皮人成为封臣!
3 由维斯特牌给出,血色盛宴——封臣可以发动一次与比邻的任意列王的主城守军的争权之战!若胜利,取得该列王的,王权排名,封臣排名,御前排名。
4 任何一个势力的主城易主,在回合结束,通过政治改变排名,以城池与补给的排名,改变排位。


——————————————————————

02

冰与火屠龙版  02  棋子规则的调整

棋子战斗力的调整:
主要兵种,依然是四个。
步兵:征召点1,原始战斗力1,可以被船运,与攻城车组队,战斗力加1(不重复计算,一个军团有几辆攻城车,每个士兵都只加1)
骑兵:征召点2,原始战斗力2。作为任何地点防守方战斗力2,平原进攻战斗力加1,进攻城池战斗力减1,被船运的偷袭战,战斗力减1。
攻城车:征召点2,进攻平原战力为0,参与攻城时原始战斗力3,同阵营每个步兵战斗力加1。攻城车不能被船运输,不能辅助防守,可以辅助进攻,不能撤离。
海船:征召点2,与船对战、支援,战力为2。支援地面,战力为1。
龙的规则,单说。

调整的意义:
海船运输,一直是最大的战斗变数,导致这个游戏有点变成大海战了!
攻城车与海船的配合,是龙石岛和派克岛的致命战术!
为了平衡性的调整,对海运偷袭,进行了战斗力下调的调整。—— 奇兵的意义,在于战略的难以预防,而不是压倒性的战斗力。

——————————————————————

03

冰与火屠龙版  03

将领牌的调整

战胜将领留用
——但是,每回合只能出战一次。然后进入休息阶段,在下一个回合,再次出战。

战败将领囚禁
——可以用作人质,结盟,讲和,也可以考虑彻底杀戮——杀戮将领将损失“王权标志”与将领价码对应——被杀戮将领,将计入易鬼入侵(野人已经计入为一个列王势力了)。
   
每张将领牌标示:
将领名称:(是否有独家家族标志)
战斗力:
异能:(包括印刷剑与城)
标价:用于计算赎回,和杀戮代价。


特殊将领牌:
这些将领不在起始家族牌中,要达成某些条件才能获得。

势力类将领:

御前铁卫:每一次铁王座换人,拥有者都可以抽取一张御林铁卫
权臣:财务大臣,情报总管,每一次铁王座换人,拥有者都可以抽取一张,或者强行赎回一张
雇佣兵:每一个势力达到五桶的势力,可以抽取一枚雇佣兵(所有诸侯都算)


城池类将领:
御前铁卫:每一次君临易主,占领者都可以抽取一张御林铁卫
权臣:每一次君临易主,拥有者都可以抽取一张,或者强行赎回一张
教会:每一次君临易主,拥有者都可以抽取一张,或者强行赎回一张
学士:每一次主城易主,学士将随之换主
卫队长:每一次主城易主,卫队长将被换主


条件类将领:
无旗兄弟会:每有一次全灭兰尼斯特的局部战役,胜利者可抽取一张无旗兄弟会。
血戏班:每有一次叛离成功,叛离成功者可以抽取一张血戏班。


每个玩家手牌上限,不能超过其身份约束。

在得到抽牌奖励后,可以选择替换手牌,卖出手牌,或者进贡列王,以换取 争夺封臣或者其他排名位置的支持。

ps: 每一次政治排名中, 领主争夺封臣的位置时,平局的情况下,列王有权指定封臣归属。 在列王与封臣的战斗与争夺打成平局时,铁王座裁判谁成为列王。



玩家技巧讨论—— 列王与下属的关系


拥有属下的好处:
每个回合结束,领主和封臣要向 列王 进贡 权力标志1枚 ,列王将全部权力标志减一替换为自家权力标志。
拥有属下,整体的将领数目就更多,命令也更多。

消灭内部异端的好处:
不用担心被谋反


叛离的好处:

每个玩家都不想做配角,即使你的起点是个领主。
发生叛离后,诸侯与封臣都可以趁机申请自己赎回那些被俘的将领。
主城被攻占后,主城势力所俘虏的全部将领,将被赢家接手。(每个将领都是财富和人质!)
只有列王能竞争铁王座,以及实力条排名。但是,补给桶排名,与城市占领排名,是所有家族都参与的。
领主和封臣都能篡夺列王的位置。

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冰与火屠龙版 04    事件牌的调整

事件牌依然分成三叠

第一叠主题:回合起始
九张
征兵 1张
战士崛起 1张(带剑将领攻击力加1)
权力游戏 1张 (计算领地王冠)
海上风暴 1张(海上无法行军,可以支援,骚扰)
        1张(列王首领决定,不能加星行军,或者不能防守)
秋雨连绵 1张(骑兵行军减一)
黑色信鸦 1张 (不能骚扰)

野人入侵 1张
凌冬将至 1张
长夏无事 1张


第二叠主题:政治变局
九张
调整补给 1张
血色盛宴 1张(战斗叛离)
诸王纷争 1张(重调排名)
交织谎言 1张(不能支援)
交换战俘 1张
御前会议  1张  (信鸦持有者决定,征兵或者调整补给)
信仰之争  1张  (铁王座决定,权力游戏或者诸神纷争)
凌冬将至 1张
长夏无事 1张



第三叠主题:博弈连横
九张

群鸦盛宴:1张(势力内部排名调整)
调整补给:1张
征兵:    1张
封臣晋升: 1张(列王调整领主与封臣排名)
领主之怒: 1张(各领主可以把被征召的将领召回,并修改尽忠的列王,权力标志的上供将由此修改执行)
诸神纷争: 1张(持不同宗教卡的比邻单位,将无附加战力开战,不算防守,支援等指令,只计算将领与兵团战力,若由此引发叛离,将同样进行结算)
诸神之恩: 1张(凡持有个宗教卡的领主,将可以选择一座城市开始征兵!)

凌冬将至: 1张
长夏无事: 1张

翻牌规则:
每个回合开始,翻第一叠,结算。 各玩家下军令。

下完军令后,翻第二叠,结算。 各玩家开始作出反馈,彼此连横。进行骚扰,行军。之后,开始翻第三叠。

第三叠开始结算后,进行巩固权力。


查看完整版本: [-- 冰火18人诸臣的碰撞汉化贴 --] [-- top --]



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