Hello, just in case any of you are dying for some more discussion about Battles of Westeros, I wanted to post my house rules. I've been very public about my distaste for the designer's lack of initiative in clearing up many of the lingering rules issues that are just a distraction as we try to go forward with this game. Battles of Westeros is still one of my favorite games. And I would play anytime by the standard rules, but these are rules that help me enjoy the game more without adding complexity. Please let me know if any of you have suggestions or comments. I'll update if I feel like something is not working or could be better.
WITHDRAWALS
Treat a Withdrawal as if the unit was forced to retreat. Any Advances and Pursuits (including accompanying attacks) that are triggered by the withdrawal must be taken before any other attacks are made. As always, units may not Pursue a second time and units that Advance may not attack.
The unit making the Withdrawal causes a decrease in morale based upon the highest ranking adjacent ordered unit. Therefore, if a blue unit withdraws from both an opponent's ordered green unit and a blue unit, then the side controlling the withdrawing unit loses 2 morale for being the same rank as the higher of the two opposing units.
COMMAND LIMITS
The Command Tokens (not Order Tokens) are removed from play. Any commander can play any number of order cards. The Command Limit refers to the number of separate orders on an order card that a commander may utilize.
Therefore, a Command Limit of 1 means that that commander can only utilize the first order of an order card. This only affects cards that have multiple orders. The extra orders are considered advanced maneuvers that the low Command Limit commanders lack either the charisma or intelligence to carry out.
ORDER CARD DISCARDS
Any number of order cards may be kept in hand or voluntarily discarded at the end of each round. At the beginning of the next round, each player draws up to the scenario specified hand limit.
Players never have more than the number of cards specified in the scenario hand limit, but they always have the opportunity to play either or both Rally All cards as if they were part of their hands, as described in the rules for Rally ALL cards below.
ADVANTAGE
Advantage is calculated by counting cards in hand after voluntary discards. The player with the Momentum marker (Mace token) breaks ties and chooses whether or not to discard cards after the player who does not have the Momentum marker has chosen whether or not to discard cards.
COMMANDER CAPTURE MORALE BONUS
In the case of capture, add the captured commander's Command Limit to the morale usually gained for the color of the unit. Therefore, if Addam Marbrand is captured as a blue unit, then the total morale gained will be 2 for the blue unit and 2 for the Command Limit, for a total of 4.
RALLY ALL
Set aside the two
Rally All
cards face up from each player's deck. Even though they are not kept in hand, they are played as if they were an order card from hand, taking up a turn as normal. Remove each
Rally All
card from the game after playing it.
This means that each player has equal opportunity to play Rally All cards, but can do it a maximum of two times throughout the course of the game, even if forced to shuffle during the game, as Rally All cards are never shuffled into a player's deck.
TACTICS ON ORDER CARDS
Do not check Order Tokens or your own morale for Tactics on order cards. All Tactics on order cards are activated for a player when the morale marker is on the opponent's half of the morale track. The cost of Tactics must still be paid. If morale is in the middle of the morale track, then both players may play Tactics.
Reminder: Commanders may not take hits to pay the cost for Tactics. Toughness or Cover may not be utilized to ignore a hit taken for activating a Tactic. And Tactics affect the entire board. These are all official rules.
HILLS
Hills now have no dice restriction. Units on hills have Defender (Stalwart + Heavy Armor).
Because of the Defender ability, the unit can choose to counterattack simultaneously with a melee attack, but then must take all flags and hits normally (without Stalwart or Heavy Armor).
Units on hills do not become Stalwart because of adjacent friendly units. Units on hills may not make adjacent units Stalwart, even if those units are also on hills. Units on hills ignore units not on hills for the purposes of Line of Sight (LOS). Adjacent hills block LOS.
DEFENDER ABILITY
Engaged units lose the Defender ability. Engaged units on a hill do not have Defender.