Sorry for the delay guys- below is the draft of the 'simple' rules. The idea is that the simple rules make as few changes as possible to the rules in AGOT or BOW, basically leaving both games 'intact'. A more advanced set would alter more AGOT rules to make the integration tighter. Anyway, let me know what you think or if you have any suggestions!
Rather then resolve AGOT land battles in the normal fashion, a Skirmish battle is generated for BOW. Use the following procedure:
1. Each player calls for support as normal, and then selects and plays a House Card as normal AGOT. Any ‘before combat’ abilities are resolved immediately.
2. Houses are clearly the same houses as the players are using in AGOT (NOTE: Currently only two houses have been released- instead players should pick ‘Lannister’ or ‘Stark’ at the start of the game and use that House in all BoW Skirmishes)
3. Momentum goes to the player highest on the Fiefdoms Track
4. Commander Setup is based on the House Card played. Players get can select commanders with a Value equal to the strength of House Card played in Step 1 + 3 Value. This yields a Value of between 3 and 6 (using the basic AGOT cards). If the value is 4 or less, the players can pick up to two commanders, if 5 or higher the player can select up to three commanders.
5. Placement Rules are as follows:
a) Terrain within 8 hexes of their board edge
b) Commanders within 3 hexes of their board edge, no overlap of ZOC
c) Units within 4 hexes of their board edge
6. Unit Rating is calculated in the following fashion:
a) Total the strength of the players forces on the AGOT board. Include support and orders (march or defense) but do NOT count the House Card (this is already accounted for in step 4), unless the house card has an ability that modifies combat strength of involved units. A player may use the Valyrian Steel Blade at this point.
b) Refer to the following chart-
Strength 1 = 1 Unit Card
Strength 2-4 = 2 Unit Cards
Strength 5-6 = 3 Unit Cards
Strength 7-8 = 4 Unit Cards
Strength 9+ = 5 Unit Cards
c) The player higher on the Fiefdoms Track can also take one additional Blue-Rank ‘basic’ Infantry unit, representing local lords rallying to his banner. The ‘Basic’ units are as follows-
Stark = War Host of the North
Lannister = Lannisport Spearmen
7. Terrain Rating is always 2
8. Board setup is always A
9. Victory Conditions are always ‘1 VP per unit, most VPs at end of game wins’. If one side routs it is an instant victory for the other side.
10. Round Limit is always 5 <higher?>
11. Command Rating is always 3
12. Order Rating is always 4
13. Leadership Rating is always 3
14. Both sides use the Rout Morale Icon
15. Generate the Skirmish scenario with the above values and resolve the battle in BOW.
16. Determine the Winner and Loser by VP, though if one side routs it instantly loses. The Loser must retreat as per normal AGOT rules, and all post-battle House Card abilities take effect now (including Sword and Castle Icons).
Repeat the above steps for every battle.
Conceding the Field: The player with lesser Strength in a battle (counting units, but not counting leader cards) may always choose to Concede the Field and retreat. In this case, skip Steps 2 through 15 above. The player that Conceded the Field loses the battle and must retreat, and all post-battle House Card abilities are applied as normal. Both House Cards used must be discarded. Note that the Strength of the House Cards is still NOT added to the battle resolution- the intent of this rule is not to allow the weaker player to ‘sucker’ his opponent in by saying he will Concede and then a play a stronger house card to actually win the battle- the player must retreat or fight. This rule is primarily intended to have to go through the steps to resolve a battle that is clearly a mismatch- 1 Unit Card to 4, as example. A player can always choose to fight the battle out, he can never be forced to Concede.
Naval battles between Ships are resolved exactly as per the normal AGOT rules, no changes are made.
Optional Rule: Capturing Leaders
While normally capturing a leader in BoW has no game benefit (beyond the immediate tactical benefit of removing an enemy leader from the board), this optional rule makes capturing leaders have a greater effect on the game:
Leader Capture: Follow the normal BoW rules for capturing leaders, but when the leader is captured place his Leader Token with the unit that did the capturing. If that unit is eliminated before the end of the game the leader is freed- he/she cannot participate further in the battle, but will be returned to the owning player at the end of the game.
If the leader is not rescued before the end of the game, the capturing player now holds him as Hostage. A Leader that is a Hostage cannot be selected as a Commander by the owning player in any battle.
Fair Ransom: The owning player can ‘buy back’ a Hostage by paying a Ransom in Power Tokens. This Ransom must be equal to to the Value of the Commander + 1 . The owning player discards a number of Power Tokens equal to the ransom value and the other player receives a number of Power Tokens equal to the ransom value. The player holding the Hostage may not refuse a Ransom request.
Exchange: Instead of a Ransom, if two players each have a Hostage from the other (ie, a Lannister player currently has a Stark Hostage and vice versa) they may, by mutual agreement, Exchange them. Both Commanders are returned to their owning player. Unlike a Ransom, a player may refuse an Exchange request.