🤝 Alliances -
The game begins with three key alliances; The Iron Watch, The Volchenks Union, and Baba herself with her apprentices. These are not static bodies, each Player can choose any other House, alliance, or Player to support with their banner and can move allegiances any time that they like (with the exception of Baba’s hostages...ahem, apprentices.) The house with the most influence in an alliance is called the ‘Lead House’ and chooses the rank order and subsequent influence of each of the Houses supporting them.
New alliances can be made and old abandoned. The two largest alliances in any round may claim each, one of the main Map Rooms as their War Council and place their supporting banners there. Houses or PLayers can also choose not to support any alliance at all, however, doing so weakens their standing and could leave them vulnerable to attack. Alliances are free to create any kind of charter or membership rules that must be adhered to and Lead Houses may reject any applicants to their alliance upon their own discretion.
Coalition building can lead a House to greater strength than they could hope to achieve on their own, but each individual Player must be realistic about if there is any scope for vertical movement if the status quo is not disrupted.