Battle for Upper Middle Lower Earthlike Place
Posted: Wed Jul 09, 2014 6:16 pm
In light of the diplomacy nightmare I am offering an alternative to get your war machine rocks off. this is a game I'm making up and will adjudicate.
Behold the Battle for Upper Middle Lower Earth like Place!
Players (2-4 teams)
Map:
https://docs.google.com/drawings/d/1cU4 ... sp=sharing
How to play:
On the map you will see different regions each given a name I made up on the fly and probably not well thought out. I stole Neep from Holy Grail. In four regions you will see colored circles. These represent the 4 capitols of Kingdoms fighting for power in Upper Middle Lower Earthlike Place. The object of the game is to capture and hold 3 of those circles.
The Rectangles of a similar color to the capitols are armies. They stack, can be split as needed like in risk. The Triangles are navies. They stack and can be split like in risk. Not shown are forts. They will be colored stars, they are not mobile, and only provide defensive bonuses. More on that later.
How Turns work. All turns are simultaneous.
Step one: Spend money and deploy units.
Based on your treasury level you will have an amount of money to spend. You can elect not to spend money and keep if you like. Units can be purchased for the following amounts:
Armies- 1 Gold
Navies - 2 Gold
Forts- 5 Gold
Units must be deployed in the capitol or a fortified zone. Forts can only be built where there is currently a unit.
Step Two: Movement
Armies can move 1 zone unless being carried by a navy.
Navies can move 3 zones. Navies can carry up to three armies. In order to carry an army the navy must start and end it's turn on land. Example: A navy in Junis could pick up 3 armies and move to Zodiac Bay (1), then to the Baxt sea (2) then drop them off in Astra(3). The armies must land in a zone that is unoccupied by hostile forces. If you or a confirmed public ally is there, you can land there. You cannot land where there is an enemy unit.
Step Three combat:
In the event that movement puts two hostile units in the same zone. (either a deliberate attack, or by accident) The armies will be informed and conflict resolution will commence. Conflict resolution options: Concede the zone or fight.
Concede: The army or navy will not engage in combat and go to the last safe zone they were in. In the event that the unit in question is a navy convoying armies they armies will be dropped off at a safe land zone. If there are no safe land zones, the armies stay on the boat going into next year.
Combat:
For each unit fighting in a zone the owner will publicly roll 1d6 using Tak's wonderful dice mod. The goal is to have high numbers. If a fort is in play the defending player may add +1 to all his rolls.
Attacking armies rolling a 5 or 6 get a kill of the defending armies.
Defending armies must roll a 4, 5, or 6.
Attacking Navies must roll a 4,5, or 6
Defending Navies must roll a 4,5, or 6
A player will then decide which of his units were destroyed.
Special Navy rule: If the attacking army has naval support they can negate the fort bonus by doing shelling. For each navy in an adjacent water zone the attacker will roll 1d6. If any navy hits a 6 the fort bonus is negated for this turn. Those navies do not provide any additional combat support. If those navies are themselves engaged in a water battle they cannot be used for water support.
Retreat. At any point during the battle(after a round of die rolling) a country may elect to retreat if there is a friendly or unoccupied zone capable of retreating to. That will end the combat and the units will be moved. Navies can retreat from a land zone to another land zone provided they share a coast. Example a navy fighting in Olk cannot retreat to Neep, but can retreat to Perst or Lystra.
Upon capturing a zone with a fort, that fort is destroyed. If the player or team wishes they can elect to build a new fort at the next appropriate phase.
Step Four: Taxation and Negotiation
During this phase players receive 1 gold for every land territory they control. Capitols controlled provide a bonus of 5 gold. Receive 1 additional gold per fort. Players who do not control their home capitol cannot receive tax funds (though are not eliminated until all military units are gone).
Players may form alliances during this phase. An alliance is a publicly recognized treaty lasting 3 full turns starting the next turn after the treaty is announced. During the treaty, and combat orders against allies will be ignored and not processed. Co-occupation of zones is permitted. If two allies jointly capture a zone they must designate an owner as part of the movement phase. Allies can convoy each other's armies. On the Taxation/negotiation phase of the last turn of the alliance all armies and navies must retreat to the nearest zone they control if the treaty is not being renewed. If one is not possible, the units will be destroyed unless the treaty is renewed.
In the event a country has two allies who are at war, that country's units may occupy zones in dispute but may not participate in combat or convoy troops into the zone for either party.
Gold. military units, territory, and forts are nontransferable.
-------------------------
Each country can have multiple rulers Example Reese and Dood can co-rule Junis and orders from either will be considered valid. In the event that conflicting orders are submitted, I will process the first received.
Would people be interested in playing this game?
Behold the Battle for Upper Middle Lower Earth like Place!
Players (2-4 teams)
Map:
https://docs.google.com/drawings/d/1cU4 ... sp=sharing
How to play:
On the map you will see different regions each given a name I made up on the fly and probably not well thought out. I stole Neep from Holy Grail. In four regions you will see colored circles. These represent the 4 capitols of Kingdoms fighting for power in Upper Middle Lower Earthlike Place. The object of the game is to capture and hold 3 of those circles.
The Rectangles of a similar color to the capitols are armies. They stack, can be split as needed like in risk. The Triangles are navies. They stack and can be split like in risk. Not shown are forts. They will be colored stars, they are not mobile, and only provide defensive bonuses. More on that later.
How Turns work. All turns are simultaneous.
Step one: Spend money and deploy units.
Based on your treasury level you will have an amount of money to spend. You can elect not to spend money and keep if you like. Units can be purchased for the following amounts:
Armies- 1 Gold
Navies - 2 Gold
Forts- 5 Gold
Units must be deployed in the capitol or a fortified zone. Forts can only be built where there is currently a unit.
Step Two: Movement
Armies can move 1 zone unless being carried by a navy.
Navies can move 3 zones. Navies can carry up to three armies. In order to carry an army the navy must start and end it's turn on land. Example: A navy in Junis could pick up 3 armies and move to Zodiac Bay (1), then to the Baxt sea (2) then drop them off in Astra(3). The armies must land in a zone that is unoccupied by hostile forces. If you or a confirmed public ally is there, you can land there. You cannot land where there is an enemy unit.
Step Three combat:
In the event that movement puts two hostile units in the same zone. (either a deliberate attack, or by accident) The armies will be informed and conflict resolution will commence. Conflict resolution options: Concede the zone or fight.
Concede: The army or navy will not engage in combat and go to the last safe zone they were in. In the event that the unit in question is a navy convoying armies they armies will be dropped off at a safe land zone. If there are no safe land zones, the armies stay on the boat going into next year.
Combat:
For each unit fighting in a zone the owner will publicly roll 1d6 using Tak's wonderful dice mod. The goal is to have high numbers. If a fort is in play the defending player may add +1 to all his rolls.
Attacking armies rolling a 5 or 6 get a kill of the defending armies.
Defending armies must roll a 4, 5, or 6.
Attacking Navies must roll a 4,5, or 6
Defending Navies must roll a 4,5, or 6
A player will then decide which of his units were destroyed.
Special Navy rule: If the attacking army has naval support they can negate the fort bonus by doing shelling. For each navy in an adjacent water zone the attacker will roll 1d6. If any navy hits a 6 the fort bonus is negated for this turn. Those navies do not provide any additional combat support. If those navies are themselves engaged in a water battle they cannot be used for water support.
Retreat. At any point during the battle(after a round of die rolling) a country may elect to retreat if there is a friendly or unoccupied zone capable of retreating to. That will end the combat and the units will be moved. Navies can retreat from a land zone to another land zone provided they share a coast. Example a navy fighting in Olk cannot retreat to Neep, but can retreat to Perst or Lystra.
Upon capturing a zone with a fort, that fort is destroyed. If the player or team wishes they can elect to build a new fort at the next appropriate phase.
Step Four: Taxation and Negotiation
During this phase players receive 1 gold for every land territory they control. Capitols controlled provide a bonus of 5 gold. Receive 1 additional gold per fort. Players who do not control their home capitol cannot receive tax funds (though are not eliminated until all military units are gone).
Players may form alliances during this phase. An alliance is a publicly recognized treaty lasting 3 full turns starting the next turn after the treaty is announced. During the treaty, and combat orders against allies will be ignored and not processed. Co-occupation of zones is permitted. If two allies jointly capture a zone they must designate an owner as part of the movement phase. Allies can convoy each other's armies. On the Taxation/negotiation phase of the last turn of the alliance all armies and navies must retreat to the nearest zone they control if the treaty is not being renewed. If one is not possible, the units will be destroyed unless the treaty is renewed.
In the event a country has two allies who are at war, that country's units may occupy zones in dispute but may not participate in combat or convoy troops into the zone for either party.
Gold. military units, territory, and forts are nontransferable.
-------------------------
Each country can have multiple rulers Example Reese and Dood can co-rule Junis and orders from either will be considered valid. In the event that conflicting orders are submitted, I will process the first received.
Would people be interested in playing this game?