Rules & Proposals

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  1. ✠Ikaroqx✠
    ✠Ikaroqx✠
    If anyone has any proposals for some new rules, or the changing of any existing ones, post it here. Anyone and everyone in the group can chip in if they like, and please don't be frightened to propose a rule!

    Roll to Dodge games are open to new players all the time If you like, join whenever you wish. First fill out this template, then read the rules carefully so you're familiar with them.

    Name of Faction:
    Government Type:
    Official Language(s):
    Official Currency:
    Name of Capital:
    National Anthem:
    Faction Leader:
    Official Religion(s):
    Faction Color:
    (red: 0, blue: 0, green: 0)
    Faction History:
    (Including a short, or long if you wish, description of your faction’s past).
    Map:
    (Save the map in this post to your computer and open it with either Paint or Gimp program to fill in your capital region and mark your move).
    The Regular Rules
    All players must abide by the TOS when playing this game. If they do not, they will be kicked
    The Regular Rules
    Everyone is recommended to read the rules in full, as we have lots of new ones.

    Turns & Time
    Every turn is 24 hours long, but there will be times when I will take 48 hrs In-game a turn lasts 6 months, but that is just for role-play purposes. The game begins in 1481 C.E. and that too is just for role-play purposes.
    Turns & Time


    People post their next move(s) and/or map with their move(s) on it during this time. A move is either attacking a region or building something. The Game Master (GM) will roll to see how well their actions are going to be.

    If a player doesn't post a move in time, he/she will lose the turn. Each turn ends at 8:30 am GMT (7:00 PM Australia time).


    Prestige
    Your nation was able to rise up from the ashes of chaos that consumed the world. As such you have garnered some prestige and should attempt to acquire more. When you first join the game, your faction starts with 1 point of Prestige.
    Prestige


    You can gain prestige in a couple ways including:
    1) Winning great battles
    2) Constructing great fleets
    3) Constructing a high-level fortification
    4) Constructing an important city
    5) Standing by an ally during war
    6) Completing an achievement.

    You can also lose prestige if you
    1) Suffer terrible defeats
    2) Lose your capital region
    3) Get caught while trying to do a sabotage/assassination mission on a neutral/ally
    4) Breaking an alliance while your ally is at war, and 5) betraying an ally.

    Throughout the rules you will see specifically how much prestige you gain or lose by these actions.

    You can win the game by obtaining 200 prestige points or by owning 100 regions. The player(s) who win the game shall receive reputation from all the other players.


    Factions & Creativity
    Although the game is set in 1480, you are not limited to nations from that era. You can play almost anything, so long as it's not based on
    Factions & Creativity

    – high fantasy (like elves, dwarves, talking trees or eagles, etc.)
    – science fiction (like cyborgs, genetically engineered people, androids, etc.)
    – gangs
    – terrorists
    – mythological creatures (like centaurs, satyrs, Cyclops, etc.)

    You can base your faction off of some mythological people like the Amazons or Gondorians, as long as they are humans with no magical abilities.

    Inventing new nations and civilisations are perfectly fine too.

    The new players won't lose any regions due to Beyond Epic, Epic, or Great Fail affects in their first 5 turns. The new players cannot be attacked by the other players in their first 5 turns of the game. New players also cannot attack for their first 5 turns (this is for your own protection). When I say “attack” I mean any hostile action including assassinating, sabotaging, or naval attacks as well as invading regions.

    If a player losses his/her capital region he/she will get a -1 penalty point in the next turn and it applies to everything they do that turn including agent missions. You may change your capital to a different region at anytime, but it will take a move. The move does not require a roll by the GM; it will just happen immediately.

    If a player is inactive, his/her faction will not be deleted from the map unless he/she specifically requests so.

    Multiple players may get together to create a single faction when they first join the game. This is a good idea if you want a republic-type faction. However, players are not allowed to merge factions during the game. This would result in mass-gifting of regions which is not allowed. So trying to form a dual-monarchy 40 turns into the game where two factions combine their regions to make one faction is not allowed, for example.


    Regions & Invasions
    Your nation is a militaristic and expansionist one. As such you have gathered great armies to subjugate nearby lands and build a large empire! Players attack other regions by filling them with their faction’s colour on the map and posting it on the main game thread. Or they can simply say on the main game thread which direction they attack towards such as north, south, east, etc. The GM will roll for the results of the invasion and post them on the main game thread when the turn ends.
    Regions & Invasions


    Results of the Invasion:
    [0]: Beyond Epic fail – Your army is totally crushed and the enemy has the chance to launch a counterattack against you! You lose 2 Prestige points. You will be unable to make a move, and next turn you’ll have a -1 penalty point if you attack any region.
    [1]: Epic Fail – Your army is crushed and the enemy has the chance to launch a counterattack against you! You lose 1 Prestige point. If you attack the same region, you'll have a -1 penalty point.
    [2]: Great Fail – Your army is defeated and you fail to take the region. You are able to do 1 move.
    [3]: Fail – Your army is fought to a draw by the enemy and the situation of the region is unresolved. Since your army has experience, you’ll get a +1 bonus point if you attack the same region again.You are able to do 1 move.
    [4]: Success – Your army defeats the enemy and conquers the region successfully.You are able to do 1 move.
    [5]: Great Success – Your army achieves a great victory over the enemy and successfully conquers the region. You are able to do 2 moves.
    [6]: Epic Success – Your army crushes the enemy and conquers the region very successfully. You gain 1 Prestige point. You are able to do 2 moves each with a +1 bonus point.
    [7]: Beyond Epic Success – Your army obliterates the enemy and easily seizes the region. You gain 2 Prestige points. You are able to do 3 moves.
    [8]: Divine Success – The very sight of your army turns the bowels of the enemy into water, putting them to flight and allowing you to very easily seize the region! You gain 3 Prestige points. You are able to do 3 moves each with a +1 bonus point.

    If a player gets a [0] or a [1] the enemy forces in the region have a chance to counterattack. The GM will roll to see how successful the enemy counterattack is. If it is a [1], [2], or [3] the counterattack is defeated. If it is a [4], [5], or [6] the counterattack succeeds and the player looses the region or fleet he/she attacked from. A [6] results in the enemy pressing their advantage and attacking another of the player’s regions.

    Penalties [1] and bonuses [3] only last one turn.

    A region on the map is determined by how many pixels it has. Any bordered area that has 14 or more white pixels in it is counted as a separate region. Otherwise it is part of the nearest over 14 pixels big area.

    Any regions that have thick black lines between them as borders are impassable borders due to mountain ranges. This means that you cannot attack the region adjacent to yours if it is split by this line. You must attack around the line to get your desired region.

    Rivers
    Dark blue lines are rivers and players can use them to attack downstream quickly. With 1 move you may attack a region that is up to 3 regions downriver from your region. Other than that, the rivers act like regular region borders.
    Rivers


    However, to replicate rivers as obstacles (as they were often used throughout history), you will suffer a -1 penalty if you attack across a river if you or an ally doesn't have an territory on the other side allied territory on the other side of it. If you or an ally has territory at any point across the river, this penalty will not apply.

    Spoiler Alert, click show to read: 

    Example A: The player is attacking across the river without any territory or allied territory at any point on the other side. The attack therefore has a -1 penalty.



    Spoiler Alert, click show to read: 

    Example B: The player is attacking across the river, but because they have territory at some point on the other side, there will be no penalty for crossing. You can also think of it this way; they're attacking downstream on the north side of the river, rather than crossing it.

    If an ally has territory at any point on the other side of the river, and you have military access with them, the penalty will alsonot apply.



    A player who loses all his/her regions to another player will be able to make a revolt once every two turns in the province which was taken by the enemy 1 to 3 turns ago. The GM will roll to determine the results of the attempted revolt. [see “Revolts and Saboteurs” section for more details]

    A player who doesn't have any regions in 4 turns will be eliminated.


    Fleets & Sea Battles
    Your nation is a militaristic and expansionist one. As such you should construct great fleets to transport your armies to distant lands or protect your shores. Control of the seas will significantly help you in your conquests of land. Players can build a fleet if they have a coastal region. They must say which sea zone they want their fleet to be built in. It takes a move to build a fleet. The GM will roll for the results of the fleet construction and post them on the main game thread when the turn ends.
    Fleets & Sea Battles


    Construction of Fleet Results:
    [0]: Beyond Epic Fail – The construction turns into a disaster and many workers are killed! You lose 1 Prestige point. You will be unable to make a move, and next turn you’ll have a -1 penalty point if you attempt to build another fleet.
    [1]: Epic Fail – The construction of the fleet is a total failure. If you attempt to construct a fleet again, you’ll have a -1 penalty point. You are able to do 1 move.
    [2]: Great Fail – Problems cause the construction of a fleet to fail. You are able to do 1 move.
    [3]: Fail – The construction is ongoing and the fleet is not yet finished. If you attempt to build a fleet again, you’ll get a +1 bonus point. You are able to do 1 move.
    [4]: Success – A small fleet is completed. Ships: 3. You are able to do 1 move.
    [5]: Great Success – A medium-size fleet is completed. Ships: 5. You are able to do 2 moves.
    [6]: Epic Success – A large fleet is completed. Ships: 8. You are able to do 2 moves each with a +1 bonus point.
    [7]: Beyond Epic Success – A magnificent fleet is completed. Ships: 12. You gain 1 Prestige point. You are able to do 3 moves.
    [8]: Divine Success – A monstrous-size fleet is completed. Ships: 17. You gain 2 Prestige points. You are able to do 3 moves each with a +1 bonus point.

    Listing fleets
    The Game Master will fill out an update this table when fleets are build/ destroyed// upgraded or they move to a different sea zone


    Navy Size Limits:
    Your faction can only have so many fleets. How many fleets you can build is determined by how many regions you have –
    Up to 10 regions, max of 3 fleets
    Up to 20 regions, max of 6 fleets
    Up to 30 regions, max of 9 fleets
    Up to 40 regions, max of 12 fleets
    Up to 50 regions, max of 15 fleets
    Up to 60 regions, max of 18 fleets
    Up to 70 regions, max of 21 fleets
    Up to 80 regions, max of 24 fleets
    Up to 90 regions, max of 27 fleets.

    This means that at the beginning of the game you can only build up to 3 fleets. When you have more than 10 regions you may build up to 3 more fleets so that you have a total of 6 and so on.

    Moving Fleets:
    It takes a move to move your fleet between sea zones. A player must state which fleet in what sea zone he/she wishes to move to what other sea zone. For example: “I move my medium-size fleet from the Baltic Sea to the North Sea.” The GM will roll to see how successful the sailing is and post the results on the main game thread when the turn ends.

    Sailing of Fleet Results:
    [0]: Beyond Epic Fail – The fleet sails into a storm and gets badly damaged, maybe even sunk! You will be unable to make a move and on the turn after you’ll have a -1 penalty point if you attempt to sail any fleet.
    [1]: Epic Fail – The fleet sails into a storm and gets badly damaged, maybe even sunk! If it survives the storm and you attempt to move it next turn, you’ll get a -1 penalty point. You are able to do 1 move.
    [2]: Great Fail – Logistic problems render the fleet unable to move from port. You are able to do 1 move.
    [3]: Fail – The fleet sails but then the winds die. If you attempt to sail the same fleet to the same sea zone next turn, you’ll get a +1 bonus point. You are able to do 1 move.
    [4]: Success – The fleet successfully sails to the other sea zone. You are able to do 1 move.
    [5]: Great Success – The fleet successfully sails to the other sea zone. You are able to do 2 moves.
    [6]: Epic Success – The fleet smoothly sails to the other sea zone. You are able to do 2 moves each with a +1 bonus point.
    [7]: Beyond Epic Success – The fleet quickly sails to the other sea zone. You are able to do 3 moves.
    [8]: Divine Success – The fastest winds move the fleet almost instantaneously to the other sea zone! You are able to do 3 moves each with a +1 bonus point.

    If you get a [0] or a [1] whilst moving your fleet, it is in danger of sinking. The GM will roll again to determine whether your fleet survives. If you get a [1], [2], or [3] the ships will all be sunk and the fleet destroyed. But if you get a [4], [5], or [6] the fleet will emerge from the storm unharmed. If a magnificent or monstrous fleet is destroyed, you will lose 1 prestige point.

    Fleet Stances:
    Fleets have 2 stances: Patrol, and Anchor.
    You can switch between these stances freely (it does not take any moves) by simply stating on the game thread what stance you want them in.
    Example: “Anchor my small fleet in the North Sea”, or “Patrol the Arabian Sea with my magnificent fleet”, etc.

    Patrol Stance – Your fleet will patrol the sea zone it's located in. If an enemy fleet decides to attack any of your coastal regions in that sea zone, the GM will roll to see if your patrolling fleet will intercept it. A [1], [2], or [3] will be a failure to intercept. A [4], [5], or [6] will be a successful interception and result in a sea battle. Fleets are set to the “Patrol” stance by default as soon as they’re constructed. If a player does NOT want his/her fleets to automatically intercept enemy fleets, they must put their fleet into the “Anchored” stance. Anchored Stance – An anchored fleet cannot automatically intercept enemy fleets. Damaged fleets regenerate 1 ship per turn while they are in the “Anchored” stance in a sea zone bordering one of your regions. If you want to attack an enemy fleet with an anchored fleet it will take a move that is rolled for.

    Sea Battles:
    Sea battles are fought between 2 fleets only. By defeat if there are more than one fleet of the same faction in a sea zone, the largest fleet will be used in the battle

    The GM will roll and see how well they fight. The GM will use the rolls of the fleet that initiated the attack minus to the rolls of the attacked fleet. If the result is a 0 then it is a draw and no ships get sunk. The average point for moves is calculated by all the points the fleet got in the battle.

    Example of a Sea Battle
    A medium-size war fleet (Ships: 5) VS. a large war fleet (Ships: 8):
    Example of a Sea Battle

    [2]-[1]=1. The large fleet looses 1 ship.
    [5]-[1]=4. The large fleet looses 4 ships.
    [3]-[4]=-1. The medium-size fleet looses 1 ship.
    [3]-[4]=-1. The medium-size fleet looses 1 ship.
    [3]-[3]=0. No ships get sunk.
    [6]-[1]=5. The large fleet looses its last 3 ships and is completely destroyed! (all 8 ships were sunk)

    The medium-size war fleet wins!

    Average points for the two players:
    The medium-size fleet faction: (2+5+3+3+3+6)/6 = 4
    The large fleet faction: (1+1+4+4+3+1)/6 = 2


    As you can see, fleets get damaged in battle. Players can repair their victorious fleets by placing them in the anchor stance and waiting.


    Agents

    Agents are used to improve your chances of successfully taking a region, hampering an enemy's chance of a successful invasion, or negatively affecting their moves. Agents do not count as a move, but there are limits of how often they can be used.

    The five agents in the game are: Saboteurs, Spies, Assassins, Missionaries (colonies only) and Explorers (colonies only)

    Revolts & Saboteurs
    When a player that has 20 or more regions gets a [1] during 2 turns in a row there is a chance that he/she will get a revolt in one of the regions he/she conquered 3 to 5 turns ago. The people of this region think this a good opportunity to rebel and declare independence since their current rulers seem to be suffering from defeats and failures.
    Revolts & Saboteurs


    A saboteur is an agent that spreads propaganda and encourages the people in a region to rebel against their current rulers. Players can only use a saboteur once every 5 turns. To use a saboteur, send a PM to the GM saying which region belonging to another player you want to start a rebellion in. Or post a map to the GM with the target region clearly marked. The GM will roll for the results of the mission and PM the player back with the results.

    Saboteur Results:
    [0]: Beyond Epic Fail – Your saboteur completely fails to cause a disturbance and is caught, tortured, and made to tell who his employer is before being killed! You are unable to use a saboteur until after 6 turns and when you do use a saboteur, he’ll have a -1 penalty point.
    [1]: Epic Fail – Your saboteur completely fails to cause a revolt and is caught, tortured, and made to tell who his employer is before being killed. The next time you use a saboteur he’ll have a -1 penalty point.
    [2]: Great Fail – Your saboteur is killed while trying to create the revolt. He does not reveal who his employer is however, but the next time you use a saboteur he’ll have a -1 penalty point.
    [3]: Fail – Your saboteur fails to cause a revolt, but he manages to create a disturbance among the populace. If you send him to the same region again next time, he’ll be able to exploit this and get a +1 bonus point.
    [4]: Success – Your saboteur succeeds at starting a revolt in the region and a rebellion breaks out. The target region goes back to rebel control.
    [5]: Great Success – Your saboteur succeeds at starting a revolt in the region and a rebellion breaks out that threatens to spread. The target region goes back to rebel control. If you send a saboteur to any region bordering the target region next time, he’ll have a +1 bonus point.
    [6]: Epic Success – Your saboteur easily succeeds at starting a revolt that turns into a rebellion threatening to spread! The target region goes back to rebel control. If you send a saboteur to any region bordering the target region next time, he’ll have a +1 bonus point.
    [7]: Beyond Epic Success – Your saboteur is a badass who causes massive anarchy among the populace and starts a rebellion which spreads like wildfire! The target region and a region next to it belonging to the same faction go back to rebel control.
    [8]: Divine Success – Your saboteur is a badass who causes massive anarchy among the populace and starts a rebellion which spreads like wildfire! The target region and a region next to it belonging to the same faction go back to rebel control.

    If you get a [0] or a [1], news that your faction used a saboteur against this other faction will be announced publically on the main thread. And you’ll lose 3 Prestige points. If you get a [2] or a [3], news that an unknown saboteur was detected by the other faction will be announced on the main game thread. If you get a [4] or higher, news that a rebellion causing the loss of a region in the other faction will be announced on the main thread.


    Spies & Spying
    A spy is an agent used to obtain information on the enemy forces and plans. Players can only use a spy or spies every 3 turns. To use a spy a player posts its mission
    Spies & Spying
    alongside their regular move of attacking a region. The GM will roll for both the spy and the attack and post the results together at the end of the turn.

    Spying Results:
    [0]: Beyond Epic Fail – Your spy is easily caught, tortured, and made to reveal information about your army’s plans before being killed! Your attack against this region has a -1 penalty point. You are unable to use a spy until after 6 turns have passed and when you do use a spy, he’ll have a -1 penalty point.
    [1]: Epic Fail – Your spy is caught, tortured, and made to reveal information about your army’s plans before being killed. Your attack against this region has a -1 penalty point. The next time you use a spy, he’ll have a -1 penalty point.
    [2]: Great Fail – Your spy is detected and killed while trying to obtain information.
    [3]: Fail – Your spy is detected and has to flee for his life. He will learn from his mistakes. If you send him to the same region again next time, he’ll get a +1 bonus point.
    [4]: Success – Your spy succeeds in obtaining information on the enemy. Your attack against this region has a +1 bonus point.
    [5]: Great Success – Your spy succeeds in obtaining good information on the enemy. Your attack against this region has a +1 bonus point. You are able to use 2 spies next time.
    [6]: Epic Success – Your spy easily succeeds in obtaining the plans of the enemy. Your attack against this region has a +1 bonus point. You are able to use 2 spies next turn, each with a +1 bonus point.
    [7]: Beyond Epic Success – Your spy is a shadow who easily and quickly obtains all the plans of the enemy. Your attack against this region has a +1 bonus point. You are able to use 3 spies next time.
    [8]: Divine Success – Your spy is practically invisible and seems to give a report on the very enemy’s thoughts through telepathy! Your attack against this region has a +1 bonus point of course. You are able to use 3 spies next time, each with a +1 bonus point.


    Assassins & Assassinations
    An assassin is someone hired to kill a prominent rival person quietly and cause panic. Players can only use an assassin once every 5 turns. To use this agent, send a PM to the GM saying which character of what faction you want eliminated. Targets can be any characters a player has made up for role-play including generals, princes, senators, admirals, etc. The default target will be the faction’s faction-leader. The GM will roll for the results of the mission and PM the player back with the results.
    Assassins & Assassinations


    Assassination Results:
    [0]: Beyond Epic Fail – Your assassin is easily caught, tortured, and made to reveal who his employer is before being killed! You are unable to use an assassin until after 6 turns have passed and when you do use an assassin, he’ll have a -1 penalty point.
    [1]: Epic Fail – Your assassin is caught, tortured, and made to reveal who his employer is before being killed. The next time you use an assassin, he’ll have a -1 penalty point.
    [2]: Great Fail – Your assassin is detected and killed by the target’s guards.
    [3]: Fail – Your assassin is detected and has to flee for his life. He will learn from his mistakes. If you send an assassin against this same faction again, he’ll have a +1 bonus point.
    [4]: Success – Your assassin just manages to kill the target and escape undetected. The target’s faction will have a -1 penalty point on one of its moves this turn.
    [5]: Great Success – Your assassin kills the target quickly and quietly and easily escapes undetected. The next time you use an assassin, he will have a +1 bonus point. The target’s faction will have a -1 penalty point on one of its moves this turn.
    [6]: Epic Success – Your assassin kills the target quickly and quietly and easily escapes undetected. The next time you use an assassin, he will have a +1 bonus point. The target’s faction will have a -1 penalty point on all its moves this turn.
    [7]: Beyond Epic Success – Your assassin comes in like a total badass and easily eliminates the target before disappearing like a shadow! The target’s faction will have a -1 penalty point on all its moves this turn.
    [8]: Divine Success – Your assassin comes in like a total badass and easily eliminates the target before disappearing like a shadow! The target’s faction will have a -1 penalty point on all its moves this turn and a -1 penalty point on one of its moves next turn.

    If you get a [0] or a [1], news that your faction used an assassin against this other faction will be announced publically on the main thread. And you’ll lose 3 Prestige points. If you get a [2] or a [3], news that an unknown assassin was detected by the other faction will be announced on the main game thread. If you get a [4] or higher, news that a prominent character of the other faction was killed by an unknown assassin will be announced on the main thread.


    Diplomacy
    Diplomacy is the art and practice of conducting negotiations between representatives of groups or states. There are a few kinds of diplomacy in this game despite being a game about war and conquest. Diplomacy is conducted either via PMs with the GM included as a recipient, or faction's throne room in the game group.
    Diplomacy


    Here are the kinds of diplomacy a player can engage in:

    Trade Agreements – This is the first step to bring two factions together. It can only be offered to neutral factions. Offering trade shows the other player that you are friendly and do not want hostilities between you. If you attack a faction you are trading with, without having first cancelled the agreement, you’ll lose 2 Prestige points.

    Peace Agreement – This can only be offered to another faction you are at war with. You propose an amount of turns to your enemy that you want peace to occur for. Once agreed upon the two factions should not engage in hostilities for that amount of time. If one side attacks the other faction before the agreement expires, that faction will lose 5 Prestige points.

    Military Access – This can only be offered to factions you have Trade Agreements with. If agreed upon, you can attack regions on the other side of that faction. It will take a move (which is not rolled) to have the army cross the faction and another move (which is rolled) for the army to attack your desired region. Likewise, it will take a move (which is not rolled) to board your army onto the faction's fleet if you wish to attack a region bordering the sea zone the fleet’s in (a move that is rolled).

    An Alliance – This can only be offered to factions you have Trade Agreements with. This shows the other player you want to be friends in-game. Military Access is automatically included. If an alliance is agreed upon, the two factions cannot go to war against each other for 5 turns. If one member of the alliance attacks another member without cancelling the alliance first, that player will be labeled as a Backstabber! and will not receive any reputation for any achievements he/she makes and will have their Prestige reset to 1. If you declare war on an enemy of your ally, you’ll gain 3 Prestige points.

    Large Alliances - More commonly called leagues, confederations or coalitions - These are unofficial alliances of three or more players, who work together to achieve a common goal. There are no limits on how many large alliances there can be in the game, or how many players are in them (though obviously not everyone can be in the same League). It is recommended for the members of a large alliance to either a) create their own Group so their members can chat and plot without their plans being read by their enemies or b) PM each other the details of the large alliance plan.

    Gifts – You can offer gifts to another faction in the form of regions and war fleets. If you are at war with a faction you can only offer them gifts if you include a Peace Agreement. Regardless, if the gift is accepted the two factions should not engage in hostilities for 2 turns. You can only offer up to 3 regions once every 5 turns. You can only offer up to 3 fleets once every 5 turns. You cannot gift your capitol region. If one side attacks the other faction before the 2 turns are up, that faction will lose 3 Prestige points.


    Important Cities & Guilds
    Important Cities are cities that you invest in to be the greatest metropolises in your faction. Construction of said city will take a couple moves. To build an important city, a player must place a grey round dot in one of their regions and announce that they are building an important city. The GM will roll to see how well the construction is going and post the results on the main game thread when the turn ends. It takes 10 points to complete a city.
    Important Cities & Guilds


    Construction of City Results:
    [0]: Fail – Construction totally fails and many workers are killed! You are unable to do a move, and next turn if you attempt to build an important city you’ll get a -1 penalty point.
    [1]: Tiny Success – Construction goes very slowly. 1 point generated. You are able to do 1 move.
    [2]: Small Success – Some progress is made on the city. 2 points generated. You are able to do 1 move.
    [3]: Meager Success – Progress is made on the city. 3 points generated. You are able to do 1 move.
    [4]: Success – Good progress is made on the city. 4 points generated. You are able to do 1 move.
    [5]: Good Success – The city is half-way completed! 5 points generated. You are able to do 2 moves.
    [6]: Great Success – Great progress is made on the city. 6 points generated. You are able to do 2 moves each with a +1 bonus point.
    [7]: Epic Success – Huge progress is made on the city. 7 points generated. You are able to do 3 moves.
    [8]: Beyond Epic Success – Tremendous progress is made on the city and it’s almost finished! 8 points generated. You are able to do 3 moves each with a +1 bonus point.

    Completing an important city will give you +3 Prestige points. A large and efficiently run city that is given emphasis by the faction’s rulers will attract powerful guilds to it. A guild that establishes its headquarters in one of your important cities will grant you faction-wide benefits. When the city is completed, the GM will roll to see which guild builds its chapter house there.

    Guild Results:
    [1]: Saboteurs’ Guild – This guild helps train your saboteur agents and gives them a +1 bonus point for all their missions.
    [2]: Thieves’ Guild – This guild helps train your spy agents and gives them a +1 bonus point for all their missions.
    [3]: Assassins’ Guild – This guild helps train your assassin agents and gives them a +1 bonus point for all their missions.
    [4]: Sailors’ Guild – This guild helps train your sailors and allows your fleets to cross 2 sea zones in 1 move once every 3 turns.
    [5]: Banners Bearers’ Guild – This guild helps train your army officers and allows your army to always be ready for war and attack an extra region once every 5 turns.
    [6]: Town Watchers’ Guild – This guild helps train your town militias and gives a -1 penalty point to all attempted spying, sabotaging, or assassination attempts on your faction.

    A player can build up to 3 cities: 1 – 25 regions: 1 city. 26 – 50 regions: 2 cities. More than 50 regions: 3 cities. A player can therefore build up to 3 cities during the game. An important city cannot be built in a region that already has an important city or a fortification. Players can own any number of cities.

    Refurbishing an Important City/Trade Post:
    If a player is dissatisfied with the guild he/she got, he/she can refurbish their important city or trade post. This works just like constructing an important city/trade post, but it only takes 5 points to complete, not 10. When completed, the GM will roll for a new guild. It won't be the same guild as before because the GM will roll again should the same guild-determination-roll come up until a different guild-determination-roll occurs.

    An important city gives your faction a +1 Prestige point every turn you own it.

    A special important city can be built at anytime called the Suez Canal which can only be built in Suez region. No guild chapter houses can be established there, but it allows the player to move his/her fleets between the Red Sea and the Eastern Mediterranean Sea and vice versa.

    Important cities may be destroyed at anytime, but it will take a move. The move does not require a roll by the GM; it will automatically happen. This may be useful in a “scorch-earth” strategy to deny an encroaching enemy faction the guild’s benefits

    Conquest of a city:
    If you successfully take a player's region that has a city, it will be damaged due to the fighting. You won't be able to use the benefits and prestige from it until you repair it.
    Repairing cities takes 5 points, the player must tell the GM they want to repair the city. The GM will roll to see how well the rebuilding goes.
    [0]: Rebuilding totally fails and many workers are killed! You are unable to do a move, and next turn if you attempt to repair the city you’ll get a -1 penalty point.
    [1]: A little progress is made. You can do 1 move
    [2]: A good amount of effort is put in to the repair work. You can do 1 move
    [3]: Solid work is made, and the city will soon be completed. You can do 1 move
    [4]: A lot of work is put it, and the city is nearing fully repaired. You can do 1 move
    [5]: A large amount of effort is put in, and the city is now fully functional. You can do 2 moves

    Rebel counter-attack taking a city:
    if a rebel counterattack takes your city, it will be damaged due to the fighting. If you capture a rebel held city (either once your own or someone else's), you won't be able to use the benefits and prestige from it until you repair it.
    Repairing cities takes 5 points, the player must tell the GM they want to repair the city. The GM will roll to see how well the rebuilding goes.
    [0]: Rebuilding totally fails and many workers are killed! You are unable to do a move, and next turn if you attempt to repair the city you’ll get a -1 penalty point.
    [1]: A little progress is made. You can do 1 move
    [2]: A good amount of effort is put in to the repair work. You can do 1 move
    [3]: Solid work is made, and the city will soon be completed. You can do 1 move
    [4]: A lot of work is put it, and the city is nearing fully repaired. You can do 1 move
    [5]: A large amount of effort is put in, and the city is now fully functional. You can do 2 moves

    Saboteur's inciting a revolt where a city is will not damage the city, so once you retake the region you can use it and its prestige straight away


    Fortifications & Defence
    Fortifications are purely military constructions designed for defence in warfare and/or be used as military bases. To build a fortification, a player must place a grey square in one of their regions and announce that they are building a fortification. The GM will roll to see what type of fortification it is.
    Fortifications & Defence


    Fortification Results:
    [0]: Beyond Epic Fail – The construction turns into a disaster and many workers are killed! You are unable to make a move, and next turn if you attempt to build a fortification you’ll get a -1 penalty point.
    [1]: Epic Fail – The construction turns into a disaster and many workers are killed! If you attempt to build the fortification again, you’ll get a -1 penalty point. You are able to do 1 move.
    [2]: Great Fail – Problems cause the construction to fail. You are able to do 1 move.
    [3]: Fail – Construction is stalled but might pick up later. If you attempt to build the fortification again, you’ll get a +1 bonus point. You are able to do 1 move.
    [4]: Success – A Fort is completed. This small wooden structure will give a -1 penalty point to any attack on this region. You are able to do 1 move.
    [5]: Great Success – A Castle is completed. This stone structure will give -2 penalty points to any attack on this region. You are able to do 2 moves.
    [6]: Epic Success – A Fortress is completed. This stone settlement will give -3 penalty points to any attack on this region. You are able to do 2 moves each with a +1 bonus point.
    [7]: Beyond Epic Success – A Citadel is completed. This city made of stone and iron will give -3 penalty points to any attack on this region and a -1 penalty point on any spying missions on this region. You gain 1 Prestige point. You are able to do 3 moves.
    [8]: Divine Success – A God’s Citadel is completed. This impenetrable city of stone and iron will give -3 penalty points to any attack on this region and a -1 penalty point on any spying missions and on any saboteur missions on this region. You gain 2 Prestige points. You are able to do 3 moves each with a +1 bonus point.

    Build limits:
    A player can build up to 5 fortifications: 1 – 20 regions: 1 fortification. 21 – 40 regions: 2 fortifications. 41 – 60 regions: 3 fortifications. 61 – 80: 4 fortifications. More than 80 regions: 5 fortifications. A player can therefore build up to 5 fortifications during the game.

    Capturing forts:
    Unlike cities, forts don't require repairing if you take a region that has one. As they are military structures build for withstanding heavy assaults, they will still be fine after the attack, allowing you to benefit right away from its bonuses.

    Upgrading Forts:
    If a player is unsatisfied with the level of a fortress, they can choose to upgrade it. The GM will roll, and if the result is between a 1 - 4, the fortress will upgrade one level, so a fort will become a castle, a castle a fortress and so on. If the result is a 5 or 6, the fortress will upgrade two levels, and if the result is a 7 or 8, it will upgrade three levels.

    However, forts can only be upgraded once to prevent continuous spamming of the rule until every fort is a level 8.


    Random Events
    Life is random sometimes… and to make this game more realistic, some randomness will be included.
    Random Events


    Every 5 turns the GM will roll to determine if there will be a random event. If it is a [1], [2], or [3] there will not be a random event. If it is a [4], [5], or [6] there will be a random event and the GM will roll to determine what it is. The affect will last only for that 1 turn.

    [1]: Plague! – A terrible plague sweeps across the continents and all players’ moves this turn will have a -1 penalty point.
    [2]: Freak Storms! – Terrible storms ravage the coasts and no fleets may sail safely. No moves involving fleets will be allowed this turn.
    [3]:Espionage Secrets Revealed! – All players’ agent missions will get a -1 penalty point.
    [4]: Economic Boom! – Resources are plentiful and everyone is employed. All players’ moves of constructing a fleet, important city, fortification, or trade post will get a +1 bonus point.
    [5]: Bumper Crops! – Farms are very productive this year with high food yield. And since armies march on their stomachs, campaigns should go well. All players’ moves of attacking regions will have a +1 bonus point.
    [6]: Nationalism! – “For King/Queen and Country!” Patriotic fervor sweeps across the lands and all players’ moves will have a +1 bonus point.


    Achievements
    The first player who does one of these actions will get a reputation point from all the other players (unless they’re labeled as a Backstabber!):
    Achievements

    – Owning 25 provinces - Rhinelander
    – Owning 50 provinces - Rhinelander
    – Owning 75 provinces.
    – Starting the first war against another player - Lenin Cat
    – Getting a roll of [6] for 2 turns in a row.
    – Getting the first revolt - Rhinelander
    – Winning the first sea battle - Spartan999
    – Being the first to reach the American mainland coast - Sonofabooyah
    – Being the first to colonize a region in the New World - Sonfoabooyah and High Fist
    – Being the first to own 3 important cities - Rhinelander
    – Being the first to own 5 fortifications.
    – Being the first to have his/her faction completely destroyed - Phalanx300
    – Owning 100 provinces (Ultimate Victory).


    The Colonial Rules

    Come into effect on Turn 26 in 1493 July – December.
    Exploration Fleets

    La Santa María, La Pinta, and La Niña were the ships that composed the first exploration fleet to the New World. It was a small fleet that couldn’t explore very long or transport an army. Seeing as your faction is a militaristic and expansionist one, you will need to send larger fleets than that one. Only Large Fleets (Ships: 8) or bigger will be able to sail and discover the Americas for you. You are able to upgrade your current fleets that are smaller than a Large Fleet to bigger ones if you so choose, though this will take a move. The upgrading can only be done once to one fleet if it succeeds, but if it fails then you are able to try again. The GM will roll and see how well the upgrading goes.

    Upgrading Results:
    [0]: Beyond Epic Fail – The upgrading turns into a disaster as many workers are killed by accidents! You are unable to make a move next turn and if you attempt to upgrade any fleet next turn, you’ll get a -1 penalty point.
    [1]: Epic Fail – The upgrading is a total failure with many accidents happening. If you attempt to upgrade this same fleet again next turn, you’ll get a -1 penalty point. You are able to do 1 move.
    [2]: Great Fail – The upgrading fails due to logistical problems. You are able to do 1 move.
    [3]: Fail – The upgrading fails due to lack of supplies, but more will come soon. If you attempt to upgrade the fleet again next turn, you’ll have a +1 bonus point. You are able to do 1 move.
    [4]: Success – The upgrading succeeds and your fleet advances up 1 level. You are able to do 1 move.
    [5]: Great Success – The upgrading succeeds and your fleet advances up 1 level. If you attempt to upgrade any fleet next turn, you’ll get a +1 bonus point. You are able to do 2 moves.
    [6]: Epic Success – The upgrading quickly succeeds and your fleet advances up 2 levels. You are able to do 2 moves each with a +1 bonus point.
    [7]: Beyond Epic Success – The upgrading goes totally as planned and your fleet advances up 2 levels. If you attempt to upgrade any fleet next turn, you’ll get a +1 bonus point. You are able to do 3 moves.
    [8]: Divine Success – The upgrading goes flawlessly and your fleet advances up 3 levels! You are able to do 3 moves each with a +1 bonus point.

    Damaged fleets cannot be upgraded; a player first must put them in the anchor stance, let them replenish to full strength, then they can be upgraded.

    You may build fleets in the New World sea zones. But if they are smaller than a large fleet, they cannot be used until they are upgraded to a large or bigger. The specific sea zones where this applies are: Denmark Strait, Labrador Sea, North Atlantic Ocean, Bermuda Island Waters, Azores Islands Waters, Central Atlantic Ocean, and Amazonian Waters.


    Exploration and Colonization

    Your militaristic nation seeks to discover new lands filled with valuable resources to aid the war effort. As such you will sail a fleet westwards towards the New World to explore it. If a player has a Large Fleet (or bigger) in either the Icelandic Sea, Celtic Sea, Bay of Biscay, Canary Islands Waters, or Cape Verde Islands Waters then he/she can simply say “Sail west!” The GM will roll to see how successful the sailing is. [see “Sailing” under “War Fleets and Sea Battles” section of the Regular Rules]

    When your fleet reaches land, the GM will do a separate roll which doesn’t factor in to your average point. With that roll you will discover as much land which the sea borders as high is your roll. You can’t fail here, because even with a [1] you will discover at least 1 region, but with [6] you will discover 6 regions. And then upon discovering the new land you will be able to set up a colony which works just like invading and conquering a region. [see “Regions and Invasions” section of the Regular Rules] When you have successfully established a colony, the GM will do another separate roll which doesn’t factor into your average point. If you get a [1], [2], or [3] your colonists fail to discover any new land, but if you get a [4], [5], or [6] your colonists succeed in discovering new nearby land. When it succeeds, the GM will roll again to see how much land you discovered. You can't fail here too, because with a [1] you will discover at least 1 region.

    Players aren't allowed to make a new faction in the New World until at least 20 regions are discovered of it. And the new faction must start in one of those discovered regions. When I say “New World” I mean all the areas that are initially dark in the western part of the map.

    Colonisation
    Attacking regions in the New World works exactly the same as attacking in the Old. See the regions and invasions section for details. Each time a region is taken, the ones bordering it will be automatically discovered. If you wish to attack into unknown territory, you can do so, but will suffer a -1 penalty to the attack.


    Explorers

    Amerigo Vespucci, John Cabot, Juan Ponce de León, and Robert de La Salle are famous explorers who served various crowns of Europe and led them to claim large parts of the New World. Your faction can discover and claim large parts of the Americas too! Players use the Explorer agent by placing a bright red dot on an undiscovered region on the map and/or saying which direction they want him to go in. Only factions that have at least 1 colony (region) in the Americas can use this agent. Explorers can only be used in the New World and can only be used once every 3 turns. The GM will roll to see how successful the explorer is and post the results on the main game thread at the end of the turn.

    Explorer Results:
    [0]: Beyond Epic Fail – Your explorer gets completely lost and is found by hostile natives who kill him! You are unable to use an explorer until after 6 turns and when you do use an explorer, he’ll have a -1 penalty point.
    [1]: Epic Fail – Your explorer gets lost and is found by hostile natives who kill him. The next time you use an explorer, he’ll have a -1 penalty point.
    [2]: Great Fail – Your explorer is killed by hostile natives.
    [3]: Fail – Your explorer doesn’t reveal any new regions, but he makes a few native friends. If you send him to the same region again next time, he’ll be able to exploit this and get a +1 bonus point.
    [4]: Success – Your explorer makes friends among the natives and discovers 1 new region.
    [5]: Great Success – Your explorer makes many friends with the natives and reveals 1 new region. You can use 2 explorers next time.
    [6]: Epic Success – Your explorer is given guides by the friendly natives and discovers 2 new regions. You can use 2 explorers next time and one will have a +1 bonus point.
    [7]: Beyond Epic Success – Your explorer treats the wilderness as his own backyard and reveals 2 new regions. You can use 2 explorers next time and each will have a +1 bonus point.
    [8]: Divine Success – Thick fog evaporates before this man’s very eyes and nothing is hidden! Your explorer easily discovers 3 new regions and you can use 3 explorers next time!


    Missionaries

    Missionaries are priests sent by a religious institution abroad to convert heathens to the true faith. If they succeed they will build a mission where the natives will undergo cultural assimilation. Cultural assimilation will lead to easy annexation by the agent’s faction. A player uses this agent by filling in with their faction’s colour the New World region they want and saying they are using this agent. Only factions that have at least 1 colony (region) in the Americas can use this agent. Missionaries can only be used in the New World and can only be used once every 5 turns. The GM will roll to see how successful the missionary is and post the results on the main game thread at the end of the turn.

    A successful missionary will annex the target region, except they do not count as one of the player's moves. They can be a very useful tool for taking an extra region when you normally couldn't.

    Missionary Results:
    [0]: Beyond Epic Fail – Your missionary insults the natives and is killed gruesomely! You are unable to use a missionary until after 10 turns and when you do use a missionary, he’ll have a -1 penalty point.
    [1]: Epic Fail – Your missionary insults the natives and is killed quickly. The next time you use a missionary, he’ll have a -1 penalty point.
    [2]: Great Fail – Your missionary angers many natives and has to flee for his life.
    [3]: Fail – Your missionary is viewed suspiciously by the natives, but they are willing to have him come later. If you send the missionary to the same region again next time, he’ll have a +1 bonus point.
    [4]: Success – Your missionary makes friends and successfully converts most of the natives to your religion. The region falls to you through annexation.
    [5]: Great Success – Your missionary makes many friends and successfully converts most of the natives to your religion. The region falls to you through annexation. You are able to use 2 missionaries next time.
    [6]: Epic Success – Your missionary makes many friends, including the native leaders, and easily converts the majority of the natives to your religion by building a mission. The region falls to you through annexation. You are able to use 2 missionaries each with a +1 bonus point next time.
    [7]: Beyond Epic Success – Your missionary causes the majority of the natives, including their leaders, to eagerly convert to your faith and help build a mission. The region falls to you through annexation. You are able to use 3 missionaries next time.
    [8]: Divine Success – How appropriate! All the natives sink to their knees in religious rapture and quickly build a mission! The region easily falls to you through annexation. You are able to use 3 missionaries each with a +1 bonus point next time.


    Trade Posts

    Trade Posts are important bases/forts that your colonists will use to more easily spread your influence over the New World. Trade Posts work like an Important City; to build a trade post a player must place a gray dot in one of their regions in the New World and announce that they are building a trade post. It takes a move to build a trade post. The GM will roll to see how well the construction goes and post the results on the main game thread when the turn ends. It takes 10 points to complete a trade post. [see “Important Cities and Guilds” section of Regular Rules]

    A large and profitable trade post given emphasis by the faction’s rulers will attract powerful guilds to it. A guild that establishes its headquarters in one of your trade posts will grant your colonists in the New World unique benefits. When the post is completed, the GM will roll to see which guild builds its headquarters there.

    Guild Results:
    [1]: Missionary Guild – This guild helps train your missionaries and gives them a +1 bonus point on their missions when you use that agent.
    [2]: Exploration Guild – This guild helps train your explorers and gives them a +1 bonus point on their expeditions when you use that agent.
    [3]: Buccaneers’ Guild – This guild helps train your sailors and gives your fleets in New World sea zones a +1 bonus point to their moves.
    [4]: Conquistadors’ Guild – This guild helps train your armies in the New World and gives you a +1 bonus point when trying to colonize (conquer) a region once every 5 turns.
    [5]: Native Mercenaries Guild – This guild recruits and trains natives for your service and allows your armies to invade a bonus region once every 5 turns.
    [6]: Colonial Militia Guild – This guild raises and trains militia to help defend your important colonies. Other factions attempting to seize your colonies will get a -1 penalty point to their attack roll.

    A player can build up to 3 trade posts: 1 when you have 3 colonies, 2 when you have 8 colonies, and 3 when you have 16 colonies.

  2. ✠Ikaroqx✠
    ✠Ikaroqx✠
    In regard to Rhinelander's proposal that ships have to be built first before sailing down rivers:

    I don't think we need to take time out to show ship building; sailing down a river is much easier than sailing for miles and miles in open ocean. We can assume that the armies of EW's automatically build rafts if they need to - after all, turns take half a year, and in that time, an army could easily move miles downriver in only a dozen or so small ships/ rafts.

    HOWEVER, If other people agree with Rhinelander that we need to represent fleets in rivers somehow, here's an idea:

    We add X and Y coordinates to the map and identify where river fleets are that way. For example we'd have
    Fredtrotter, 1 (34, 28)

    River fleets will be built automatically, there will be only one type, but they will take a move and turn to build.
  3. High Fist
    High Fist
    Hm. No, armies didn't use rivers as highways, even with a fleet of rafts. I would have thought rivers would have given a -1 for attacking across them or something similar.
  4. Lord of Cats
    Lord of Cats
    Yeah, armies used rivers as highways. That was whole point of putting rivers on the map! To be able to attack downstream, i.e. attack a region along a river without directly bordering it. I'm fine with including the -1 penalty for attacking a region across the river. Makes them good defensive borders, like how the Rhine and Danube were for the Roman Empire.
  5. ✠Ikaroqx✠
    ✠Ikaroqx✠
    If no one else says anything about this, I'll put the -1 penalty to river in the rules.
  6. Lord of Shadows
    Lord of Shadows
    I'm fine with it.
  7. Rhinelander
    Rhinelander
    Same. Will the rule effect on first turn too?
  8. ✠Ikaroqx✠
    ✠Ikaroqx✠
    Yes, I've rolled and written the turn results.
  9. High Fist
    High Fist
    I still don't know about these rivers being "highways". Rivers are major obstacles. At the very least can we change it to "You can only attack downstream i.e. towards the ocean".
  10. Phalanx300
    Phalanx300
    I'd make it so that rivers don't allow special movement but rather attacking another region accros the river will provide a -1 to the dice. I'd also involve mountains by making any attack on a area bordering a black line receive -1. Same should probably be true for naval invasions. Also fleet size should be dependant on coastal areas rather then number or territories I think.
  11. Lord of Cats
    Lord of Cats
    Quote Originally Posted by High Fist
    At the very least can we change it to "You can only attack downstream i.e. towards the ocean".
    That's what I support. I disagree that rivers were major obstacles, they were just obstacles. It depends on technology. Germanic tribes couldn't whip up sturdy bridges for their hordes and had to wait till the river froze, but the Romans easily assembled bridges for their legions during the Dacian Wars.

    @Phalanx: Rivers should allow special movement towards the sea. That was the whole freakin point of including them! I agree with the -1 penalty attacking across the river. The current rules state that mountain borders are impassable, and I would like them to remain that way. I think it's possible to transport materials from inland to the coast to build ships, so I disagree with your last proposal.
  12. ✠Ikaroqx✠
    ✠Ikaroqx✠
    Rogue General raises a good point - after you use the a river and recieve a -1 penalty, has your army then crossed, and thus the penalty is removed? Or do I keep adding the penalty every time someone uses the river system? Besides, armies are just for roleplay, and we have no way of working out if an 'army' has crossed.

    If no one answers, I'll keep the -1 penalty as I think the combination of building ships and transporting thousands of men, horses, caravans, equipment and camp-followers down a river awould be a logistical challenge, hence the continious penalty.

    Here are our options. Please vote for one.

    Option A
    Rivers have no penalty, and using them is just the same as attacking a region, only it is 3 regions downriver

    Option B
    Rivers have a -1 penalty when attacking a region downriver. Every time you use a river, even if it is the same one, and the turn after you used one, the penalty will still apply.

    Option C
    Rivers Rivers have a -1 penalty when attacking a region downriver. Next turn if the player attacks the same region again with the river the penalty will not apply, as it can be assumed that their troops managed to cross. After that, anytime they use the river the penalty will apply again.

    Personally I vote for B

    Also please specify if you're attacking downriver or attacking across a river.
  13. SonofaBooyah
    SonofaBooyah
    Option B downriver. I don't think it should apply to across a river as well personally.
  14. Lord of Cats
    Lord of Cats
    Option D
    Rivers allow you to attack downstream with a range of 3 regions. Rivers give a -1 penalty when attacking a region on the other bank (side) from you. Basically you don't get a penalty when attacking a region downstream that is on the same side as the region you're attacking from (because the army just hugs along the bank).
  15. High Fist
    High Fist
    I support B I suppose, though really I don't think you should be able to transport an army down a river in the first place! As you say LoC, the Romans could build bridges to get their legions across a river, but that doesn't help them use the river as a highway! That helped them get an army across a river quickly; a feat in and of itself. Rivers were a logistical pain for an army, not a movement bonus. They're cold and wet and ugly and have leeches maybe and definitely aren't healthy to fall into if your in the cold N. Europe. And ya'd need a fleet of rafts/ships to sail it, lots of them, a disorganised mess that'd be! Slow, wearying, not healthy for an armies' morale. Surely, if anyone could sail the rivers it'd be my faction, the Norwegian Vikings! Ahem, merchants, I mean.

    Phalanx' idea about the mountain defense is interesting. We might be getting a bit too complicated there though. And fleet size being dependent on coastal regions instead of any region at all is sound thinking.

    EDIT: I support option D now, bar the second half.

    Sorry for being a contrary er.
  16. Rhinelander
    Rhinelander
    Option C.Its realistic.
  17. ✠Ikaroqx✠
    ✠Ikaroqx✠
    Until we resolve this I'll keep the -1 penalty to keep consistency.
  18. ♞Rogue General♞
    ♞Rogue General♞
    Option D.

    Btw, for this turn I'm not attacking across the river. Just downriver, at the region bordering the Mediterranean.
  19. ✠Ikaroqx✠
    ✠Ikaroqx✠
    Well you'll like the result anyway.
  20. ✠Ikaroqx✠
    ✠Ikaroqx✠
    I think we should have option D as the official rules:

    Dark blue lines are rivers and players can use them to attack downstream quickly. With 1 move you may attack a region that is up to 3 regions downriver from your region. Other than that, the rivers act like regular region borders. However, to replicate rivers as borders (as they were often used throughout history), if you attack a region on the other side of the river (you don't own any regions on the side of the river you're attacking, you'll get recieve a -1 penalty to the attack. Secondly, if you attack directly across a river, you will also recieve a -1 penalty to the attack. If you attack a region downriver on the same side as any regions you have, penalties will not apply.

    I've also got questions for the 5 other GM's we have here:

    Just say someone has two moves, but only one fleet. They attack a region with the fleet but it fails.
    Can they use the second move to attack the region again, even though they only have 1 fleet? Or are fleets one attack per turn?


    When someone has two spy moves, and they send them both to the same region, just say the first spy gets a 6, and thus a +1 bonus
    The rules say +1 if you send a spy to this region next time
    However, does the bonus apply to the second spy if he's being sent to the same region in the same turn? Or do spy bonuses only apply the next time spys can be used.


    Someone has 2 moves and they roll a 4 and 5. Will their average be 4 or 5? Do we round up?
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