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.
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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. |
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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.
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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). |
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