Asian Wars
Turn number: 016
Alright, I decided to do this. Let say this before anything else: These rules are taken from the FIRST European Wars. I took those as example and maybe changed them a little. Thus I will credit Soarin' (now called Rarity) for the rules. And I guess I'll credit Twilight Sparkle as well, because I've taken a look at his EW IV's rules as well. For the map, I credit Ciloron. Us two have spent two hours creating it (sea regions, width and height of map and all (*whispers* he secretly desires a lot of +rep for that )
Some minor changes have been made, which will be highlighted in purple.
Now then, the rules:
For peeps who are completely new to this, European Wars: Roll To Dodge is a game where one basically downloads the map of Asia (it is included in this post, please scroll down for the map), colors a region they would like to acquire and upload the map in this thread. I, the GM, will then roll for the results and depending on these rolls, you will or will not acquire the region you wished to acquire.
*I'll set the turn ends in about 18:00 (GMT +0), I hope I can make it on time.
*I, the GM, will play too. To make things fair, I need someone else to roll for me... anyone up for the task?
*Every turn will be 6 months (Used only for RP, doesn't affect anything in-game)
*Game will start in the year 1200 (won't affect the game)
*Any faction is allowed, whether it be fantasy, sci-fi or other things, seeing as it won't affect game-play. As long as it isn't too insulting to certain people.
It is possible to roll from 1 to 8, though 7 is rare and 8 is even rarer. The roll system is as follows:
[1]: Epic Fail. You lost the battle, and the enemy have chance to take your region. And you will get the point -[1] next turn, due to the morale losing.
[2]: Fail. You fail to take to region.
[3]: Meager success: The battle is unresolved. But with the better experience, you'll have the point +[1] if you attack the region again next turn.
[4]: Success: You take the region successfully.
[5]: Epic Success: You take the region successfully, and you can choose to attack 2 regions next turn.
[6]: Overshot: You take the region successfully, and you can choose to attack 2 regions next turn with the point +[1].
[7]: Epic Success: You take the region successfully and you can choose to attack 3 regions next turn.
[8]: Complete Wipe out: You take the region successfully and can choose to attack 3 regions next turn with an extra point +[1].
Ships building:
[0] You are unable to make a move next turn.
[1]. The construction is epically failed. Next time when the player tries to build ship again, he'll lose a point.
[2]. The construction is failed. The builders will have to try again.
[3]. The construction is ongoing, and not finished yet. Next turn when the player continues to build the ship, he'll get a bonus point.
[4]. A small-size ship is completed. Hit point (HP): 3.
[5]. A medium ship is completed. Hit point (HP): 5.
[6]. A large ship is completed. Hit point: 8.
[7] A magnificent ship is finished. Hit point: 12
[8] A monstrous ship is finished. Hit point: 17
It takes 2 turns for the players to sail from land-to-land.
- Turn 1: Build the fleets and prepare to sail. In this turn the players will lose their rights to attack 1 region (busy building fleets). But if they got [4], [5], or [6] in the last turn, they can still attack 1, or 2 region.
- Turn 2: They sail to the land they want to, and attack the coast region.
Sea battles:
When 2 ships of 2 enemies players meet in the same sea, they'll crash to the heat of battles.
When comes to the battle of 2 fleets, the GM will roll and see how well they fight.
GM will use the the ship with higher point (fights better) minus to the lower. If the result is...
[0]. A draw and no ship gets any damage.
[1] => [5]. The ship with lower point gets the damages of the result point.
The average point is calculated by all the points the ship got in the battle.
A ship of [7] or [8] won't sink when rolling a 1.
Example:
A medium-size ship (HP:5) vs a magnificent great ship(HP:10):
[2] [1]. The magnificent ship gets 1 point damage.
[5] [1]. The magnificent ship gets 4 points damage.
[3] [4] The medium-size ship gets 1 points damage.
[5] [2]. The magnificent ship gets 3 points damage.
[3] [4] The medium-size ship gets 1 points damage.
[3] [3]. 2 ships don't do any damage to each others.
[6] [1]. The magnificent ship gets 3 points damage and get sunk.
The medium-size ship wins.
Average point:
The medium-size ship: (2+5+3+5+3+3+6)/7 ~ 4
The magnificent ship: (1+1+4+2+4+3+1)/7 ~ 2
Players are allowed to give regions to eachother when these points of criteria are met:
The regions ceded to the other player must border the lands of the player the lands are ceded to.
When Player A has 100 regions and Player B has 100 regions, and the two of them border eachother, Player A can grant Player B his regions BUT: Since Player A will immediatly win if all 100 regions happen to be ceded to Player A, the regions rolled for will be cut in half up to the point the player won't win immediatly. For instance let's take Player A and B again. Player B cedes all his land 100+100=200 means win for Player A, 50 regions won't be rolled for, 50 regions are left. 100+50=150 mean Player A wins, so another 25 regions won't be rolled for. 100+25=125 means no win for Player A. The GM will roll for the 25 regions. 1-3 is fail, 4-6 is succes.
Once a player receives land from another player, he will have to deal with administrative problems caused by the sudden increase of regions, resulting in [-1] for three turns (up to ten regions) or five turns (eleven or more regions).
A player can refuse to receive regions.
*Saboteurs, spies and assassins can only be used once every three turns.
* To use a saboteur or assassin, PM the GM (which is me) and I will roll and post the results here as soon as I have them.
*The revolt system:
Spoiler Alert, click show to read:
*Spying:
Spoiler Alert, click show to read:
*Assassinations:
Spoiler Alert, click show to read:
*A player who doesn't have any region in 3 turns will be eliminated.
*The new guys won't lose their region due Epic Fail effect in the first 5 turns. Nor will they be able to attack nations or be attacked by nations. The same counts for any other hostile actions. Saboteurs and assassins may not be sent by or to a nation that has been around for 5 or less turns. Spies are allowed.
*When a player has less than 3 regions, he may not send any assassins or saboteurs, nor may they be used against him.
*If a player don't reply in one turn, he'll lose the turn.
*The players shall do diplomat via PMs or whatever they want.
Diplomacy:
Spoiler Alert, click show to read:
*A player who loses all his region to another player, he will be able to make a revolt in two turns in the province which was taken by the enemy 1-3 turns ago. I will roll to see how the revolt is going to be each turn.The last and counted point is the average point.
* A player who doesn't have any region in 3 turns will be eliminated.
* Important Cities system:
Spoiler Alert, click show to read:
*A player who owns 150 regions will win the game and get the reps from all the players.
*Other rewards. The first player who does one of these actions will also get reps from all other (active) players:
Spoiler Alert, click show to read:
*If you have further questions, don't hesitate to ask me.
Current players and their Factions:
Spoiler Alert, click show to read:
Here's the current map :
Spoiler Alert, click show to read:
To make a faction, please use this:
Name:
Government:
Language:
Currency:
Capital:
National Anthem:
Leader:
Religion:
Color: (0,0,0)
*Please forgive me if I'm not always on time... From Sunday to Wednesday, I have a busy schedule and I'm a lazy idiot, so I might even completely lose interest in this all of a sudden... in any case, I'll try my best... please correct me when I do something stupid or forget something *is nervous*
*Lastly, don't forget to color two regions (connected to each other, of course), when you start... the first one is your origin-region and the other is the first region you want to take...
Ok I think that's it now. Have fun!