The Fellowship of the Ring
The first of its kind! An objective based FFA hotseat.
The Council of Nobles decided that each and every one of you should complete a couple objectives. Completing them will not only make you respectable and honourable, but also a true Lord of Middle-Earth. Worthy of ruling it.
All players receive their personal victory objectives via PM.
- Objectives will remain private!
- All objectives must be completed to achieve victory.
- Victory can be achieved by either completing all your objectives as provided by the admins, or as in any other hotseat, by destroying all other factions.
- There are no rules, other than the ones below, to complete objectives. It doesn't matter how you do it, as long as you complete your objective!
- If a player completes one of his objectives, it will not be shared to the other players by the admin.
Admins:
- Chieftain Khuzaymah
- joerock22
Map
Note: Obviously Mordor, Silvan Elves and Dale do not exist. These regions are rebel settlements. This map only serves to help you identify the provinces within the playable map.
Factions
Rohan:
themzr
Dwarves:
Dragon.
Orcs of the Misty Mountains:
Captainnorway
Rhun:
Adanedhel
Rules
Administrative:
- Long campaign
- Manage all settlements
- M/M Difficulty
General
- You may reload your turn as many times as you want
- Turns must be taken within 48 hours. If you cannot play your turn or need an extension, please post this in the thread.
- Please PM or VM the next player in line
Territorial
- Players cannot capture any settlement outside of the white line. Agents and armies are also not allowed to march beyond the borders of the map.
- Isengard, Fangorn, Druadan Forest & Henneth Annun are out of play. Malgalad, Framsburg & Wormcove are in play.
Gameplay
- Not Good vs. Evil
- No Invasions
- No heroic victories
- Battles against other players must be auto-resolved. Battles against the AI can be fought.
- Post screenshots of all battles against other players: deployment screen and results screen. I think this makes following a hotseat much more interesting. Note – you do not need to post screenshots for lopsided battles, i.e. 1,000 vs. 100, but please mention the battle in your post
- No assassinations or sabotage. You may recruit assassins to act as (expensive) extra spies, but you may not use them for anything else
- No surrounding armies with smaller stacks to deny a retreat. You are allowed to block bridges or river crossings
- No mercenary transport ships
- All crossings points of the Anduin are in play
- Units defeated by a player coming after you in the turn order may not move or attack on your subsequent turn
- Bribing is allowed
- Exception: you are not allowed to bribe rebel generals. Many known characters from LotR appear as lone rebel generals on the campaign map due to the way this hotseat had to be set up (Legolas, Thranduil, Bard, etc.). Those heroes would fight to the death for their factions, and would not succumb to bribery. Bribing captain-led rebel armies is still allowed.
- Sallying from a settlement under siege is not allowed if it results in the settlement falling to the besieging force immediately thereafter (on your turn)
- You are not allowed to lure an ambushing army a tile further to bring it in range of more of your forces
Buildings
- No destroying any buildings if the settlement is at risk of capture
- Exterminating settlements is not allowed. You may sack or occupy
- On the turn you capture an enemy settlement, you are only allowed to destroy inns and cultural buildings. This rule stays in effect until you have held a captured settlement for 3 turns
- After you hold a captured settlement for 3 turns, buildings can be destroyed without restriction (provided the settlement is not at risk of capture)
Spies
- Whether a spy may open the gates of a settlement depends on the size of the settlement’s garrison. If a settlement is defended by 900+ men, or 1500+ orcs, then spies may NOT open the gates. If a settlement is defended by fewer than this number, then spies may open the gates without restriction
- The purpose of this rule is to allow players to defend their settlement without fear of losing their garrison due to spies. Its justification is that settlement with more defenders have better surveillance and it would be harder for spies to operate. I also want to keep the rule simple, which is the reason for the hard limit. So basically if you defend a settlement with 6 full units worth of troops, you are safe from spies
- Spies may open the gates against the Rebels (AI) without restriction
Rules are open to change based on a vote by a majority of players
Rohan turn 1: (I don't expect Rohan to play already, but if everyone could take a look if all is fine?)
https://drive.google.com/file/d/0B9T...ew?usp=sharing
If there are any questions about the rules or objectives, please speak up now! Regarding your private objectives, of course contact the admins in private!