Rome Total War

  1. Lord of Cats
    Lord of Cats
    Rome Total War Roll-to-Dodge Map Game


    Rules of the Game

    Rule #1 is this: all players must abide by the TOS when playing this game. If they do not, they will be kicked out.
    Turns and Rolls

    Every turn is 48 hours long. Players post their moves during this time. There are 3 Domains that you can do moves in. They are: Military, Economy, and Agents.

    Military Domain: moves in this domain include recruiting armies/fleets, moving armies/fleets, and invading a region.
    Economy Domain: moves in this domain include developing a region into military, economic, or fortified regions.
    Agents Domain: moves in this domain include recruiting and moving agents as well as having them perform missions.

    How many moves you can do in each domain is determined by the amount of Denarii in your treasury. Every faction starts with 100 Denarii. 100 – 2500 = 1 move per domain. 2600 – 7500 = 2 moves per domain. 7600 – 10000 = 3 moves per domain. 10100 – 10500 = 4 moves per domain.
    Denarii are generated by economic regions, crushing victories, or certain trade agreements. Denarii can be lost by losing your capital region, crushing defeats, or breaking certain alliance treaties.

    The Game Master (GM) will use rolz.org to roll virtual dice to determine if the moves succeed or not. A 1, 2, or 3 means a fail. A 4, 5, or 6 means a success. The GM will provide a link to the dice log at every Turn End.

    Every turn is 1 year in-game for role-play purposes.

    Factions and Victory

    There are 18 pre-set factions that players can claim to play as:
    Confederation of Britannia – Light Blue
    Confederation of Germania – Burgundy
    Confederation of Gaul – Dark Green
    Confederation of Iberia – Dark Orange
    Kingdom of Numidia – Light Brown
    Republic of Carthage – Dark Purple
    Roman House of Julii – Dark Red
    Roman House of Scipii – Dark Blue
    Roman House of Brutii – Light Green
    Greek City-states – Gold
    Kingdom of Macedon – Dark Grey
    Confederation of Dacia – Dark Brown
    Confederation of Scythia – Light Orange
    Kingdom of Pontus – Turquoise
    Ptolemaic Kingdom – Yellow
    Seleucid Empire – Light Grey
    Kingdom of Armenia – Swamp Green
    Kingdom of Parthia – Pink

    There is 1 pre-set faction that cannot be claimed to play as:
    Republic of Rome (SPQR) – Light Purple
    It is just to suppose to sit at Rome and do nothing except give out missions/rewards/penalties to the 3 playable Roman factions. See “Special Rules for Romans” sections for more details on this.

    Every playable faction starts with 2 land regions (capital region is developed as a Military Region), a Regular Army, a Diplomat Agent, and 100 Denarii.

    To win the game you must conquer and hold 50 land regions, including Rome region. If you are playing a Roman faction you must make sure you are the only Roman faction when you have Rome and 50 land regions.

    Regions and Development

    A land region is a white area of 25 or more pixels surrounded by a black border. Every land region is defended by a Rebel Militia of 3 units. A sea region is a blue area of 25 or more pixels surrounded by a black border.
    Land regions can be developed to devote their resources to a certain focus. The 3 types of development you can do are: Military, Economic, or Fortified.

    Military Region: allows you to recruit an Army or Fleet. It is marked on the map with the Barracks Icon.
    Economic Region: generates 100 Denarii per turn and allows you to recruit an Agent. It is marked on the map with the Temple Icon.
    Fortified Region: gives a -1 penalty to all attack rolls on armies invading this region. It is marked on the map with the Wall Icon.

    It takes a move in your Economy Domain to develop a region. A player marks which region on the map he/she wishes to be developed and announces what type of development it is. It takes 12 production points to finish a development. The GM will roll virtual dice to determine how many production points are generated. A roll of 5 will generate 5 production points for example.
    Developed regions can be re-developed to a different type with a move in your Economy Domain, and it only takes 6 production points to do that.

    Capital Region: this is where your government and treasury reside. It is marked on the map with the Star Icon. It can be developed into a Military, Economic, or Fortified region. You can change your Capital Region with a move in your Economy Domain that the GM will roll for (1–3 fail; 4–6 success). If you lose your capital to an enemy faction, you lose 1000 denarii to that enemy faction from your treasury and have a -1 penalty on all your moves the next turn. You receive a free move that automatically succeeds to appoint a new capital when that happens.

    Armies and Marching

    A player uses a move in his/her Military Domain and marks which Military Region he/she wishes to recruit an Army in. The GM will roll virtual dice to determine if the recruitment succeeds or not and also to determine the army’s quality.

    [0]: Recruitment fails. You are unable to recruit an army this turn.
    [1]: Recruitment fails. -1 penalty if you attempt to recruit an army again.
    [2]: Recruitment fails.
    [3]: Recruitment fails. +1 bonus if you attempt to recruit an army again.
    [4]: Recruitment succeeds. You get a Regular Army.
    [5]: Recruitment succeeds. You get a Regular Army.
    [6]: Recruitment succeeds. You get a Veteran Army.
    [7]: Recruitment succeeds. You get a Veteran Army.

    Regular Armies are marked on the map with the Short Sword Icon. Veteran Armies are marked on the map with the Long Sword Icon. There can only be 3 armies at maximum in 1 land region.
    Every army has 6 units. Veteran Armies have a +1 bonus on all their attack/defense rolls. See “Invasions and Battles” section for more details on this.

    Regular Armies can march 1 region per move. Veteran Armies can march 2 regions per move. A player uses a move in his/her Military Domain to march an army to a certain region or fleet. The GM will roll virtual dice to determine if the march was a success or not.

    [0]: Marching fails. Ambush! You are unable to march an army this turn.
    [1]: Marching fails. Ambush! -1 penalty if you attempt to march this army again.
    [2]: Marching fails.
    [3]: Marching fails. +1 bonus if you attempt to march this army again.
    [4]: Marching succeeds. Your army enters the region.
    [5]: Marching succeeds. Your army enters the region.
    [6]: Marching succeeds. Your army enters the region.
    [7]: Marching succeeds. Your army enters the region.

    Ambushes: The GM will roll again when an army is caught in an ambush to determine if it survives or not. A 1, 2, or 3 means the Regular Army is destroyed, while a 4, 5, or 6 means the Regular Army escapes with 2 units.
    A 1 or 2 means the Veteran Army is destroyed, while a 3 or greater means the Veteran Army escapes with 3 units.

    Fleets and Sailing

    A player uses a move in his/her Military Domain and marks which sea region bordering the Military Region he/she wishes to construct a fleet in. The GM will roll virtual dice to determine if the recruitment succeeds or not and also to determine the fleet’s quality.

    [0]: Recruitment fails. You are unable to recruit a fleet this turn.
    [1]: Recruitment fails. -1 penalty if you attempt to recruit a fleet again.
    [2]: Recruitment fails.
    [3]: Recruitment fails. +1 bonus if you attempt to recruit a fleet again.
    [4]: Recruitment succeeds. You get a Regular Fleet.
    [5]: Recruitment succeeds. You get a Regular Fleet.
    [6]: Recruitment succeeds. You get a Veteran Fleet.
    [7]: Recruitment succeeds. You get a Veteran Fleet.

    Regular Fleets are marked on the map with the Small Galley Icon. Veteran Fleets are marked on the map with the Large Galley Icon. You can only have 3 of your fleets in 1 sea region.
    Every fleet has 6 ships. Veteran Fleets have a +1 bonus on all their attack/defense rolls. See “Invasions and Battles” section for more details on this.

    Regular Fleets can sail 1 sea region per move. Veteran Fleets can sail 2 sea regions per move. A player uses a move in his/her Military Domain to sail a fleet to a certain sea region or to intercept an enemy fleet. The GM will roll virtual dice to determine if the sailing was a success or not.

    [0]: Sailing fails. Storm! You are unable to sail a fleet this turn.
    [1]: Sailing fails. Storm! -1 penalty if you attempt to sail this fleet again.
    [2]: Sailing fails.
    [3]: Sailing fails. +1 bonus if you attempt to sail this fleet again.
    [4]: Sailing succeeds. Your fleet enters the region.
    [5]: Sailing succeeds. Your fleet enters the region.
    [6]: Sailing succeeds. Your fleet enters the region.
    [7]: Sailing succeeds. Your fleet enters the region.

    Storms: The GM will roll again when a fleet is caught in a storm to determine if it survives or not. A 1, 2, or 3 means the Regular Fleet is destroyed, while a 4, 5, or 6 means the Regular Fleet escapes with 2 ships.
    A 1 or 2 means the Veteran Fleet is destroyed, while a 3 or greater means the Veteran Fleet escapes with 3 ships.

    Transportation: Any fleet can transport any army. Only 1 army can be on 1 fleet. It takes a move in your Military Domain to board the army onto the fleet, or to disembark an army from a fleet.

    Invasions and Battles

    An invasion occurs when your army marches into an enemy region. A land battle occurs if the enemy region has a Rebel Militia or an Enemy Army/Militia in it. A sea battle occurs if your fleet successfully intercepted an Enemy Fleet. The GM will roll virtual dice to determine the victor. The rolls of the attacking force (attack rolls) will be subtracted from the rolls of the defending force (defense rolls). Here is an example battle:

    Julii regular army (6 units) VS Rebel militia (3 units):
    [2]-[3]=-1.One Julii unit is destroyed.
    [5]-[5]=0. No losses on either side.
    [6]-[3]=3. The rebel scum are destroyed!
    The Julii regular army (5 units) wins a clear victory!

    Fortified Regions give a -1 penalty to all attack rolls on an army that invades it. Veteran Armies have a +1 bonus to all their attack/defense rolls, though.

    To replenish a depleted force you must march the army to a friendly Military Region or sail the fleet to a sea region that borders a friendly Military Region. Every turn that it is stationary there it will regenerate 1 unit/ship.

    If you win a battle with no units/ships lost, you will sack the region or coasts and gain 200 Denarii.
    If you lose a battle and didn’t inflict any damage on the enemy force, you lose 500 Denarii.

    Agents and Missions

    There are 4 types of Agents that you can recruit: Spy, Assassin, Insurgent, and Diplomat. They are marked on the map with the letters S, A, I, and D respectively. You can recruit 1 type of Agent if you have at least 1 Economic Region. If you have 4 Economic Regions then you can recruit all 4 Agents. It takes a move in a player’s Agents Domain to recruit an agent. The player marks the Economic Region on the map and says what type of agent that region will recruit. The GM will roll virtual dice to determine if the recruitment succeeds or not.

    [0]: Recruitment fails. You are unable to recruit an agent this turn.
    [1]: Recruitment fails. -1 penalty if you attempt to recruit an agent again.
    [2]: Recruitment fails.
    [3]: Recruitment fails. +1 bonus if you attempt to recruit an agent again.
    [4]: Recruitment succeeds. You get the agent.
    [5]: Recruitment succeeds. You get the agent.
    [6]: Recruitment succeeds. You get the agent.
    [7]: Recruitment succeeds. You get the agent.

    A player uses a move in their Agents Domain to move their agent or have him/her perform a Mission. An Agent can travel 4 regions per move. The GM will roll virtual dice to determine if the travelling was a success or not.

    [0]: Travelling fails. Bandits! You are unable to move an agent this turn.
    [1]: Travelling fails. Bandits! -1 penalty if you attempt to move this agent again.
    [2]: Travelling fails.
    [3]: Travelling fails. +1 bonus if you attempt to move this agent again.
    [4]: Travelling succeeds. Your agent enters the region.
    [5]: Travelling succeeds. Your agent enters the region.
    [6]: Travelling succeeds. Your agent enters the region.
    [7]: Travelling succeeds. Your agent enters the region.

    Bandits: The GM will roll again when an agent is caught by bandits to determine if he/she survives or not. A 1, 2, or 3 means the agent is killed, while a 4, 5, or 6 means the agent escaped and returns to where it started.

    Spies and Spying

    If you move a spy into the same region that you are invading, a spying mission occurs. The GM will roll virtual dice to determine if the spy succeeds or not.

    [1]: Mission fails. The spy is tortured and killed. -1 penalty to your army’s attack rolls.
    [2]: Mission fails. The spy is killed.
    [3]: Mission fails.
    [4]: Mission succeeds. +1 bonus to your army’s attack rolls.
    [5]: Mission succeeds. +1 bonus to your army’s attack rolls.
    [6]: Mission succeeds. +1 bonus to your army’s attack rolls.

    Assassins and Assassinations

    If you move an assassin into the same region as an enemy agent, you can choose to kill him/her. Or if you move an assassin into the capital region of an enemy faction, you can choose to kill the enemy faction-leader. When a faction loses its faction-leader to an assassin’s blade it will have a -1 penalty on all its rolls that turn. The GM will roll virtual dice to determine if the assassin succeeds or not.

    [1]: Mission fails. The assassin is tortured and killed. -1 penalty if you try killing this character again.
    [2]: Mission fails. The assassin is killed.
    [3]: Mission fails.
    [4]: Mission succeeds. The target is killed.
    [5]: Mission succeeds. The target is killed.
    [6]: Mission succeeds. The target is killed.

    Insurgents and Rebellions

    If you move an insurgent into an enemy region, you can attempt to incite a rebellion there. If successful the enemy armies in the region will retreat to the nearest friendly place they can and the region goes back to rebel control. The GM will roll virtual dice to determine if the insurgent succeeds or not.

    [1]: Mission fails. The insurgent is tortured and killed. -1 penalty if you try inciting a rebellion in this region again.
    [2]: Mission fails. The insurgent is killed.
    [3]: Mission fails.
    [4]: Mission succeeds. The region rebels.
    [5]: Mission succeeds. The region rebels.
    [6]: Mission succeeds. The region rebels.

    Diplomats and Diplomacy

    If you move a diplomat into any region owned by another faction you can engage in diplomacy and make treaties with that faction. There are 5 different treaties you can make:
    Trade Treaty (all Roman factions start with this with each other) – If the two factions that sign this share a border, they will each make 200 Denarii per turn. If one of the factions breaks the treaty and declares war on their ex-trading partner on the same turn it must pay 500 Denarii.
    Gifts Treaty – A faction can offer up to 3 regions, agents, armies, or fleets to another faction once every 5 turns. If one of the factions attacks the other before 5 turns have passed after the signing of this treaty, it will lose 1000 Denarii.
    Alliance Treaty (all Roman factions start with this with each other) – The factions that sign this treaty can march or station armies in each other’s regions. You can also replenish your armies in each other’s military regions. If a faction attacks an enemy of their ally it will receive 300 Denarii. If a faction breaks this treaty and attacks their ex-ally on the same turn, it will lose 2500 Denarii.
    Cease-fire Treaty – A faction can propose to a faction they’re at war with a certain amount of turns to cease hostilities for. If one of the factions resumes hostilities before the treaty expires, it will lose 1000 Denarii.
    Peace Treaty – To end a war and resume neutral stances, this treaty can be signed.


    Special Rules for Romans

    The 3 playable Roman factions are ranked in their popularity with the Patricians and Plebeians on a scale of 1 to 12 for each. These 3 factions start with 11 popularity with the Patricians and 1 popularity with the Plebeians. As your popularity for one goes down, your popularity with the other goes up. To increase your popularity with the Plebeians you need to conquer regions and get elected to pro-plebeian positions in the Senate. To increase your popularity with the Patricians you need to complete assignments given to you and get elected to pro-patrician positions in the Senate.
    Conquering 2 regions will give you +1 popularity with the Plebeians. Conversely, losing 2 regions will give you -1 popularity with the Plebeians.

    Elections: Every 5 turns (years) there are elections for the 6 most important positions in the Roman Republican Government. The GM will roll virtual dice to determine which of the 4 Roman factions will get which positions. Each faction has at least 2 positions. The position goes to the faction that got the highest roll for it. For example:
    Office of Consul
    Julii: [1]
    Brutii: [6]
    Scipii: [2]
    SPQR: [5]
    The Roman House of Brutii receives the Office of Consul. +2 popularity with the Patricians per turn.

    The positions, in order of greatest to least important, are:
    Pontifex Maximus – pro-patrician. +3 popularity with Patricians per turn.
    Censor – pro-plebeian. +3 popularity with Plebeians per turn.
    Consul – pro-patrician. +2 popularity with Patricians per turn.
    Praetor – pro-patrician. +1 popularity with Patricians per turn.
    Aedile – pro-plebeian. +2 popularity with Plebeians per turn.
    Quaestor – pro-plebeian. +1 popularity with Plebeians per turn.

    Assignments: The patrician-dominated Senate will give out an Assignment to each of the 3 playable Roman factions every 5 turns. The time to complete the Assignment is 5 turns. The GM will roll virtual dice to determine what Assignment is given to each faction. They are:
    [1]: Send a diplomat to the closest neutral faction.
    [2]: Recruit 2 armies at any military region.
    [3]: March an army to an undefended region.
    [4]: Recruit 2 fleets at any sea zone bordering a military region.
    [5]: Send an assassin or insurgent to the closest enemy faction.
    [6]: Develop any undeveloped region to either military, economic, or fortified.

    If you complete an Assignment you will gain: +3 popularity with the Patricians and +300 Denarii. Failing to complete an Assignment will get you: -3 popularity with the Patricians and -300 Denarii.

    Roman Civil War: For 1 of the playable Roman factions to initiate the Civil War it must have 25 regions and 12 points of popularity with the Plebeians on the turn it invades Rome region with an army. If the SPQR faction is not destroyed it will command the other 2 factions to work together to destroy the faction that started the War by threatening a -2500 Denarii penalty if they don’t. If the SPQR faction is destroyed then the Roman Houses are free to do what they want.



    Map of the Game


  2. ✠Ikaroqx✠
    ✠Ikaroqx✠
    Is this the same game that Lenin Cat's running?
  3. Kirila the Kitten
    Kirila the Kitten
    LoC, I asked for a organized rule-set of my game. Not a totally new game ....
    Agent domains will be indeed separated. But why armies? Why not naval domains?
    You managed to make it way more complicated I think I will just use this as base for making my own rule-set.
    Sorry, but all I asked was something that didn't require a restart, just to be easier to understand by new players. I reallyappreciate your effort, and I love your map, but sorry.
    By the way, you can simply modify that map for making the one for the 3rd Century Crisis.
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