Joerock’s Hotseat
Creator: joerock22
Admin: knight of meh
Description: This game was inspired by Arrow’s Hotseat, which is my favorite of all the hotseats currently going on. Having 8-9 factions seems to strike a nice balance between game speed and complexity/number of players. I did make a few tweaks to the setup, as laid out below.
Map
Things to Notice
The setup is very similar to Arrow’s, with a few differences:
- Harad has been replaced by OOTMM. This results in a fairly even 1 vs. 1 fight between Gondor and Mordor. The Gondor player will have a real chance to win
- SE cannot expand freely as it did in Arrow’s, since it now has OOTMM at its back
- Every faction now has at least one other player-controlled faction nearby which it must contend with. No one has a “free ride” to expand against the rebels
- The region containing Ost-in-Edhil is in play, to provide a link between Isengard and OOTMM (and to possibly give them something to fight over)
Factions
Gondor: Chieftain Khuzaymah
Rohan: JWANT (took over for Arrow2daknee on turn 4)
Dale: knicolas2
Dwarves: Axis Sunsoar
Silvan Elves: TheBlackWolf
Mordor: Gimli10 (took over for Jemdkyl on turn 6)
Isengard: themzr
Orcs of the Misty Mountains: joerock22
Rhun: Pandachef
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 24 hours. If you cannot play your turn, please make arrangements for subbing
- Please PM or VM the next player in line
Territorial
- Players cannot capture any settlement outside of the red line. There is no restriction on where armies and agents can move
- No player is allowed to capture the large island at the mouth of the Anduin (containing Goben Tolfalas). Allowing this island to be in play would give Gondor an unfair advantage since Harad’s navy is not in play
- Players are allowed to capture South Tharbad, but not North Tharbad
Gameplay
- Not Good vs. Evil
- No Invasions
- You may gift regions to another faction, but all of the units except one which appear as a result of the transfer must be disbanded immediately. The one unit you may keep for 3 turns as a garrison only. It may not leave the settlement or take part in battles outside of the settlement (except sallying). After the 3 turns is up, you must disband this unit as well
- No gifting settlements at risk of capture
- 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
- 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 720+ elves, 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
- Note – Isengard must have 1500 soldiers in a settlement before it is safe from spies, even if some of those soldiers are dunlandings (men). This is because the standard unit size for Isengard is 250 across the board. Rhun, on the other hand, falls under the 900 man category because its standard unit size is 150
- 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


















