WE RETURN for yet more conquests, backstabbery and sideroom politickery in this turn-based strategy game in SPAMKINGDOM region!
1. You can now support armies defensively.
2. Some map changes:
Ironbone Mountains now accessible from Western Ceodwell.
3. 7 Player nations instead of 8 (Sorry Cydwyl fans!)
1.
2.
3.
4. Ceodwell (silver)
5. Helliste (dark blue-violet)
6.
7. Lametania (cyan)
PLAYERS:
Each Player controls 1 domain of SPAMKINGDOM. The available domains, in initial order of Phase movements, are:
1. Kiwi (orange)
2. Parsia (purple)
3. Dahnia (blue-violet)
4. Ceodwell (silver)
5. Helliste (dark blue-violet)
6. Luathbas (bright green)
7. Lametania (cyan)
Each starts with 2 Supply Centers and Armies:
1. Kiwi (orange): KIW, KOI
2. Parsia (purple): KAR, KSH
3. Dahnia (blue-violet): DAH, TVE
4. Ceodwell (silver): AUG, KHO
5. Helliste (dark blue-violet): HEL, SLC
6. Luathbas (bright green): LUA, MET
7. Lametania (cyan): LAM, IBM
TURNS AND PHASES:
Each Turn represents one Year. Each Year is divided into 3 phases:
1. Spring Movement phase, separate for each Player.
2. Fall Movement phase, separate for each Player.
3. Winter Build/Disband phase, simultaneous for all Players.
During Spring and Fall phases, each Player has their own time to move (capped at 24 hours).
They can move their Armies from territory to territory, or support their other Armies.
During Winter Build/Disband phase, each Player builds new Armies or disbands their current Armies so that amount of Armies is equal to amount of Supply Centers they own.
So if you own 3 Supply Centers and have 1 Army, you can Build 2 Armies. If you have 4 Armies but have only 2 Supply Centers, you must disband 2 Armies.
THE MAP:
Map of the SPAMKINGDOM is divided into named Territories, each name shortened to 3-letter abbreviations. You can find entire list in 'Territories' spoiler.
You can view the map of traversible Territories in the 'Map' spoiler.
SUPPLY CENTERS:
There are 34 Supply Centers on the map, each makred with a black 'dot'.
Supply Centers determine how many Armies you can have. You can build new Armies at Supply Centers only.
Neutral Supply Centers can be taken by having an Army at a Supply Center at the end of the Fall Phase.
DWARVEN HALLS:
Three of Supply Centers are Dwarven Halls; mighty fortifications, populated by Dwarven (independent) Armies at start of the game.
Armies stationed in Dwarven Halls get +2 to rolls; this applies to the independent Armies as well.
The Dwarven Halls are: Ankurvat (ANK), Zasitost (ZAS) and Zonalath (ZON).
WINNING THE GAME:
To win the game, you must have 18 or more Supply Centers under your control at the end of a Year.
LOSING THE GAME:
If, at the end of any given Fall Phase, you do not own any Supply Centers, you must disband all your Armies, and you lose.
ARMY MOVEMENT AND COMBAT:
Armies are represented as squares with two black 'swords' on the field with a color representing their owner.
During your time to move at Spring/Fall Phases, you can move your Armies around, from one Territory to another adjacent to it. There can be only 1 Army inside any Territory at any given time.
If your Army wants to enter a territory where an enemy Army is already stationed, a Combat occurs. Both Armies roll 1d6 dice; if there's a tie, the dice are re-rolled.
The Army that has the higher roll wins the combat; the loser is destroyed. If the attacking Army wins, it also moves into the territory previously occupied by the loser.
You can also Support your Armies:
1. One Army moves into territory occupied by an enemy Army, and other, adjacent to the territory you wish to conquer, Supports. Supporting Army grants a second 1d6 to your target Army's roll. No matter the outcome of the combat, the Supporting Army is not affected.
2. One Army does NOT move; and other, adjacent to the territory the first Army is occupying. Supporting Army grants a second 1d6 to you target Army's rolls whenever attacked, until your next Turn.
Supporting Army that is targeted and destroyed no longer provides bonus dice.
You cannot Move and Support; an Army that is Supporting during a Phase cannot Move in the same turn, and vice versa.
Example:
Cydwyl has 2 Armies, 1 in Ruz and 1 in Tven, Kiwi has 1 Army in Donuth.
Cydwyl sends Army in Ruz to attack Kiwis in Donuth, and commands Tven Army to Support.
If Cydwyl wins the combat, Kiwi loses its Army in Donuth, Cydwyl's Army in Ruz moves into Donuth, while the Army in Tven remains there.
If Cydwyl loses the combat, it loses Ruz Army, Kiwis Army remains in Donuth, and Cydwyllian Army in Tven remains there.
/A:
ANK - Ankurvat
A Dwarven Hall, one of most heavily fortified ones in the region. Assaulted once by the forces of Merachd of Tven, the assault ended in complete disaster for Tvenian forces and death of their Grand Duke. In recent times, Ankurvat served as a springboard for invasion of Kingdom of Methiant, to punish its rulers and populace for destruction of Zasitost in the east.
ARA - Aran
Western part of the former Duchy of Sevon, once part of Lametania, then it became part of Holy Damdamian Empire as a vassal of Kingdom of Eusebius, only to become integral part of Kingdom of Rucus that followed afterwards.
AUG - Augas
The mercantile crossroads between Luathbas and Parsia. Once part of the latter, with main stronghold being Fortress of Abur, it fell to Houlandines of Luathbas in early 800s. Historians view its annexation by Luathbas as first step towards eventual destruction of the Old Parsian Kingdom. After the demise of Luathbas, it became the capital province of the Kingdom of Ceodwell, whose rulers were direct descendants of Houlandine Dynasty.
/C:
CHU - Chunug
Sparsely populated area in western Lametania. Briefly under rulership of the Kiwis, it then became territory of the nomad Chunug Tribe, which had ties with Republic of Damdamia. Its conquest by Houlandines of Luathbas led to war between Luathbas and Damdamia, precitipating the rapid ruination of the former in the 890s.
CYD - Cydwyl
Capital territory of the nascent Kingdom of Cydwyl that emerged over the course of 11th century. It then managed to subdue and/or absorb several northern neighbours, mostly under the brilliant military and diplomatic leadership of Queen Dogethe, who ruled the country in late 11th and early 12th century. Marital relationships with Empire of Methiant ended in union, and then assimilation, of Cydwyl into Methiant.
/D:
DAH - Dahnia
Once a minor kingdom, encompassing few cities, it grew in power after relative of Houlandine Dynasty, Sela of Luathbas, became its Queen. Kingdom of Ruz was made Dahnian vassal, and since then Dahnian kings and queens expanded their ruler further north, with Dahnians becoming first civilized peoples to settle along Saltwater Coast.
DON - Donuth
In ancient times, this area was southern part of the minor Kingdom of Tven. Neatly nested between Tvenian and Rainbow Lizard Mountains, it gained its name from its first (and last) despotic overlord, Donuth, who ruled in 2nd half of 11th century, until his death in 1096. Upon his death, his children fought each other shortly before being destroyed by combined Methiantese-Cydwyllian invasion, which split the country between these two powers.
/E:
ECD - Eastern Ceodwell
Eastern borderlands of the Kingdom of Ceodwell. Once upon a time, the territory boasted some of most profitable gold mines in the region. Unfortunately, the gold deposits dried up after several decades, and the area quickly lost most of its importance and economical prosperity.
EEP - Eastern Empty Plain
Eastern half of the very aptly-named Empty Plain. Naught but shrublands, hills and small streams are to be found here. Recently, the area has been (slowly) colonized by Methiantese settlers.
EPR - Eastern Parsia
Eastern borderlands of Parsia. The territory's proximity to the Waterless Plains explains the low fertility of its farmlands and lack of major settlements.
EST - The East
Very sparsely populated lands in east of the region. Beyond this territory lie Bloodpeak Mountains, and the domain of savage Rosamanas.
ETF - Eastern Tiftit
Eastern half of the Hurthling Kingdom of Tiftit. Compared to the western half, it is more hilly and less forested, but just as fertile and plentiful in farmlands and vineyards.
EVA - Eval
Small Duchy that was once part of Lametania, splitting away from it around the same time as Duchy of Sevon. Its independence was ended by Cyl the Great of Methiant in 1130s, and since then it has been a vassal (briefly an annexed province) of Methiantese Empire.
/F:
FLF - Felonsine Forests
In 11th century, this territory belonged to Kingdom of Felonsein. It is heavily forested, and sparsely populated, although many roads connecting other territories and provinces run through this area.
FOR - The Great Forest
A large, mostly broadleaf forest that is home to many species of game animals. It has great significance to Pantheonism, with many of ancient shrines hidden away under the protective canopy of the Forest, this also being a reason for local populace's unwillingness to expand it. The legendary White Stag is rumored to live there.
/G:
GLS - Glassworks
A rather infertile area that is however rich in silica deposits. Parsians were first to exploit this and create the eponymous Glassworks, producing fine quality glassware. By the mid-12th century, the Glassworks fell into hands of Empire of Methiant, and has been important part of its economy ever since.
GRK - Grey Rockfields
Hilly, rocky badlands that have little to offer for potential settlers, although Eldricans has started colonization of the area in the 12th century.
GUB - Gubtan Border
Suprisingly fertile area - compared to other Parsian territories - comprised of lowlands and riverplains. It lies at the very south-eastern edge of Parsia, near the lands ruled by the ancient and enormous Gubtan Empire (hence the name, Gubtan Border).
/H:
HEL - Helliste
Once upon a time, Dahnian settlers moved in here, teaching and mingling in with the Hel tribe, native fishermen and huntsmen living in the area. This led to creation of a hybrid culture, with rich hunter-seafaring traditions yet Dahnian in administration and culture. The land grew in power and prosperity until it managed to wage war against, and gain independence from, Dahnia, by the second half of the 11th century AD.
HLC - Hel Coast
Ancestral homeland of the Hel tribe, that populated the area. The Hel were a tribe of fishermen and huntsmen, who lived in small houses built from logs and twigs, or skin-covered tents. After independence of Kingdom of Helliste, the settlements in the area expanded rapidly, many of them being important harbors for Helliste traders leaving to trade with Albionese port cities in the northwest.
HUP - Hurtlings' Pass
A strategically important pass, allowing a direct route between Tiftit Valley and northern Parsia. Other than that, this area has scarce amount of fertile land and little mineral resources.
/I:
IBM - Ironbone Mountains
Once thought to be ancestral homeland of orcish barbarians and raiders, until their true home was discovered to be in another world ('Orcworld') entirely, laying beyond the Portal Tunnel. Starting from 9th century, the orcish population was steadily curbed by civilized nations in the area, particularily by Luathbas and Damdamia.
ION - Ionith
Another case of 'colonized then revolted', Ionith was once part of Kingdom of Dahnia. Once the Helliste got uppity, the Ionithians sniffed weakness from their Dahnian overlords, and too have rebelled, with similar results. Once an ally of Queen Dogethe of Cydwyl, its attempted treachery ended in Ionith becoming Cydwyllian vassal, and ultimately, it was annexed into the Kingdom of Cydwyl as a province.
/K:
KAR - Karasau
Capital territory and name of the capital of Parsia. It is an area rich in industries and farmlands, and the capital city itself was at times one of the largest in the region, boasting population of over twenty five thousand citizens.
KHO - Khosra
One of most prosperous regions in Parsia, often placed right behind Augas. Its rich silver and gemstone deposits were frequently exploited by Parsia, and then Luathbas, shortly before latter's demise.
KIW - Kiwi
Central province of the eponymous Kingdom of Kiwi, which once ruled the western lands. The 'Mad King' of Kiwi, whose name is lost to history, tried to expand greatly and fought against numerous petty kingdoms just beyond Kiwi southern border, weakening the nation. This in turn let the western Nomads to quickly overrun Kingdom of Kiwi, ending the local dynasty and forcing the Kiwis into vassalship. Two centuries later, the Kiwis regained independence under a new dynasty, only to end up beind annexed once more, this time by Kingdom of Eldrican, in the early 1100s.
KOI - Koi
A relatively minor yet highly prosperous territory. In the ancient times, it was part of the (old) Kingdom of Kiwi. It was granted autonomy as a Duchy, and maintained a rather amicable relationship with the Kiwis, which ultimately led to Koi's downfall; fighting on Kiwis' side against Eldricans, they were forced to become vassals of the great western Kingdom at the start of 12th century.
KSH - Kashite
Parsian domain with a large number of populous cities and important religious centers of the Eleven Graces. In the 9th century, it was the centre of the independent Kashite Kingdom. Culturally Parsian, it survived its parent's downfall, its existence continuing until King Shapur conquered the Shahshan Kingdom and established the (relatively short-lived) New Kingdom of Parsia in the 1130s.
/L:
LAM - Lametania
The arch-nemesis of Luathbas, and pretender for the ownership of Southern Territories. Lametania is one of two oldest Kingdoms in the region, its origins traced as far as the 6th century AD. By the early 800s, it fell under influence, and few decades later, the overlordship, of the powerful, expansionist Damdamian Republic. In the 10th century, it regained independence, and even grew in size, reaching its greatest territorial extent in 1085 AD. Shortly afterwards, the Kingdom fragmented, with southern parts becoming Duchy of Sevon (which further split into Duchies of Aran and Llamber) and eastern turning into Duchy of Eval.
LLA - Llamber
Eastern part of the Duchy of Sevon. Slightly larger compared to the other, it also enjoyed greater economical prosperity, but just like Aran Duchy, it became part of the Damdamian Kingdom of Rucus.
LTH - Luthiana
Origins of the name of this territory probably are related to the Luthian Alliance, a confederation of city-states that arose after destruction of Kingdom of Luathbas. Cities in the region were also the cradle of the Oneist/Singularist cult that arose from doctrinal strife within Pantheonist clergy, influenced by monotheistics theology of the Damdamian Cult of Damed the Father.
LUA - Luathbas
Capital territory (and city) of the ancient Kingdom of Luathbas. Heartlands of Luathbasian culture and Pantheonist faith, Luathbas was ruled by no less than four dynasties since its creation somewhere in 5th century AD, culminating with the highly prosperous and successful rule of Houlandine Dynasty, which also oversaw the Kingdom's downfall in the 890s. Luathbas then split into numerous small states and petty kingdoms, and the region was highly fragmented until the rise of Kingdom of Methiant in early 11th century, which slowly absorbed its neighbours to reach, and even surpass, the territorial extent of the old Kingdom of Luathbas.
/M:
MET - Methe
Named after one of the largest cities in the region, nonetheless Methe was of lesser importance until turn of the second millenia and the foundation of Kingdom of Methiant, which capital lies in Methe. Since then, the area grew in population, especially under the rule of Yoean dynasty of Methiantese Kings (and later, Emperors).
MNT - Mountain Tribes
A somewhat savage land, where local 'mountain tribes' of sheep herders and miners more often than not enjoyed certain degree of autonomy from their Parsian overlords. As the time went, however, the local tribes were assimilated into Parsian civilization, adopting their religion and culture.
/N:
NDA - Northern Dahnia
Somewhat sparsely populated area in Kingdom of Dahnia. Site of many battles between Cydwyl and Dahnia in the early 1100s. Ultimately it became the actual 'new' capital territory of Dahnia when it lost independence to Kingdom of Cydwyl.
NEW - Newlands
Eastern side of the Northern Mountains, it is not as resource-rich as the other. Since 12th century, it was slowly colonized by Albionese, who crossed the mountains from the other side. Recently, the area has been also settled by Helliste, and even Methiantese colonists.
NPR - Northern Parsia
Located between the rich mountains and the desertified Waterless Plains. Its importance grew a bit during the Kashite Kingdom, but since then it returned to the status of a 'backwater' territory.
NRT - Northern Mountains
One of the most recently colonized lands, the first Methiantese colonists arriving only in the 1170s. Discovery of valuable deposits of metal ores, especially iron, led to rapid expansion of local settlements and helped bring prosperity to the region.
NWL - Northern Wilds
Relatively recently colonized lands, the local riverplains and forests became site of many a battle between Kingdom of Dahnia and Helliste rebels. By the late 11th century, the area was split between the two warring powers. Scholars believe that this is the land of 'rivers and forests' where the Dagovid tribe, which moved to settle in southern Luathbas in mid-9th century, came from.
/P:
PRP - Parsian Passage
A narrow, strategically important mountain valley, connecting The Valley with the province of Augas.
/R:
RLM - Rainbow Lizard Mountains
Mountains that were once populated by endemic Rainbow Lizards, big quadruped reptiles whose scales changed color depending on angle of observation. During times of Luathbas, the Rainbow Lizards were numerous, but by 12th century, there were only sporadic sightings of these strange, colorful beasts.
RUZ - Ruz
In early 9th century, Ruz was a petty kingdom, like many of its neighbours in the north. In the 840s, it lost a war against Dahnia and was forced to become its vassal. By the 10th century, the kingdom was fully absorbed by its overlord.
/S:
SHS - Shahshan
Despite its proximity to the sandy Waterless Plains, this area is both rather fertile and has a number of moderately sized settlements and cities. The Kingdom of Shahshan, named after the area, existed from about second half of 11the century, expanding in size by the early 12th century, only to be absorbed by the Kashite Kingdom.
SLC - Saltwater Coast
The gentle coast of the Saltsand Waters, it was settled by Dahnian immigrants by the 10th century AD. It became part of the Helliste Kingdom since its revolt against Dahnian overlordship.
STT - Southern Territories
A contested area, rich in farmlands and populated settlements. Luathbas and Lametania went to war over this prosperous territory many, many times, but ultimately it ended in the hands of Kingdom of Luathbas. After its demise, the Lametanians were more than eager to take over the land. They have been ruling over these lands since then, losing only the northern parts to Kingdom of Felonsein in the late 11th century AD.
/T:
TBL - Troll Breedlands
A sparsely populated area north of Tiftit Valley. Before Houlandine Dynasty, it was wilderness, occupied mostly by Hurthlings and Trolls. The former moved to Luathbas, and then Tiftit Valley, whilst the latter were virtually exterminated by humans, paving way for the area to be colonized.
TCH - Tech
Important urban province, Tech was once an integral part of Kingdom of Luathbas. It was also a city-state in the early 900s, before being conquered by Grand Duchy of Tven. After the Duchy's failed rebellion, it fell under direct rule of Kingdom of Dahnia, before being conquered by Kingdom of Methiant early in its existence. The city of Tech is also important to Pantheonism, with many of the cult's temples erected and important religious figures living there.
TIF - Tiftit
One of the most fertile areas in the region, this valley was colonized by Luathbasians shortly before the fall of their kingdom. While most of the region was in chaos, Hurthlings moved in and slowly grew xenophobic and isolationist, culminating in creation of the 'Closed Kingdom of Tiftit Hurthlings'. In the early 12th century, the Hurthlings were conquered by Kingdom of Methiant; since then, the valley's agricultural prosperity only grew, even despite the Hurthlings' steady decline in numbers.
TVE - Tven
Once a petty kingdom, like many others north of Luathbas. By 850 AD, it was a Luathbasian vassal; after its collapse, the Dahnians quickly conquered the Tvenians, establishing the Grand Duchy. Under Grand Duke 'Estwelf the Lizardslayer', the Grand Duchy's territory was greatly expanded, but the failed uprising staged by the aging Grand Duke brought ruination to the province. Tven never regained independence, and has since been a province of several different countries, including Domain of Donuth, Kingdom of Cydwyl, and finally, Empire of Methiant-Cydwyl.
/V:
VAL - The Valley
In the first millenia AD, The Valley was a Parsian province and an important industrial center, supplying Parsian army with metals needed for warfare. Unfortunately, the ore deposits eventually ran out, and the area has been in steady economic decline since the 900s. Nowadays, it is sparsely populated and its only strategic value being a crossroads between Augas, Tiftit and Kashite.
/W:
WCD - Western Ceodwell
Formerly, and under a different name, it was one of inner provinces of the ancient Kingdom of Luathbas. Since its demise, it has been the western part of Kingdom of Ceodwell, all the way until its annexation by Kingdom of Methiant in the early 12th century.
WEP - Western Empty Plain
Just like the eastern half, with the only difference that it is much more hilly and less grassy. Until very recently, there were no human settlements in the region. Ancient sources seem to indicate that the savage, sub-human Fomorians probably dwelled here before moving into Luathbas in the 820s.
WES - The West
In the past, this area encompassed the western borderlands of the Kingdom of Kiwi. Nowadays, it is the eastern border of Kingdom of Eldrican.
WFL - Western Felonsein
Western part of the Kingdom of Felonsein, it was comprised mostly of flatlands with large amount of farms and major cities of the Kingdom, including its capital city. After the Kingdom's collapse (beginning with death of Queen Karkhuta), this territory was held by Duchy of Koi, nowadays vassal of the westernly Kingdom of Eldrican.
WLD - The Wildlands
A large swath of land, with lots of vegetation (mostly shrubs and grass), with few rivers to keep the area fertile. Human habitation of the Wildlands has begun only recently, pioneered by Helliste and Cydwyllian settlers at the start of 12th century AD.
WLM - Western Lametania
A large plain, dotted with occasional hill mound or human settlement. Since times ancient, it belonged to Kingdom of Lametania, except 2nd half of 9th century, when it was ruled by then Republic of Damdamia.
WTR - Waterless Plains
One of the very few desertified areas in the region and the largest one. Little water and vegetation can be found here, and the few settled peoples living here are mostly huddled around water sources, providing services and means to rest for occassional merchant or messenger.
/Z:
ZAS - Zasitost
One of the 'youngest' Dwarven Halls in the region, Zasitost was built at the site of several mineral deposits, as well as a tomb of some ancient demonic being, which led to the hall's weakening and partial abandonment in the first decade of 12th century when the demon stirred from it slumber. Zasitost was then destroyed by the Army of Kingdom of Methiant, shattering the centuries-long reputation of Dwarven Halls being thought to be indestructible. The dwarves swiftly waged a war of vengeance against Methiant, which ended in peace treaty and eventual return of the local area under Dwarven rule. Within several years, the Dwarves rebuilt Zasitost and nowadays it is as prosperous as it was in the past.
ZON - Zonalath
Built with Ankurvat in the early 900s, Zonalath rules over the mines in the central Rainbow Lizard Mountains. The local dwarves also guard the only passage through the mountains to the lands in the west. Unlike Ankurvat or Zasitost, the Dwarven Hall of Zonalath has never been assaulted by demons or foreign armies, its industrious occupants living in peace and prosperity for centuries.