//formerly known as 'Tribal Conquest'.
This is turn-based game that keeps economical prospects of strategy game to minimal and concentrates more on conquest and wars with a simple roll system. Think 'Risk', but a little different.
GOAL OF THE FANTASY CONQUEST:
Conquer 44 of 52 available provinces
OR
Destroy Capital Provinces of the four enemy kingdoms
THE BEGINNING:
First, you must pick a God whom you will play as. 'Favored Races' get +1 to their Invasion/Defense rolls when controlled by appropriate God.
Afterwards, each God has to pick a Province on the map that shall become Capital Province of his/her kingdom.
That Province must be the one favorited by the controlled race:
Damloks - Swamp or Forest
Gor'tuhn - Mountains
Fae - Forest or Grassland
Escardo - Swamp
Humans are special in this regard; they can start anywhere they want.
Desert is special terrain; no Race (except Humans), can create Capital Province on a Desert. Also, Races fighting at Desert get -1 to their rolls, except Humans who are immune to this effect.
Also, you cannot make Capital Province that's adjacent to a Capital Province of another player.
When Capital Province is choosen, four Armies are created in it.
OTHER THINGS ABOUT CAPITAL PROVINCE:
Capital Province provides +1 Defense Bonus to Armies stationed in it.
When Capital Province is conquered by enemy forces, the Nation is officially defeated and its former Provinces become neutral.
Also, Capital Province of the defeated nation becomes a normal Province under control of the victorious kingdom.
MAP COMPOSITION AND REGION COLORS:
16 Grasslands: Light Green
6 Deserts: Yellow (cannot be choosen for Capital Province)
10 Forests: Dark Green
10 Swamps: Teal
10 Mountains: Dark Grey
At least 10 coastal provinces
12 neutral provinces with 1 native army + 3 neutral provinces with 2 native armies
FERTILE LANDS AND ORE DEPOSITS:
There are 5 Fertile Lands and 5 Ore Deposits. Those are noted on the map as small 'F' and 'O' under the province flags.
Fertile Land shortens army production in that Province by 1 turn.
Ore Deposit gives +1 to Defense rolls to armies stationed in that Province.
Fertile Lands can be found in Forests and Grasslands; Ore Deposits in Mountains and Grasslands.
One Grassland Province cannot have both Fertile Land and Ore Deposit; Capital Provinces will never have Fertile Land or Ore Deposit.
TURN ORDER OF GODS:
At the very beginning, the Turn Order is choosen by GM with random rolls, and this order remains the same until the gane ends.
TURN PROGRESSION:
The GM announces start of New Year (game turn).
Each God can start creating armies and send them to conquer Neutral or Enemy Provinces.
GM then performs all necessary work, rolls the dice (in case of Invasions), and then the next God can post his actions.
When GM finishes the work on the actions of the last God in the Turn, the Turn ends and next
DISASTERS:
At the beginning of every turn that can be divided by 3 and/or 5, a Disaster occurs in a randomly choosen province.
The Disasters are:
Plague: 40% that an Army stationed in this province will be destroyed; every Army has a separate roll.
Earthquake: Earthquake turns fortifications into dust, giving the Armies in Province -2 to Defense rolls in this turn.
Tsunami: Combines Plague and Earthquake, but can affect only those Provinces adjacent to the sea. Tsunami cannot occur in Mountain provinces.
Rebellion: Up to 3 provinces turn neutral along with armies stationed at them. Rebelling provinces must be adjacent. Capital is immune to rebellion.
ARMY CREATION:
Provinces can create Armies - amount of turns required depends on Race and God.
Up to 5 Provinces can be creating Armies in the same moment.
Capital Province can hold up to 5 Armies, every other Province up to 3.
INVASION AND DEFENSE:
An Army that enters an adjacent neutral/enemy Province conquers it unless there's an Army protecting it.
Invading Army gets Invasion bonus to its roll, whilst defending Army gets Defense bonus.
For each Army, a six-sided dice is rolled, and bonuses are added. Army that loses the roll is destroyed.
In event of equal result, the roll is repeated.
Province that is has no Armies defending it is automatically conquered.
DIPLOMACY:
There are 3 settings of diplomatic relationship between two kingdoms:
WAR: You can attack and conquer your enemy's provinces.
PEACE: You and your neighbour are at peace and cannot enter each other's provinces.
ALLIANCE: Your and your neighbour's are in alliance. You can move through provinces of your ally that are adjacent to your own (and vice versa). You can have 1 ally. You win if sum of allied provinces is 27.
'First Contact' mechanic: When an army takes control of province adjacent to a province of some different kingdom, First Contact occurs and the game is paused until FC is resolved.
The leaders of the two nations pick either WAR or PEACE. If they disagree at the choices, WAR takes precedence. You cannot declare ALLIANCE at First Contact talks.
'Diplomatic Talks' mechanic: During your turn, you might declare a want to conduct Diplomatic Talks with a kingdom you have any kind of relationship with.
If the other player agrees, you then have private talk with him/her (via PM, for example), both send the result via PM to the GM. At the start of next year, GM will announce the result and the diplomatic setting between the two nations will take effect.
You can attack your neighbour whilst at PEACE or ALLIANCE; it changes the setting to WAR. Be careful - there's 40% chance that Rebellion might occur if your neighbour was at PEACE, and Rebellion occurs right away if there was ALLIANCE between you two!
MAHNYA, Goddess of Life
Flag Color: Pink
Army Creation takes 1 turn less
Prevents Plague from happening in provinces controlled by MAHNYA
Favored Races:
-Fae
-Escardo
VUTAR, God of Conquest
Flag Color: Red
Armies of VUTAR get +2 to rolls when invading provinces
Favored Races:
-Humans
-Gor'Tuhn
SEIOS, God of the Ancient Magic
Flag Color: Blue
Once per Turn, an Army from one province can be instanteously moved to any other province controlled by SEIOS.
Once per Turn, a thunderstorm can be made that has 40% chance to destroy an ENEMY army stationed in a province adjacent to provinces controlled by SEIOS.
Favored Races:
-Damloks
-Fae
LARKA, Goddess of Stone
Flag Color: Silver
+1 to Defense rolls, defense bonus of Capital Province becomes +2
Prevents Earthquake from happening in provinces controlled by LARKA
Favored Races:
-Gor'Tuhn
-Escardo
NEEVROND, Guardian God
Flag Color: Gold
Whenever an Army of NEEVROND is about to be destroyed in combat, there's 10% chance it won't happen.
If a disaster strikes a province controlled by NEEVROND, there's 25% chance nothing will happen. This doesn't work on Rebellions caused by attacking neighbouring country whilst at PEACE/ALLIANCE.
Favored Races:
-Humans
-Damloks
HUMANS:
The fairest of all races, they are very adaptable and cunning, and their population grows quickly.
Army Creation Time: 3 turns
Invasion bonus: 0
Defense bonus: 0
They don't receive -1 to Invasion/Defense rolls when on desert
Can place Capital Province at any province they want, even a desert
DAMLOKS:
Big black eyes and rugged green scales are the characteristics of these reptilean people.
Army Creation Time: 4 turns
Invasion bonus: 0
Defense bonus: 0
+1 to rolls when on Swamp or Forest terrain
GOR'TUHN:
The four-armed humanoids with dense red fur, mighty dwellers of cold mountains.
Army Creation Time: 4 turns
Invasion bonus: +1
Defense bonus: 0
+1 to rolls when on Mountain terrain
FAE:
Tall and beautiful, these ancient elves vow to re-establish their long-lost empire.
Army Creation Time: 5 turns
Invasion bonus: 0
Defense bonus: 0
+1 to rolls when on Forest and Grassland terrain
ESCARDO:
Stout and brave snail-men with sensitive antennae instead of ears; skilled builders and architects.
Army Creation Time: 4 turns
Invasion bonus: 0
Defense bonus: +1
+1 to rolls when on Swamp terrain
Nation sheet is essential to play the game. Please fill out the sheet and
click here for Game map!GOD: One of five Gods - each Player has to take different God!
RACE: You can pick any Race you want, just remember that each God favorites different races.
NATION NAME: 'The Kingdom of the Second Human Dynasty', 'The Confederation of the Scales', etc etc
CAPITAL PROVINCE: Choosen from Provinces appropriate for the Race of the Tribe.
PLAYERLIST OF GAME 2:God: MAHNYA
Race: Humans
Nation's name: Alliance of Erotic Tribes
Capital Province: #27
God: SEIOS
Race: Damloks
Nation's name: Kingdom of the Emerald Banner
Capital Province: #40
God: VUTAR
Race: Gor'tuhn
Nation's name: Empire of Blood
Capital Province: #32 "Dragonstone"
God: LARKA
Race: Damloks
Nation's name: Paladins of Rock and Roll
Capital Province: #1
God: NEEVROND
Race: Humans
Nation's name: Union of Creatures
Capital Province: #9