FANTASY CONQUEST:An upgrade of
Fantasy Conquest.
Game for 5 players; each of them will become a leader of a nation of custom-designed creatures, and then try to conquer the land which was once united by single Empire, which succumbed to civil war and 100 years of chaos.
There are three ways to win Fantasy Conquest:
Reunification: Take control of Old Empire Capital + form alliances with all other players + destroy remaining non-allied players.
Domination: Take control of 30 Provinces while no other Player has more than 10 Provinces.
Conquest: Eliminate all other players by taking control of their Capital Provinces.
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ECONOMY:Economy is very simple; each Province can generate Food to sustain your armies. You cannot have more armies than you have Food production.
Grasslands give +2 Food, Forests and Swamps give +1 to Food, while Deserts and Mountains don't produce any food. Capital Province always gives +3 Food bonus, no matter the terrain.
Example: You have 4 Grasslands (including Capital), 2 Forests and Desert; therefore, you can control: (3x2)+3+(2x1)+0 = 11 Armies.
If for some reason your Food production drops below amount of Armies you control, randomly choosen armies are destroyed until amount of Armies is equal to Food production again.
Producing armies in a Province, no matter its type, takes 4 Turns. This can be lowered by Horde perk.
You can produce Armies in any Province you control, however you
cannot produce more than 5 Armies at one given moment.
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MAP LEGEND:The map is divided into provinces. Each of these Provinces has its own type, shown by the color:
Grassland (light green), 14 provinces
Forest (dark green), 8 provinces
Swamp (teal), 8 provinces
Mountains (grey), 8 provinces
Desert (light yellow), 5 provinces
Lake (light blue), 3 tiles, not counted as Provinces
Mountains give +1 to Defense bonuses to any armies stationed there.
Deserts give -1 to Attack/Defense bonuses to non-native neutral armies and races without 'Desert Dwellers' perk.
Lakes are impassable without 'Amphibians' perk.
Old Empire Capital is randomly choosen from all remaining, neutral provinces.
Capital Provinces:Capital Province as well as Old Empire Capital, no matter the terrain, provide +1 Defense bonus.
At beginning of the game, two Armies are created in Capital Provinces of all players.
Capital Provinces of two Players cannot be adjacent to each other!
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LEADER/RACE CREATION:Each player needs to create a nation by filling in this information:
Leader: name, eventually title (username)
Race: name (short description, vaguely humanoid)
Color: Magenta / Red / Purple / Blue / Brown / Cyan / Orange
Perks: you pick 2 Perks from the list below. Some Perks cannot be mixed with others - the restrictions are below Perk list.
Starting Province: you can start at any Grassland. Certain perks allow you to start on different terrain. Map for game #1 is
HERE!Perk list:Agrarian Experts: Grasslands under your control have +3 Food bonus instead of the usual +2.
Amphibians: Your Armies can travel through non-province 'water' hexes on the map, and get +1 to Attack rolls when attacking enemy Provinces from that terrain.
Builders: Your Armies get +1 to Defense rolls.
Desert Dwellers: Your Capital Province can be located in Desert; your armies aren't affected when fighting in Desert terrain.
Forest Dwellers: Your Capital Province can be located in Forest; your armies get +1 to Attack/Defense bonuses in Forests.
Horde: Your Armies take 1 turn less to produce.
Magic: Landheal: Once per
5 turns, you can change Desert province you control into Grassland province.
Magic: Storm: Once per turn, you can summon a storm that destroys 1 Army in a province adjacent to your provinces.
Magic: Teleport: Once per turn, you can move 1 Army from one Province you control to other, no matter how far the provinces are from each other.
Mountain Dwellers: Your Capital Province can be located in Mountain; your armies get +1 to Attack/Defense bonuses in Mountains.
Nomadic Herders: All lands, including Grassland, give 1 Food.
Raiders: Your Armies get +1 to Attack rolls.
Silvertongues: During Diplomacy, there's 20% chance that the other side will automatically agree to Silvertongues' proposal, even if their leader (Player) disagrees.
Swamp Dwellers: Your Capital Province can be located in Swamp; your armies get +1 to Attack/Defense bonuses in Swamps.
Perk restrictions:
Builders and Raiders are mutually exclusive.
Nomadic Herders and Agrarian Experts are mutually exclusive.
Any 'Dwellers' perk is mutually exclusive with any other 'Dwellers' perk.
Amphibians and Mountain Dwellers are mutually exclusive.
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WARFARE:When two armies of nations hostile to each other meet in the same province, they fight.
Fighting involves a 1d6 roll for both sides + their respective bonuses (attack/defense, terrain).
The army that loses the roll is destroyed. In case of multiple armies on both sides, the rolls continue until only one side remains in the Province.
At the beginning of the game, ten neutral Provinces have Natives in them. These armies do not move on the map, and get +1 Defense bonus no matter the type of Province they dwell in.
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DIPLOMACY:There are several diplomatic stances that two kingdoms can be at:
WAR - self-explanatory; fighting of armies and seizure of provinces can happen at this state.
NON-AGRESSION - No fighting or conquest of provinces, and borders are mutually-respected.
TRADE DEAL - Two bordering nations form a pact that provides them with +X Food bonus, where X is amount of provinces at the border. This bonus caps at +3.
MILITARY PACT - Like Non-Aggression, but Armies of two bordering nations can freely march through Provinces at neighbours' border, but not deeper than that.
ALLIANCE - Combines Trade Deal and Military Pact, plus is requirement for Reunification victory. Attacking one member of Alliance automatically puts its partner at WAR against the aggressor.
Trade Deal counts bordering provinces on both sides to calculate the food bonus coming from economical exchange.
For example; if Nation A has 3 provinces sharing border with only one Province of Nation B, the resulting bonus is only +1 for
both sides.
When 'First Contact' between two nations occurs, the Players have to decide if they enter WAR or NON-AGGRESSION. No other forms of diplomatic agreement are allowed at that point.
Diplomatic talks can occur at any point of the turn, but the deals take effect at the beginning of the next turn - this includes WAR declaration.
When you attack your neighbour when WAR is not in affect, you risk a
Revolt; same thing might happen when you declare WAR in the same turn after you agreed on Non-Aggression or any other deal.
Revolt pick one of your Provinces and turns it, along with two neighbouring ones, into Neutral provinces along with all armies stationed in them. If there are no armies in revolting Province, one Army is spawned in it.
These armies however retain the 'perks' of the original nation, and their previous affiliation is shown by a dot of respective color, in the middle of their white army tokens.
When Capital Province of one Player is destroyed by other, the remaining Provinces turn Neutral and retain their respective armies which turn Neutral and immobile as well.
They retains the 'perks' of their original race; see Revolt.
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Player list for Game #1:
Leader: Antarkus Biblios, Lord (WhitiusOpus)
Race: Skierkin. The Skierkin are a medium sized, unassuming race. They are relatively similar to humans, averaging 6' and having bipedal movements. The only major differences, are that Skierkin are a slight greenish color, and have no ears. This is due to their mainly living in forests and grasslands, where their natural skin color helped with camouflage.
Color: Blue
Perks: Agrarian Experts, Magic: Landheal
Starting Province: #1
Leader: Great Lurker Is'htrom
Race: Arkzmar - A race of savage, arcane beings. They seem fairly insectoid, but not much is known of them.
Color: Purple
Perks: Horde, Magic - Storm
Starting Province: #36
Leader: Cabadath, Prince of the Pain Realm
Race: Pain elementals. Tall, human-like beings with blank faces and horribly scared bodies capable of powerful magic and linked to an eldtrich god, Pain Elemental Chzo.
Color: Red
Perks: Magic: Teleport, Magic: Storm
Starting Province: Province #11.
Leader: The Lord of Telorin
Race: Telorin (Wood Elves) - Tall and thin with fair skin and short cropped hair for both genders. They are agile and quick, knowing plenty of woodcraft and archery, but are not as strong in melee combat. They are great herders of antelope and deer however.
Color: Cyan
Perks: Forest Dwellers, Nomadic Herders
Starting Province: #38
Leader: The Mucoid Mind
Race: Abolths; much like the D&D monster, with prehensile tentacles and whatnot. Biggest differences are size and ability to crawl on land.
Color: Orange
Perks: Amphibious, Silvertongues
Starting Province: #14