Heretics of Hexland
A game of colonisation for 4-6 players
Hexland, the unsullied continent, lies ripe for the taking. For untold millenia, the Leviathan protected the island from colonisers, until it was slain by the Doge's men. Now heretics from around the globe flock to colonise Hexland.This was a turn-based colonisation game in a fantasy world. Each player controls a rival expedition from a civilisation of their making. Each expedition is made up of one species that is beholden to a heresy. These civilisations vie for control of Hexland.
Civilisation Name: [this can be whatever you like]
Colour: [Choose your preferred colour for your civilisation's borders]
Heresy: [pick from the list below. This gives you a special action.]
Species : [pick form the list below. This changes the way one rule works for you. You can pick the same heresy or species as someone else, but not both so have a look at what other people have picked.]
Population: 1 [This is 1 unless something else says otherwise.]
Shaker
They like to sit and tremble in awe at the world.
Tremble - Convert a mountain tile that you own or neighbour into a plain, all fortifications are lost on the tile and the owner (if any) loses 1 population.
Season: All
Cost: 3 actions
Builder
The Builders seek to urbanise the world, turning all in a citadel pointed towards eternity.
Tower - Change a tile (of any kind) you own into a city. This action can only be performed once per turn. A tile cannot be Razed and Towered in the same turn.
Season: All
Cost: 1 action
Aquatic
The worship the dead Leviathan, and foresee the waters reclaiming all land.
Flood - Turn a neighbouring non-mountain tile that is next to a river/lake tile into a river/lake tile.
Season: All
Cost: 1 action
Merciless
They believe the final Age will be when all the world is a wasteland.
Brutal Raid - Raid AND raze a neighbouring tile (usual restrictions on razing apply).
Season: All
Cost: 2 actions
Bountiful
They believe that the world is already a paradise.
Forage - Increase population by number of forests owned.
Season: Summer only (once a summer only)
Cost: 1 action
Chaotic
The Chaotic believe in sowing a random element into the world.
Seed - Pick a neighbouring non-mountain tile that you do not own. A d10 roll is made and at the end of the turn, the tile turns into one of the following:
1 - Ocean
2 - Mountain
3-4 - River
5-6 - Desert
7-8 - Forest
9 - Plain
10 - City
Season: Spring and Fall
Cost: 1 action
Human: Start with population of 2.
Spiders: Can Improve all year round.
Monkeys: Can Raid fortified tiles.
Antmen: Antmen fortifications give +2 defence to the tile.
Djinns: Difficulty of neighbouring desert tiles are -2 when djinn Expand.
Merfolk: Difficulty and defence of neighbouring river/lake tiles are -1 when merfolk Conquer or Expand.
Parakeetkin: Forests are considered Fields for the purpose of harvesting and growing.
Trolls: Difficulty and defence of neighbouring mountain tiles are -1 when trolls Conquer or Expand.
Swine: Can harvest twice every fall.
Letterbeasts: Can Expand in Fall.
The Doge's Men: Owned river/lake tiles are +1 defense and are -1 difficult when expanding.
Ghosts: Ignores fortifications when conquering and fortifications aren't destroyed on conquering.
The game takes place over five years, after which the New Age will begin, as all heresies agree. Each year is made up of four seasons (spring, summer, fall, and winter), and each turn takes exactly one season. (So each player gets 20 turns in the game). On your turn you may take as many actions as you have population.
Types of Actions
All actions cost 1 action unless otherwise stated.
Grow/Harvest: Increase your population by the number of plains held (once only per season).
Expand: Take over a neighbouring uncontested territory. This costs +1 extra action per difficulty of terrain.
Conquer: Take over a neighbouring contested territory. This costs +1 extra action per defense of terrain. Both the conquered region and the conquerers lose 1 population, minimum 1.
Improve: Transform a tile you own into a different kind of tile. The improvements are: Deforest: Turn a forest tile into plain. Irrigate: Turn a desert tile that is next to a river or lake into a plain. Dredge: Turn a river/lake tile into a plains tile. Build City: Turn a plains tile into a city tile. You can improve the same tile multiple times in a turn if you have enough population.
Raze: Turn an owned plain or city into a desert. Gain +1 pop; you can't improve a tile after razing it in the same season.
Raid: Target a neghbouring contested tile. Decrease the population count for that civ by one, minimum one. A tile can only be raided once a season by the same civ. A fortified tile cannot be raided. A city tile cannot be raided.
Fortify: Increase the defence of the tile by +1 (a tile can only ever be fortified once, and conquered terrain loses its fortifications)
Actions for Each Season
Spring - Grow, Expand, Improve, Raze, Raid, Fortify
Summer - Expand, Improve, Raze, Raid, Fortify
Fall - Harvest, Conquer, Raze, Raid
Winter - Conquer, Raze, Raid
The winner is the player who's civilisation owns the most territory at the end of the game, or whoever's left alive.
In any given round, players take it in turns to act. The turn order is in species+heresy order (human shakers first, chaotic ghosts last; in case of tie, the lower species wins). A player has a number of actions equal to their starting population (if they increase their population during a turn, it doesn't give them more population to use that turn).
The Red Civilisation has population 2. In Spring, they expand into a neighbouring sector and grow. This increases their pop to 4. This doesn't give them 2 more actions to use this Spring though!
When selecting a tile to act on, just give its number (e.g. Expand to 12, raze 43, build city on 28).
Terrain typesDesert
Colour: Beige
Defence: 0
Difficulty: 2
Plain
Colour: Light green
Defence: 0
Difficulty: 0
Forest
Colour: Dark Green
Defence: 1
Difficulty: 1
River/Lake
Colour: Light Blue
Defence: 1
Difficulty: 2
Mountain
Colour: Grey
Defence: 2
Difficulty: 3
City
Colour: Pink
Defence: 1
Difficulty: 0
(Cities add +1 to the base population of a civ. E.g. a civ with three cities can never fall below population 4, no matter how many times they're raided or no matter the number of conquests they are a part of.)
Sign Ups1. IronyOwl
2. Scapheap
3. kaian-a-coel
4. a1s
5.
Ukrainian Ranger Lidku
6. GreatWyrmGold
Replacements- [Could be you!]
Turns will be processed at the end of each season. If a player does not submit an action within 36 hours of the last turn, their go may be taken by the mod. If a player is skipped twice in a row, they may be put up for replacement. As a strict turn order is maintained, feel free to edit your season's action if someone earlier in the turn order posts their action after you. Actions are always submitted publicly, but players are allowed to communicate privately if they wish as well as in-thread. Any queries, feel free to ask.