Howdy guys. I need some lab rats to balance out this forum game I've come up with.
It's short, it's sweet, it's simple, it's based on a classic board game with tested rules - with some changes, of course.
The aim of the game is to, alone or as part of a
Federation, conquer all other opposing forces' capitals. However, you can only form federations with your own cultural partners.
(Gauls, Celts, Britons, Scythians) / (Northern Rome, Southern Rome, Greeks) / (Ptolemic, Seleucid, Carthage)
First Come, First Serve - post the nation you want to play as
Turn Order
1. Roll for research.
2. Post your movements.
3. Buy new units.
4. Place any new units you buy. (ie, units cannot move on their first turn).
5. Make diplomatic deals (ie, moving units into the territory of a later agreed, on the same turn, ally would result in an attack).
Win Conditions
- Hold the capital of every non-same-federation nation.
Money
- Every turn, the players collect Industrial Production Certificates (IPCs). These are spent on units, research or settlements.
- Units do not have a maintenance cost.
- Settlements give extra IPCs, but can only be built one per territory and not on the same turn as conquering.
- Units can only be placed on settlements or the capital (Except initial placing of units on turn 0).
- Only one unit can be placed on each settlement. All others are built in the capital.
- The capital can not be relocated.
Research
- Each 5 IPC invested in in research will roll a 1d6.
- You can have 6 research rolls per turn.
- A six is a technological breakthrough.
- Each technological breakthrough dice rolls again - the corresponding number is the technology discovered.
- There are no rerolls in the case of already discovered technologies.
Unit Movement
- Units can not move through a territory with an enemy or neutral unit in it.
- Units can not move through enemy or neutral territory without attacking it.
- Cavalry can move two territories.
- Archers and Soldiers can move one territory.
- Rams and Heavy ships move two territories.
- Transports and Light Ships move three territories.
Transporting
- Transports unloading costs one move. Transports loading does not cost moves.
-- Transport can move three moves.
-- Transports can pick up, move two territories and unload.
-- Transports can pick up, move one territory, pick up, move one territory and unload.
Combat
- Each unit has an "Attack" and "Defence" score.
- The combat board has four ranks either side to reflect these scores (ie, attack 1, front line, attack 2, second line, etc).
- Each unit rolls a 1d6. The attacker rolls need to be on or below their attack score.
- Each unit rolls a 1d6. The defender rolls need to be on or below their defence score.
- - (Traditionally, the attacker would roll, see which are hits, then the defender chooses which units of his die. The defender then rolls a counter-attack, including his dead soldiers, as combat is simultaneous. The attacker would then remove his dead soldiers. Then the attack would fall to the next column. Once all the columns have rolled their dice and damages are taken account for, only then are units removed from play. Then the next attack would ensue, unless the attacker decided to withdraw).
- - However, due to this being a forum game, and such gameplay would lengthen gameplay by days, most of this will be automated. I will however allow, before the battle commences, for the attacker to choose under what conditions he wants his forces to withdraw (ie, 10% men left, no cavalry left, etc etc).
- - I will also kill off units at random.
Capturing
- A territory is captured if a unit of enemy or neutral being enters an undefended territory.
- Cavalry units can "Blitz", whereas they can move through two territories and capture both, if the first is undefended.
I think I covered everything?
Post what country you want to play as.
You can spend 43 IPCs (Left-overs are added to your first turn's income).
(28 for Romans)
(See units Spoiler)