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. They can also set Research topics, build Castles, and assign Heroes to tasks.
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.
Research accumulation and Spellcrafting chances, as well as Hero rolls, are performed every Season (Spring, Fall and Winter).
NATION CREATION SHEET:
Name: fancy name of your nation (username here pls)
Government: one of 4, check Governments spoiler
Patron God: one of 4, check Gods spoiler
Capital Province: one of Supply Centers on the map
Color: HEX values (##, ##, ##), this will be used on the map for your Provinces and Armies.
THE MAP OF FANTASIA:
Click here for the map of Fantasia!It's a large continental mass with 3 Seas, which are used for trade and exchange of information.
Supply Centers are provided on the map; the magic Nodes will be spawned on the map after the game begins.
SUPPLY CENTERS:
There are 34 Supply Centers on the map, each marked with a black-and-white 'dot'.
Supply Centers determine how many Armies you can have. You can build new Armies at unoccupied Supply Centers only.
WINNING THE GAME:
There are two ways to win the game:
Domination: You must have 18 or more Supply Centers under your control at the end of a Year.
Divine: You must successfully summon your patron God into the World.
DIVINE SUMMONING:
To perform Divine Summoning, you need to first find and seize control of the Site called 'The Gate to the Aether'. Then, you must 'sacrifice' 3 Artifacts on the site, including at least 1 associated with your Patron God.
There's 33% chance per Artifact associated with your God that you will succeed in the Summoning. Theocracies have innate +33% bonus to that chance.
You can use Artifacts associated with no God, or those associated with rival Gods, as well. Be wary, however; you can accidentaly summon a rival God, delivering the victory into hands of your enemies!
If you fail to summon a God,
all sacrificed Artifacts are destroyed, potentially crippling, if not outright removing, your chances at Divine Victory.
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.
CAPITAL PROVINCE:
The heart of your government. It is a special Province that you start with.
It is always located in a Supply Center of your choice. It provides +1 to Combat Rolls of Armies stationed within it, as well as grants +2 Research Points per Turn. Guard it well!
CASTLES:
During Spring and Autumn, you can construct Castles; these fortified buildings located at strategic places bring benefits to their owner.
You can build 1 Castle per Season. Castles can be build in any Province that you control as long as it is not currently Sieged by an enemy Army.
Castles provide +1 to the Combat Rolls of the Owner's Army stationed within. When enemy Army is occupying the Province, Castles extend the Siege time required to conquer the Province by 1 Phase.
ARMY PLACEMENT, MOVEMENT, AND COMBAT:
During Winter phase, you can create Armies in Supply Centers you own; you can have as many Armies as you have Supply Centers.
During Spring/Autumn phase, you can move your Armies, from one Province to another adjacent one.
If you move your Army to a Province occupied by Army of another Player, combat occurs, and both sides roll 1d6 to determine outcome of the battle:
If the Attacker rolls higher than the Defender, the Defender is destroyed and the Attacker moves into the Province.
If the Attacker rolls equal to or lower than the Defender, the Attacker is destroyed.
SIEGE:
Siege occurs when your Army enters an unoccupied Province that is controlled by another Player, or is neutral (light-green). Siege takes several Spring/Autumn phases to succeed. Once successful, the Province becomes yours and the previous owner must Siege it to get it back.
By default, a Siege takes 2 Phases; if you begin the Siege in Spring of Year 1, it will succeed in Spring of Year 2.
If the Army that is conducting the Siege moves out of the province, the Siege is cancelled.
Modifiers:
If there's a Castle in the Province, the time required to complete the Siege is extended by 1 Phase.
If the Sieged Province is the enemy Player's Capital Province, the time required to complete the Siege is extended by 1 Phase.
If the enemy has Engineering technology, the time required to complete the Siege is extended by 1 Phase.
If you have Siegecraft technology, the time required to complete the Siege is reduced by 2 Phases (get those catapults ready!).
If you have Secret of Fireblood technology, the time required to complete the Siege is reduced by 1 Phase.
Siege time is NOT counted for during Winter, but only during Spring and Autumn.
NODES AND SPELLCASTING:
Nodes, represented by colorful icon, are places where Aether leaks its magic winds into the World. These 10 Nodes can be tapped by magicians to fuel their spells, but they're guarded by Monstrosities.
Each Node provides its owner with 1 Magic Point to use each Year. Magic Points are replenished at the start of Player's Spring phase.
A Player that wants to cast any Spell needs first to spellcraft (or find, or steal) it, and has to spend 1 Magic Point on a said Spell.
Golems and Arcane Shield spells are different in that they remain in use, permamently tapping into Player's pool of Magic Points.
If a Node is destroyed by a Disaster, a new one will spawn in randomly chosen Province at the start of the next Phase; this way there will always at least 10 Nodes available.
EXCHANGE TREATIES AND TRADING:
Exchange Treaty is a treaty where two Player nations exchange their research and goods. An Exchange Treaty provides +1 to Max.Army limit and +2 RP/Turn for the Players engaging in it. By default, each Player can have treaties with 2 other Players.
Exchange Treaties can be formed between Players who control Provinces adjacent to each other, or who share the same Coastline (West/East Sea, the Inner Sea). Researching 'Trade' technology lifts this limitation.
Once two Players have formed an Exchange Treaty, they can further Trade with each other. Things that can be Traded include: Spells, Technologies, Artifacts, Heroes and unoccupied Provinces.
Exchange Treaties can be broken by either side of the treaty at any given moment.
DISASTERS:
Each Spring and Autumn, there's a 1 in 3 chance for a Disaster to occur.
A Disaster can occur to a Province or a Player; the examples could be removal of a magic Node, or death of a Hero.
Disasters will be processed before the Players can move.