Welcome, Bay12, to Armories of Valturia. Your goal is join an arms company, design weapons, and sell them for a profit. The most successful company will be recognized as the official national armory of Valturia.
It is 1910, and as is tradition, this Arms Race takes place in the real world, except with a bunch of extra, fictional nations squeezed in. Machine guns are bulky and water-cooled, automatic loading pistols are a recent novelty, and armies are expected to fight in open fields at great range with firing lines of riflemen. The world has not experienced the first world war (though it will soon) and most generals know battle as a chess game of daring charges and clever pincers which has not changed much since Napoleon's time. Most armies have not even considered the opportunities of mechanization.
These people will be your clients, and your business will be in selling small arms of your own make: everything from pistols and shotguns to heavy machineguns and possibly cannons, and all sorts of weapons in between. Not only must your products be good, they must also appeal to the taste of generals who are deciding how to equip their armies.
Valturia, land of iron. The country sits in a tiny region of defensible, metal-rich mountains, but it was once the seat of a wide empire. Long ago, when the empire crumbled into civil war, Valturia avoided destruction by signing a treaty which guaranteed her independence, but forbade her from going to war with any of her many bordering nations and former vassals, no matter how small or weak. For hundreds of years, the tiny nation has been a hub of cultures from across the former empire, famously neutral in wars but incapable of any greater ambitions. However, the treaty said nothing about selling arms.
It is now the 20th century, and His Majesty Narvik II has hatched a scheme. The tools of war have grown more powerful, terrifying, and most of all, expensive. If the British empire's armies can defeat enemies ten times their number by using machine guns, then perhaps it is not armies, but weapons which now win wars. Valturia may remain neutral, but still shape the nations around her, by providing weapons to favored factions. Failing that, the country could stand to bring in a whole lot of money. There are three companies in Valturia which have produced weapons, and all of them will receive funding from the crown to expand and fulfill military contracts.You will join one of these companies, but don't click the links for them until you've decided which you want to join. The plans made by each company are confidential.
Behrens is located in the northwest of Valturia, and their primary product is pocket watches and clocks. They produced some pistols under license from a foreign design in the last few years, which is the extent of their involvement in the arms business. They are known for extremely precise, hand-finished machining. Behrens starts with 60 credits.
Fabrique Riviere originated as a lumber mill and furniture company, and began selling cap-lock shotguns, and later, breech-loading rifles. These are widely regarded on the foreign market as a plague of cheap, mass-produced rubbish, but the quality of the wooden stocks is decent. However antiquated, this means there is already a complete assembly line in place for guns. FR starts with 55 credits.
Prykanbul Manufacturing is owned by a family whose origins are in the furthest east of Valturia's former empire, and there are rumors that their patriarch is wanted for crimes in the old country. Their trade is in metalwork, of common hardware and horseshoes but most famously swords. At one point in the past they manufactured muskets, but this production ceased as firearms became more complicated. The sword business continues on a small scale, and the quality of their blades makes them sought-after. Prykanbul starts with 65 credits.
For quick discussion of the game, there is also a
Discord server. There are private text channels for each company.
The RulesThis is essentially an Arms Race game, you design weapons and compete with the other companies. However, instead of taking your weapons to battle for territory and resources, you will have your weapons tested by armies who will decide which they wish to purchase, and if you win the contract, you will gain money.
Turns take place in a two or three phases, and each turn represents the passage of a year.
Drawing Phases:There are two primary actions which take place during the drawing phase:
Design a new product from scratch.
Revise an existing product design.
Both of these are explained in greater detail later, but they are the bulk of your activity in the game. You may also have opportunities to spend money in other ways, such as upgrading your factory, and that will take place in this phase. While there is no hard limit to the number of designs or revisions you may make in a turn, they become increasingly expensive if you do multiple in one turn. During the drawing phase you may start as many designs or revisions as you can afford. There is a second drawing phase, where you may do this again, if you wish. This allows you to make a revision or a new design once you know the results of your first phase, if you wish, but you can of course pass as well.
Bidding Phase:After you've completed (or passed) both action phases, it will be time to bid on contracts. Normally, you can bid on no more than two contracts each turn. For each contract, you must choose what item you are submitting, as well as the price. Once all companies have submitted their bids, the testing phase can begin.
Testing Phase:Clients field-test each gun which is submitted, and choose their favorite to fulfill their contract. You'll receive a report on your gun, and how happy the client was (or wasn't) with it. During this phase, it may be common for previously unknown flaws to be discovered. Take note that I did not say clients choose "the best" gun. In addition to having unique circumstances and requirements, clients take into account price (coming in under-budget is always appreciated) and their own personal biases. Some clients may have opinions about military doctrine which range from antiquated to objectively wrong. This phase is where I have to do the bulk of the writing, so expect to wait a bit.
End of Turn:A few things happen at the end of the turn. First, you spend money on assembly lines if necessary. If you've won two contracts, you may actually only be able to fulfill one contract, so you must choose which. You also choose whether to build an assembly line or re-tool an existing one. Next, assembly lines, including ones just created, assemble a batch of firearms if there is a buyer, and you receive the profits in time to start the next turn. If you are building a new assembly line from scratch, you might not turn a profit immediately.
Lastly, a set of new contracts will be posted. Contracts which weren't fulfilled last turn may or may not reappear. In addition to your profits, you receive Prestige (victory points). In 1940, the company with the most Prestige will win the game.
Designs and RevisionsThis is the main thing you will do in this game! Having a better design than your opponents means you can win contracts. Designs are phrased narratively. Simply describe the sort of weapon you would like to design. You may have goals in mind ("must not cost more than 20 credits per batch"), but most of all you must have shape and method of operation ("magazine-fed simple blowback pistol"). You may also wish to specify construction methods- for example, a cast receiver is cheaper than one milled from a block. Extremely specific detail might be subject to change during the actual designing of the gun.
Revisions work just like designs, except they modify an existing design instead of creating something from scratch. Common examples would be redesigning an existing gun in a different caliber, fixing a flaw in a gun, or changing features like the sights or stock. You could also try to simply make it cheaper or more reliable.
If you design a new ammunition cartridge, you will need to spend a revision on it.There is an additional stipulation from His Majesty: Because it would be very advantageous for Valturia to have influence over supplies of ammunition, you may only use domestic ammunition, not pre-existing cartridges from other countries. Therefore, you will have to design your own cartridges most of the time, unless you can license one from the other Valturian companies.
Designs and revisions cost money! Each dice roll has a price depending on how many you do in the turn: each costs 10 Credits, times the number of items before it. IE the first costs 10, the second costs 20, the third costs 30 etc. Designs also cost a flat 10 Credits more (this system makes designs more expensive without making it so that the order in which you do them matters).
Designs and revisions involve a dice roll: 2d4 will be rolled, producing a number between 2 and 8 with an average of 5. They also have a difficulty, in the form of a bonus or penalty.
Results:
1 or less: You cannot make a working example on schedule.
2-3: The weapon has significant design flaws or missing features.
4: The weapon has some minor flaws.
5: The weapon performs exactly as desired, or required only minor compromises.
6-7: The weapon is a strong example of performance, reliability, or both.
8 or more: You stumble on a design which is particularly clever, performing beyond expectations in some way.
These are somewhat approximate! There may also be flaws inherent to a weapon's design even if everything goes as planned, or hidden manufacturing issues which appear later.
Difficulty:
+3: An extremely simple task.
+2: A very familiar design.
+1: A design which is familiar to you or already common on the market.
+0: Average.
-1: A design which is ahead of its time.
-2: A design which is very complicated, ahead of its time, or both.
-3: A design which stretches the limits of your capabilities.
-4: A design which it's unlikely anyone in the current era could make, such as relying on materials which are not readily available.
Notice that the difficulty of a design makes a big difference! Determining the actual difficulty is more art than science. As a rule of thumb however, consider similar historical guns, and your previous design portfolio. For example, submachineguns in this era are typically not very reliable, so they're difficult to make. However, if you have already made a semiautomatic pistol with a similar function it will be less difficult. If you've made a submachinegun already and are making a second attempt, it will be much less difficult, even if the first was bad.
Assembly LinesDesigning a weapon is only half the battle! Actually building it requires an investment into an assembly line. You start with one assembly line and His Majesty will fund the initial tooling. You also have space for a second assembly line. Starting a new assembly line costs 50 credits. Retooling an assembly line to make a different design costs 10 credits. Changing to a revision of the same design is free. This means it is much more cost effective to sell a gun you have already designed than make an entirely new one for a contract. It also means that you can switch between different revisions as often as you like, so you can do something like offering automatic or semi-automatic versions of the same gun.
Assembly lines make one batch of a weapon per turn, if there are buyers. If your contract specifies multiple batches, then it will keep an assembly line occupied for multiple turns. Later in the game, the civilian market will be available: retailers will buy weapons which are legal to sell to civilians, but at a small margin, as they take a cut.
If you have won a contract and are starting an assembly line, it will be assembled and produce its first batch immediately. If you have won multiple contracts, you have to choose whether to build an additional assembly line, or only to fulfill one contract.
PrestigeThe game will end in 1940. Every contract has Prestige points associated with it, and the company with the most prestige at the end of the game wins. Companies are not expected to go bankrupt.
Other ActionsThere a few actions which don't follow a specific phase, but may be an option. If you run out of money, you may need to receive a grant from the crown. This does not need to be paid back, but will cost you Prestige. Alternatively, two companies may borrow or loan money at any terms agreeable to the both of them. Similarly, you may license designs, or offer the use of assembly lines. Licensed designs are added to your portfolio (possibly on limited terms) but do NOT grant experience as if you had designed it yourself. You may also use your assembly lines to produce weapons for another company, if they have won more contracts than they can fulfill, or won a contract which calls for multiple batches to be delivered at once. Again, this at a fee agreeable to both parties. It may also be possible to tamper with another company's design process or supply chain, but I'm sure none of you would do something so untoward, so we will not speak of this here.
1910 ContractsThese are the contracts available for the first year. You should design a weapon which suits one of them to submit.
The 4th Artillery Regiment of Ira is looking for officers' pistols. They are considering either revolvers or auto-loading pistols, but have made the particular request that the guns hold at least 7 cartridges. They also prefer the gun to fire a powerful round to as long a distance as a pistol can manage. Furthermore, they should look sharp. This is part of an officer's uniform after all, and it should command respect. They are willing to pay around 30 credits per batch, for 2 batches. 8 Prestige. Tip: Cost for an average revolver is around 15 credits, and an average semiautomatic is around 20 credits.
The Rutz Cavalry Legionnaires are looking for a carbine. It should be short, but still boast sufficient firepower to be a threat to enemy horses. More than anything however, it should be easy to wield and reload on horseback. Accuracy is not a primary concern, as the cavalry can ride close to their targets and shooting from horseback is imprecise at best. They are interested in purchasing 2 batches at 30 credits each. 6 Prestige. Tip: Cost for an average rifle is around 20 credits.
The City-State of Procino is interested in pistols for Royal Police. They say that the gun should be small, and slim profile. Semi-automatic is preferable. It will mostly be used at close range, but should be reliable. Appearance is of no concern- in fact, it will apparently be concealed most of the time. They are willing to pay around 25 credits per batch. 5 prestige.
The Vostoy Revolutionary Army is in desperate need of rifles. While they want a rifle which holds multiple rounds, is accurate to a long distance, and is reliable, they really want them to be cheap above all else. They will buy up to 4 batches, and possibly from multiple suppliers, but it should be cheap as possible. They're not willing to pay any more than 24 credits, and less is more. 3 prestige.
With these contracts in mind, choose a company to join and lead them to success. Design a weapon which these clients will find suitable- but remember, it must be MORE suitable than the competition's offers!