===INTRODUCTION===
Welcome to Pangea, the land of sorcery, conquest and treasures!
To join, you need to Create a Race that will strive to dominate the Pangea:
*Give it a name
*Pick up to 3 Traits worth no more than 5 Points total. Refer to '2 Racial Traits' for a comprehensive list of available Traits.
*Pick a color.
*Select Starting Province (or more, if ASCENDANT/VESTIGIAL).
*Write a backstory, if you feel like it.
No ideas inside your head but still want to join the game? Refer to '3 Predefined Races' for a small list of pre-made Races ready for taking!
===TURN ORDER===
The turns of all Players are SIMULTANEOUS.
Orders can be sent through Personal Messages to the GM (Haspen), or if you're not caring about what people see, in the game thread itself.For your orders to be valid,
they must be bolded using the forum bbcode.
An example of a Turn Orders list:
15 to Conquer #15
10 to Improve #14
Build a Castle for 20 in #14You cannot edit your orders once you've send the post! Think twice before posting!!===PROVINCES===
The map of Pangea is divided into 53 Provinces, and each Province has a Terrain, Resources and Features.
Terrain is the large square on the map, representing the local terrain type. Terrain modifies Colonization and Improvement costs, and might bestow Defense bonus too. Various traits (mostly exclusive with each other) benefit from certain type of Terrain.
Resources is the numerical representation of a Province's 'wealth', and also the name for everything-currency. Colonization, Conquest and Construction all use Resources. At start of the game, each Player's Province(s) has 10 Resources; neutral Provinces have 0 until Colonized, unless there's a local Chiefdom which has 10 Resources. Maximum Resources a Province can have is 40.
Features are local, either natural or constructed, modifiers of the Province. They usually provide some sort of a bonus and/or ability, and not all Terrains can have all Features.
You can Improve Resources in a Province; to do so, spend 5 Resources to raise Resources in a Province by 1 point; this is modified by several Traits. Several Terrains are extra hard to Improve due to unfavorable conditions.
Refer to '1b Terrains and Features' for a comprehensive list of Terrains and Features.
===COLONIZATION===
A Province that has no Chiefdom on it and is not controlled by another Player requires to be Colonized first.
To Colonize, you must pick a Province and spend Resources:
Adjacent: 10 Resources
1 Province over the Sea: 15 Resources (10 with SEAFARERS)
Across a Gateway: 20 Resources (15 with TRANS-DIMENSIONAL)
At the start of the next Turn, the Province will be put under your control with 5 Resources in it.
You can put extra Resources into Colonization effort; this is used when two or more Races try to Colonize the same Province. If this occurs, the Race that added the highest amount of extra Resources will colonize the province.
===CONSTRUCTION===
You can construct certain Features in your Provinces; the ability to do so and the cost depends on your Traits.
Castle: Costs 20 Resources. Available to all.
Gateway: Costs 30 Resources. Requires either SORCERORS or TRANS-DIMENSIONAL Trait.
Magic Node: Cost 30 Resources. Requires either FEY or SORCERORS Trait.
Temple: Costs 20 Resources. Available to all.
===CONQUEST===
When the Province you want to own has a Chiefdom in it or belongs to another Race, there's no other option than a violent Conquest of it!
Combat formula is simple: 1d10 + amount of Resources you spend on Conquest = your number. This number is then weighted against the Defender's 1d10 + amount of Resources they spent on Defense.
If a Province is attacked by more than 1 Player at once, the Resources spent on Defense is spread as equally as possible with any leftover spent against the Player with highest amount of Resources dedicated to the conquest.
If a Province is defeated by more than 1 Player at once, the control of the Province falls into the hands of the Player that dedicated more Resources into the Province's Conquest. If Players invest same amount of Resources, then a coin toss will determine the new owner of the Province.
Once a Province is conquered, there occurs some looting, pillaging and razing by the victorious soldiers; the amount of Resources in the Province will be HALVED (rounded down). If the amount of Resources hits 0, the Province is considered Devastated.
Devastated Province cannot be used to launch attacks against other Provinces, and no Construction can be done in there as well.
You can launch a Naval Attack across 1 Province alongside the coast of the Great Sea; this costs 5 extra Resources (0 if SEAFARERS). You can launch a Gateway Attack through any Gateway you own if the target Province also has one; this costs 10 extra Resoures (5 if TRANS-DIMENSIONAL).
===TREATIES===
Treaties bind two Races in a mutual pact of non-aggression and commercial exchange.
For Treaty to become binding, both Races must state creation of a Treaty
when sending their orders to the GM; the Treaty will start functioning from the next Turn onwards.
Races bound in a Treaty cannot attack each other and gain +3 Resources Bonus (MERCANTILE Race gets +6).
The Range at which Treaties can be formed is 1 Province apart, both over Sea coast and over the land, as well as across Gateways. MERCANTILE Races increase overland Range by 1; SEAFARERS gain unlimited Range across the Sea. Only one of the Races needs to be 'in range' for a Treaty to be validated.
Breaking a Treaty requires only one of the Races to inform the GM while sending their Orders; the Treaty will be no longer in place from the next Turn onwards.
===MAGIC===
To Cast Spells, you require to have Magic Power equal or higher than the Spell's cost. Each Magic Node increases your Magic Power by 1. SORCERORS get permament +2 Magic Power bonus. ORB OF YORE grants +4 Magic Power bonus.
Each Spell can be cast only once per Turn. If you have enough Magic Power, you can cast several Spells in the same Turn.
Refer to '1c Spells' for a comprehensive list of available Spells to cast.
===ARTIFACTS OF YORE===
When a Province is first Colonized or local Chiefdom is conquered, there's a chance for your peoples to stumble upon ancient ruins of a lost civilization, containing an Artifact of Yore. The 8 Provinces containing an Artifact each are rolled at start of the game.
One Artifact will be in the possession of the Nys-Guh-Torlek, the Last Dragon; he is a powerful combatant that lives in the cave on a random, unclaimed Mountain or Volcano (chosen after the game starts). He has a hidden Defense number ranging between 25 to 40 Resources; at start of each Turn after 1st, Nys-Guh-Torlek gains extra 3 Defense. Defeating the Last Dragon gives you a random Artifact and spawns a Gold Deposit Feature in the Province.
Every Artifact is a powerful item that grants you certain bonuses. Once you find it, the Artifact is in your possession until you are eliminated; when that happens, the Artifact falls into the hands of the Player that eliminated you. You can also gift Artifacts to another Player - but why would you??
Refer to '1d Artifacts of Yore' for a comprehensive list of Artifacts that can be found.
===VICTORY CONDITIONS===
There are several ways to conquer Pangea:
Imperial: Control 27 Provinces in a continuous way (all Provinces connected with no Neutral/other Player's Province between them). If your Race is TRANS-DIMENSIONAL, Gateways count for continuity rule. If you possess CROWN OF YORE, you only require 22 Provinces.
Economical: Control 3 Gold and Spice Features each and have a total of 150 Resources in your Provinces.
Heroic: Obtain 6 out of 9 Artifacts of Yore by any means.
Domination: Remove all other Players from the Map.
If no Player's Race fulfills either of these conditions by end of Turn 20, the winner is chosen based on total Resources they have. In case of a draw, the winner will be chosen by a coin toss!