Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Poll

Scariest Monster?

Bog Cat/Hag
- 0 (0%)
Dragon
- 0 (0%)
Tanglebat
- 0 (0%)
Bloodsinger
- 0 (0%)
Boar
- 0 (0%)

Total Members Voted: 0

Voting closed: May 27, 2023, 04:40:22 am


Pages: 1 2 3 [4] 5 6 ... 52

Author Topic: Hedge Lords - Medieval Fantasy 4X game - COMPLETED  (Read 29239 times)

Kashyyk

  • Bay Watcher
  • One letter short of a wookie
    • View Profile
Re: Hedge Lords - Medieval Fantasy 4X game - TURN 1
« Reply #45 on: May 16, 2023, 04:25:57 pm »

Should Bog hag be a 9 in the encounter Terrain Features list? Also should prince Mackial be starting at 5 gold like everyone else? Can we use boats/bows/siege stuff the same turn we make them?
Yes, that was a weird error. The Prince has debt but the same starting cash.  Yes, see above.
My Marketplace lets me start with one extra Gold, right?

I've updated my sheet and rearranged some parts of it. No action just yet though.

Logged

Quarque

  • Bay Watcher
    • View Profile
Re: Hedge Lords - Medieval Fantasy 4X game - TURN 1
« Reply #46 on: May 16, 2023, 04:36:00 pm »

Spoiler: actions (click to show/hide)

Logged

notquitethere

  • Bay Watcher
  • PIRATE
    • View Profile
Re: Hedge Lords - Medieval Fantasy 4X game - TURN 1
« Reply #47 on: May 16, 2023, 05:02:17 pm »

My Marketplace lets me start with one extra Gold, right?
Well, as of Turn 1 yes, you get 1 gold at the start of your turn.

Logged

VermilionSkies

  • Bay Watcher
    • View Profile
Re: Hedge Lords - Medieval Fantasy 4X game - TURN 1
« Reply #48 on: May 16, 2023, 05:40:29 pm »

Spoiler: Marquess Gerald Wright (click to show/hide)
Production: 1 Wood, 2 Gold, 1 Army
Scout at J11
Scout at K11
Scout at L11
March at K13
I wouldn't be opposed to the creation of a library fund. I believe 1 gold every other turn would be sufficient.
Logged

Criptfeind

  • Bay Watcher
    • View Profile
Re: Hedge Lords - Medieval Fantasy 4X game - TURN 1
« Reply #49 on: May 16, 2023, 07:38:53 pm »

We can't both control the area around our castles, because the areas intersect (in O-13 and O-14) I Propose O-13 goes to me, and O 14 to you. I would also like to propose an Open Border policy for troop movement.

Sure to that split of the land. I'm not sure what an open border policy would entail in this game.


Spoiler: Orders (click to show/hide)

Spoiler: A Bight and Sunny Day (click to show/hide)
« Last Edit: May 16, 2023, 07:48:41 pm by Criptfeind »
Logged

a1s

  • Bay Watcher
  • Torchlight Venturer
    • View Profile
Re: Hedge Lords - Medieval Fantasy 4X game - TURN 1
« Reply #50 on: May 17, 2023, 03:39:33 am »

I'm not sure what an open border policy would entail in this game.
Basically standing orders that allow either of us to use the other's territory to travel.

There's also the matter of the thorn fort @P11. I expect you will claim it as being in your sphere of influence. I can either sell you a siege engine (when you need it) or I can try and siege it myself (you would be compensated).
Logged
I tried to play chess but two of my opponents were playing competitive checkers as a third person walked in with Game of Thrones in hand confused cause they thought this was the book club.

notquitethere

  • Bay Watcher
  • PIRATE
    • View Profile
Re: Hedge Lords - Medieval Fantasy 4X game - TURN 1
« Reply #51 on: May 17, 2023, 04:51:34 am »

Scout Q 13 Q 12 Q 11
Q13 and Q12 aren't actually conencted unless you have a boat.

Scout O14 O15 N15 (If that's allowed, if not just O14 and N15?
Yeah, I guess I don't mind indirect routes. Most scouts go home after the first tile anyway.

No action just yet though.
Fair warning: I might roll on the turn any time after ~36 hours.
Logged

Criptfeind

  • Bay Watcher
    • View Profile
Re: Hedge Lords - Medieval Fantasy 4X game - TURN 1
« Reply #52 on: May 17, 2023, 05:16:38 am »

Scout Q 13 Q 12 Q 11
Q13 and Q12 aren't actually conencted unless you have a boat.

These aren't connected?

Logged

notquitethere

  • Bay Watcher
  • PIRATE
    • View Profile
Re: Hedge Lords - Medieval Fantasy 4X game - TURN 1
« Reply #53 on: May 17, 2023, 05:20:08 am »

Scout Q 13 Q 12 Q 11
Q13 and Q12 aren't actually conencted unless you have a boat.

These aren't connected?


My mistake, I'd read it on the map as R12. All good.
Logged

Kashyyk

  • Bay Watcher
  • One letter short of a wookie
    • View Profile
Re: Hedge Lords - Medieval Fantasy 4X game - TURN 1
« Reply #54 on: May 17, 2023, 05:24:06 am »

I could've sworn the OP said the marketplace gave both +1 Gold and +1 Income. Ah well!

Actions:
Hire on 2 Armies (-4 Gold)
Army 1 garrisons H14 Shandston's Folly
Army 2 Scouts G15->F15->F14
Army 3 Scouts H15->I15->J15
Army 4 Scouts H13->I13->I14
Army 5 Scouts G14->F13->F12
Army 6 Scouts G13->G12->G11

Logged

notquitethere

  • Bay Watcher
  • PIRATE
    • View Profile
Re: Hedge Lords - Medieval Fantasy 4X game - TURN 2
« Reply #55 on: May 18, 2023, 05:09:37 am »

TURN ONE REPORTS

Spoiler: Marchioness Aywen Ayes (click to show/hide)
Spoiler: Marquess Gerald Wright (click to show/hide)
Spoiler: Marquess Ambrosio Vulk (click to show/hide)
Spoiler: Enemy Turn (click to show/hide)


The Lords send out their armies. To the bleak north, many are slain in the unforgiving marshes, while in the far south a boat is turned back to their island haven after a surprise attack by barbarian hordes. The valleys around Castle Mysterious prove to be quite populous, while the land between Castle Wright and Shandston's Folly is harsh and rugged.

TURN TWO

Library Research
- Countess Andice Gloronisits learns that in R3 is The Castle of Bryn the Brawn (Keep/Tower/Tower) Defence 21/21, occupied by Bryn, a giant, and his family, three more giants. The adjacent squares are also within his domain. Bryn will wage war to retake any squares adjacent to his castle, always accompanied in battle by 1d6 wolves.

- Prince Mackial FitzHarbort learns that in I5 is the Shimmering Coin (+2 on rolls that determine gold amounts)





Notes:

- Be sure to update your resources and unit numbers after the fights and discoveries.
- Remember to check the enemy phase to see if you took losses
- There can be counter-attacks in the enemy phase, and units out scouting will not count towards your defence. If the Thornish fort had decided to attack the Oak and Ash, it was unmanned and Aywen Ayes would have been in a difficult situation.
- Let me know if I missed anything!
« Last Edit: May 18, 2023, 07:28:11 am by notquitethere »
Logged

Quarque

  • Bay Watcher
    • View Profile

Can a monster like a boar equip artifacts?
Logged

notquitethere

  • Bay Watcher
  • PIRATE
    • View Profile

Can a monster like a boar equip artifacts?
In theory yes, but I'll say in a scouting report whether an artefact is equipped or not.



I've updated the OP with clearer rules on losing the game. In short: your castle is taken if enemies attack and there's no one left in defence, but you only lose if you have no more armies remaining to retake the castle.
Logged

Quarque

  • Bay Watcher
    • View Profile

edit: outdated orders, see newer post
« Last Edit: May 18, 2023, 10:56:27 am by Quarque »
Logged

Criptfeind

  • Bay Watcher
    • View Profile

Hmm, shouldn't I have attacked first? It turned out not to matter because I was very lucky, but I thought that attackers attack first except against ambushes or boars or whatever?
Logged
Pages: 1 2 3 [4] 5 6 ... 52