Ha, you thought its an original game? But it's me and yet another variant of the
INTRODUCTION:
A Player (maximum of 12) picks a State, a Color (Red, Yellow, Green, Cyan, Orange, Silver, Purple, White, Teal, Pink, Blue, Grey), creates their King (read below!) and from there, they must take control of neighbouring lands and declare their own Kingdom.
Only then can they start a campaign to unite the lands of Generia, discover the sacred Stone Circles and survive The End!
If any Player gets eliminated, another can take their color, pick an independent State, and try their hand in the fight.
PLAYER KINGS:
When creating your State, you need to make a King; he needs a Name and a Positive Trait.
He also has Command Value (CV) randomly set between 1 and 3; you can assign your King to personally Lead an Attack or Defense to increase the roll result by that value.
If the Attack/Defense they were Leading fails, a Coin Toss is used to determine what happens; on Heads, your King returns home; on Tails, he dies.
Also, every Turn, a Coin Toss is made; if its Tails, a randomly chosen King dies 'of natural causes' and a new one is immediately created for the Player; these randomly generated Kings have 1 Positive Trait and 50% chance (via Coin Toss) to get 1 extra Trait, which can be Positive or Negative.
King's Traits (positive/negative, mutually exclusive listed in pairs):
Arcanist/-: +3 Grain for each owned Stone Circle.
Beastslayer/-: +5 to Attack rolls vs monsters.
Conqueror/Weak: +2/-2 to all Attack rolls.
Defender/Unprepared: +2/-2 to all Defense rolls.
Frugal/Hedonist: -1/+1 Grain required when Investing.
Just/Cruel: Pillaging lowers Grain by 1 less/Pillaging lowers Grain by 1 extra.
Rich/-: +5 Grain score.
Sailor/-: Naval Attacks cost 5 Grain less.
Shrewd/-: Extra +3 Grain from Trade Routes.
Unifier/-: +3 to Attack rolls against NPCs (starting Region only).
Warrior/Coward: King CV is increased by 2/King cannot personally Attack or Defend.
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.
A simple example of a Player's turn:
5 Grain to Defend Chausis.
5 Grain to Invest in Chausis.
10 Grain to Conquer Frisis.
You cannot edit your orders once you've send the post! Think twice before posting!!
STATES, KINGDOMS, EMPIRES:
The map is divided into 74 States, each with its own name. A Player starts with one State.
Your starting State gains the special Capital modifier; Investing in this State costs 1 Grain less, and Defending it gets +5 Grain bonus. You can move your Capital to another State you own by 'spending' 20 Grain; if your Capital has been captured, you can declare a new one for free.
Each Player starts with 10 Grain, which is used to support their forces when conquering and defending, and can be used to invest into states so that they generate more Grain.
You State can be further expanded to become a Kingdom, and from there, an Empire.
To create a Kingdom, you must own 4 States. Once that is fulfilled, inform the GM about your decision to create a Kingdom. Becoming a Kingdom will grant you a +5 Grain bonus, independent from your States' Grain.
To create an Empire, you must have a Kingdom, own 10 States, and have at least 100 Total Grain (this includes Kingdom bonus, trade gains, Rich modifier etc). Becoming an Empire will upgrade your Grain bonus to +10.
Once your State becomes a Kingdom or an Empire, you will never lose the bonus Grain, even if you no longer fulfill the requirements.
THE SACRED STONE CIRCLES:
There are 7 Sacred Stone Circles located somewhere on the map; location of 1 of them will be shown at start of the game (in random NPC state). Owning Stone Circles is vital to survival of your population during The End!
To discover the remaining 6, you must sponsor an Expedition(s) to find them. Each Expedition targets 1 State, but nothing stops you from sending several Expeditions to search several States in the same Turn.
An Expedition 'costs' 10 Grain. Results will be described at start of the next Turn; States where a Circle was found will be marked with an 'o', those without a Circle in them will be marked with an 'x'.
THE EVENTS HERALDING THE COMING OF THE END:
There's almost 30 different, horrific Events that can take place; some target a Player's King, one or entirety of their States, and some affect the entirety of the continent.
Each Turn, starting from the 2nd, one pre-rolled Horrible Event will take place. These might reduce your Grain, spawn horrific monsters, add an eldritch monument, mess with the Map, or more!
Some modifiers gained by Events can be removed and will be noted as such, all you have to do is 'spend' the required amount of Grain; some go away on their own, but their duration will NOT be noted down. Good luck!
THE END AND THE VICTORY:
After Turn 20, a great calamity known simply as 'The End' shall befall Generia, obliterating those unprepared for it. Players who do not own at least 1 Stone Circle are inelligible for Victory!
The game is concluded after The End, and Players are allocated score according to this table:
1 point for each 1 Grain in every Province.
5 points for each owned Province.
50 points for each owned Stone Circle after the 1st.
Example: You own 7 Provinces, which have 118 Grain amongst them, and you have 2 Stone Circles total. Your point tally is thusly: (7x5=)35 + 118 + 50 = 203 Points.
The Player who has the highest score is declared the winner.
INDEPENDENT STATES:
Non-Player States will always dedicate themselves to defense of their borders, meaning that 10 Grain will always be spent on Defense.
The independent States will never use Grain for Conquests, nor they will Invest Grain to improve their economy. Fools, all of them!
GRAIN AND INVESTMENTS:
Grain is used twofold; to supply soldiers fighting abroad or defending the states, or to improve the economy of the state.
If you do not dedicate any Grain to defense of a province, any opportunistic Player can simply walk their well-fed soldiers into it and automatically take control of the state!
The more Grain you dedicate for defense, the greater chances of repelling the enemy. Same with conquering your neighbours; the more Grain you set aside for the conquest, the greater chances of success.
You can also Invest your Grain in a State that you control. Each State at start lets you use 10 Grain per Turn.
For each 5 Grain Invested into a State, the State will provide you with 1 extra Grain, starting from next Turn.
Example: You have 90 Grain, and your home State, Thracia, provides you with 15 Grain. If you invest half of your Grain, 45, into Thracia, this will raise Thracia's Grain output to 24 (15 + [45/5=9] = 24).
The maximum amount of Grain a Province can reach is 30.
CONQUESTS, DEFENSE, AND THE DIE OF WAR:
Once you decide to conquer some of your neighbours, you must know that each combat is resolved using a d10 die. You can only Conquer States adjacent to the ones you control (or across Seas, look into paragraph below).
Combat formula is simple: d10 + Grain = your number. If you roll higher than the opponents' defending force, you win and the State is yours!
HOWEVER! The maximum of Grain you can dedicate to a single Attack or Defense command is 30.
Example: You decide to conquer State of Saxon, and dedicate 19 Grain to the task. State of Saxon can afford to dedicate only 12 Grain for defense of its borders. You roll is 6, their roll is 4. 19+6 = 25, 12+4 = 16. State of Saxon loses the fight and its lands are now yours!
If a State is attacked by more than 1 Player at once, the Grain spent on Defense is spread as equally as possible with any leftover spent against the Player with highest amount of Grain dedicated to the conquest.
If a State is defeated by more than 1 Player at once, the control of the State falls into the hands of the Player that dedicated more 'raw' Grain into the State's Conquest. In case of draws, a Coin Toss decides the victor.
Once a State is conquered, inevitably there will be looting, pillaging and destruction at hands of victorious soldiers. The Grain output of the State is thus HALVED, and the new owner of the devastated land will need to re-invest into it. This can lead to Devastation:
Devastated States are those States that have 0 Grain output; it is not possible to launch attacks from Devastated States, and one must first Invest in them to be able to launch attacks from it in the next Turn.
TRADE ROUTES:
If you are adjacent to another Player by sharing a land border or across a Sea, you can establish a Trade Route with them. This requires both Players to declare establishing a Trade Route with each other through the commands they send.
A Trade Route provides +5 Grain to both Players' counts, and prevents the two Players from attacking each other.
To stop trading, simply notify the GM about your wish to do so when sending orders. (remember to specify which trade route you wish to cancel if you have several!)
THE SCARY SEAS OF BRITTANIA THAT IS NOT BRITTANIA:
Seas are numbered 1 to 8, allowing launching attacks between Generia, Island Archipelago in the north, and Insular Peninsula in the south. Oversea conquest require preparations and preparations require extra Grain; to launch an attack across a sea, you must spend extra 5 Grain on the attack.
Note that this requirement is NOT in effect if you have a land state adjacent to the target - then its assumed your attack simply comes through that land state instead.
Example: You own Ponte on the peninsula, and decide to attack Lusania on the continent, and spend 15 Grain on this attack. This means only 10 Grain will be used to attack Lusania, while 5 Grain will be spent on 'preparations'.
1. TricMagic,
2. The Canadian Kitten,
3. Magmacube_tr,
4. notquitethere,
5.