LET THE GAMES BEGIN!
Like any good Tacticus game, there is an arbitrarily large number of rulebooks, texts, codicils, lore... all of which are open to interpretation.
Unlike standard tacticus, the results of attempted manuvers is determined by a series of complicated charts, rules, and no less than 13 dice of various numbers. I will inform players of the results of these on a score of 1-9. Yes, I have a 9 sided die.
Tacticus: Boatmurdered Rules (traditional)
The group of dwarves settled in around the playing board for that great traditional game of yor, Tacticus. The field of the noble game was as all the ancient games had been; on a single flat level, extending from the plains in the west, to the depths of the mountain into the east. The players then declared the starting actions that they would take as the grand old game began.
(The playing field and theme is the classic DF. There is a cave river, a chasm, and lava, and the depths beyond within the mountain. The Dwarves are independent; anyone can give a dwarf an order such as "I send the jeweler into a fey mood." or "The woodcutter is frightened away by my fluffy warbler token." Those two are the core Tacticus rules; all other rules come into play once mentioned and, of course, are not retroactive. The twist to this is that once your actions have been declared, I roll results and the effects are determined by the die. Unless a new rule is declared, you must follow existing rules.)