A slightly different attempt at a tribe game.
See here for the first of my kind. Same concept, different setting.
All actions are undefined until attempted.
You gain 1 point for every beneficial effect produced.
You gain 1 point for every beneficial effect maintained.
Points are never lost. You win by having the most points at the end of the game.
There will be dice rolls to determine variable results. There may be modifiers to these rolls.
New actions are generally better than older actions, but not always.
You have a base unit with which to perform actions.
Every generation (20-30 years) a turn passes.
Each base unit grows by 0-2 every turn.
Fluff reason: A master takes on between 1-3 apprentices, trains them and then retires.It is the dawn of civilization. Small cities have been founded and the tribal structure of the past lies in tatters, as city states begin to slowly form. A new type of tribe has arisen to fill the void: The Guild, which rises above the pettiness of statehood. In this game you must lead your guild to fame, wealth and glory! You must choose how best to do so, using the resources available to you. You each start in a city of your choice. You have ten generations to prove yourself worthy.
Starting conditions:
You start with a ”guild unit” in a city of 500 people, with a resource and name of your choice.
There will be about five players.
Known:
Cities will
not grow without motivation.
New resources are
not automatically found.
New cities will sometimes be founded automatically. There is a large rural population (90%+).
A unit can move once per turn, before
or after taking an action. For the sake of simplicity, cities are always one move apart.
It is advantageous to have a variety of resources. It is also advantageous to possess great skill in a single resource. It's up to each player to decide how best to allocate their resources.
Players1: Quinnr (has until 21st of March)
2: Haika, "Glass Rock" (starting resource: Lapis Lazuli)
3: Cheddarius, "Freemasons" (Starting resource: Granite)
4: IronyOwl, "GoldCoin Guild" (Starting resource: Gold)
5: 100Killer9, "Boners" (starting resource: Livestock)
Waiting list as needed.
Ways in which this game will be easier to handleCities are easier for excel sheets and having a "1 move between any city" rule makes it irrelevant to place them on a map. On that note, there will be no map, except fanmade maps, which are encouraged.
Starting with 1 unit reduces the amount of actions I have to go through by 4! This carries over into future turns.
Actions!Construct Building
Sets up a structure that functions according to the intention of its construction.
School – This sets up a school that trains 1-3 apprentices per turn and does not decay.
Headquarters – Increases the likelihood of city growth. Only one HQ per guild. Only one HQ per city.
+School+ - like a school, but better! A small bonus is added to the roll.
Survey for Resources
This is used to find new resources in a city and start producing them for your guild. It is generally difficult to find new resources, even moreso to find exceptional new resources.
Improve Resource/Craft
This is used to improve an existing resource or the craft tied to that resource.
Encourage Growth
Has a chance of growing the city by 100 people.
Create Wealth
Use a local resource to generate 1 unit of wealth (max: 2, min: 0)
List of CitiesMitanniPopulation: 600
Resource: Lapis Lazuli
Guilds: Glass Rock (7, school)
ElbaPopulation: 600
Resource: Hematite, Wood (+), Limestone
Guilds: True Forge (5)
AlpanatiaPopulation: 500
Resources: Granite (+)
Guilds: Freemasons (6, +School+)
TroyPopulation: 600
Resources: Gold (+)
Guilds: GoldCoin Guild (5, School, HQ)
NuwaPopulation: 600
Resources: Livestock (+)
Guilds: Boners (6)
PisaniPopulation: 500
Resources: None
Guilds: GlassRock (2)
BrechtsPopulation: 500
Resources: None
Guilds: None