Warcamp is a game in which you are the leader of a Tribe consisting of Goblins, Kobolds, or Troglodytes. There are other tribes you must vanquish, to do so you must create a war party, let loose your wrath via spellcasting, or use other methods.
Ver. 1.004
---Index---
i – Objective
ii - Glossary
1 - Races
2 - Leaders
3 - Population
4 - Reproduction
5 - Hunting
6 - Food
7 - Bones
8 - Attacking
9 - Thievery
10 - Spellcasting
11 - Building
12 - Items
Appendix A – Example Turn.
Appendix B - Optional Rules.
Objective:
Be the last tribe standing. (Note: When a tribe dies from battle or by a spell all food, bones, and items go to the tribe that dealt the deathblow, otherwise everything is lost. (For example: death by starvation))
Terms Glossary:
Skill = The base level/effectiveness number for a member.
GE = Gross Effectiveness. The total combined skill of a group of tribe members.
CE = Combat Effectiveness. The total effectiveness of a group or individual in combat, including any modifiers.
TE = Thievery Effectiveness. The total effectiveness of a group or individual in thievery actions, including any modifiers.
ME = Modified Effectiveness. The total effectivenesses of a group or individual in any action after being multiplied by a die roll.
(Note that the terms Glossary does not take effect in this edition of the rules, I opted to get these rules out first before making a major re-write so that gameplay on the forums would continue)
==========1==========
Races:
There are three races in Warcamp. Each player picks one race type for their tribe at the beginning of the game.
-Goblins: Masochistic and evil, Goblins are a war loving race bent on tearing down anyone or anything in their way. Goblins have a natural combat bonus when attacking of +1 for each member.
-Kobolds: Greedy and self centered, these skulking filth love to run off with anything and everything that isn't nailed down. Expect your camp to be robbed of its valuables in short order. All Kobolds are capable of robbing items from town or other camps, something usually reserved for Master Thieves. They are not as skilled at theft as Master Thieves however, and only have a 2x multiplier for thievery actions.
-Troglodytes: Sinister and spiteful, Troglodytes wish to doom the world with curses of frightening magnitude. Troglodyte spells cost twice as much to cast but produce an effect three times as powerful! Do not let them get off their sorceries if you can help it.(ex. While normally the spell Bolt kills only one tribe member, a Troglodyte casting Bolt kills three.)
==========2==========
Leaders:
At the beginning of the game you may pick one of the following Leaders. Leaders cannot be killed directly, but die if at any time their tribe no longer has any members.
Each Leader provides their own passive and active bonuses, fueled by bones. Each leader's active bonus may be used as many times as you can spend your bones.
Leaders can not hunt, construct, or reproduce.
-War Chief: This sub-leader increases the effectiveness of your tribe in combat.
[[passive]] Each member attacking or defending gets +1 for every 100 bones.
[[active]] He may train a member for 20 bones, the trained member has a chance of -1, +0, +1, or +2 to his skill.
In combat he represents 15 skill.
-Shaman: This sub-leader enhances spellcasting for your tribe.
[[passive]] Every 50 bones you draw an additional card. Hand size is increased to 5. You may discard any number of cards at the end of your turn.
[[active]] He may raise a skeleton for 40 bones. The skeleton has 2-6 skill.(skeletons are marked down as normal members, calling them skeletons is just flavor)
In combat he represents 5 skill.
-Master Thief: This sub-leader is capable of all acts under the 'thievery' section.
[[passive]] Every 75 bones his multiplier when thieving is increased by 1.
[[active]] For 70 bones he may kidnap a member of your choice from an opposing camp. (using this will not take items along with the kidnaped member)
In combat he represents 10 skill.
==========3==========
Population:
At the beginning of the game you have 5 level 5 members. Each member has a number 2-10, this number determines their effectiveness when hunting, building, attacking other camps, or defending your camp.
Every turn you may divide the work of the camp to hunting, buildings, your war party, or reproduction.
==========4==========
Reproduction:
Each turn you may assign at least two members of your tribe to... erm... shag.
Doing this increases your population by half the assigned members rounded up. These new members have a random effectiveness 2-10, half of the litter will be assigned that number while the other half will be rolled for again. If you use an even number of members(2,4,6,8,etc.) to reproduce, the first half of members get a +1 to their effectiveness.(Maximum of 10 effectiveness)
However, all members that were assigned to do the dirty eat 3 times as much food.
==========5==========
Hunting:
Each turn your camp will bring in a random amount of food(required to sustain the camp) and bones(used by sub-leaders for their abilities and to fuel certain item effects, don't ask why).
The amount you bring in of each is equal to a random amount 1-6 times half the collective effectiveness of the hunting party.
After turn 2, if you get a 1 on the food roll you will lose half the hunting party. There is half chance this will kill the lower half skill wise, or the higher half. This will not interrupt rolls for bones or items. And will not reduce those rolls on the same turn.
You also have a fairly minor chance(1 in 5) of acquiring an item from the hunt.
You may also send your hunting party to bring back only one resource type, when you do this the hunt will not be restricted by the halving modifier, effectively getting you twice as much as otherwise. However you forfeit obtaining the other resource or items. Risk of party loss remains after turn 2.
==========6==========
Food:
Food is acquired from hunting, stealing from other camps, or spells and items. Each turn your food count is reduced by one for each member.
Each tribe starts with 10 food.
-Starvation:When you have no food at the beginning of your turn your camp may not acquire items or reproduce. Everything the camp does is halved in effectiveness(hunting for example produces half of whatever would have been gained otherwise that turn), and every member of your camp of the lowest number dies.(ex. first every member with a number of 2 goes, then 3, then 4 etc.)
==========7==========
Bones:
Bones are acquired from hunting, stealing from other camps, or spells and items. Bones are used when you cast a spell, or use certain effects from items. Bones also offer a passive effect for each sub-leader.
Do be aware this is a game mechanic and there is no really good explanation for why this makes sense, some might even go so far as to say it is totally ludicrous.
==========8==========
Attacking:
During your turn, you may declare an attack on one person. When you do this your war party's collective effectiveness(CE) is pitted against your opponent camp's CE, a die is rolled for each side and multiplies the CE, whoever's modified effectiveness(ME) is higher wins the fight and inflicts casualties on the other, this is determined as the winner's ME divided by the defender's ME rounded up.(ex. player1 attacks with a CE of 25, player2 defends with a CE of 30, player1 gets a die roll of 5(ME 125) while player2 gets a die roll of 3(ME 90), player1 wins the fight and inflicts 2 casualties on player2(125/90=1.38~=2)
The members of the losing team that die are those with the lowest effectiveness first.
-Raiding:You may also choose to raid a camp, instead of killing their members you have the party focus on the buildings, once again the attacking party is pitted against the defending camp, if the attackers win, they cause casualties equal to a half of their ME divided by the defender's ME rounded up, the attacking player then gets to destroy a number of buildings equal to the attacker's ME divided by the defender's ME rounded up, if the defenders win they just inflict the same amount of casualties as if it were an attack.
==========9==========
Thievery:
When you have a master Thief, you may make an attempt each turn at stealing items or resources. There is a grace period of 2 rounds(each player has had two turns) before thievery is allowed against other camps. The things you may steal are thus...
-From a camp: You may steal either food,bones, or a single item from an enemy camp, when you do this the Master Thief's effectiveness is multiplied by 5 and compared to the enemy tribe's CE. Modified just like in attacks except that no bonuses are applied.(guard towers, item, warchiefs, so-on, don't help the defense)
Items can increase CE of the thief, how much is determined by the item. Only items with +to stealing or thievery will improve his CE when performing a thievery action.
Successful thievery of food or bones takes an amount equal to the thief's ME vs the enemy tribe's ME.
-From town: Thieving from town is exactly like from another camp, the town's CE is equal to 2/3rds your Tribe's CE.
-Kobolds: When kobolds perform thievery they use their CE multiplied by 2. If they fail(applies only when thieving from a enemy camp), they have 1/4 chance for half the party to die.
Unlike with a master thief, the defense have their bonuses.
-Assassination: Exclusive to Master Thieves is the ability to assassinate a single member of a camp. To do this a member of your tribe with a skill of 7 or above must accompany him as an action, the odds of this succeeding are the same as stealing from the camp. However, if the thief fails the member accompanying him will die instead.
Items with +to assassination attempts will improve his chances, but not those with +to stealing.
==========10=========
Spellcasting:
Each turn you draw a spell card(up to a maximum hand size of 3, 5 for shamans). You may cast spells using using those cards and their cost in bones. You may cast one of these per turn.
Spell cards are listed in the 'cards' section.
==========11=========
Building:
Your tribe can also create structures which provide certain bonuses. These are constructed by spending an amount of food and using at least a certain amount of tribe members. The structures are created instantly and offer a variety of effects, each are listed below.
-Guard Tower: Doubles the effectiveness of whatever members are stationed in it during defense, once stationed inside members may not perform any normal tasks, and to exit they must spend the turn doing so. Stationed members may still equip or unequip items without leaving the tower. Has a capacity of 5.
Costs 30 food, 2 workers.
-Food stockpile: Reduces food consumption per turn by 10.
Costs 50 food, 3 workers.
-Bone stockpile: Reduces bone consumption per spell by 25, and Sub-leader active bonus costs by 1/5th.(secondary effect does not stack)
Costs 30 food, 2 workers.
-Spike pit: Increases enemy casualties when you win in a defense by 1.
Costs 15 food, 1 worker.
-Animal trap: Increases the CE of the hunting party by 1 per member.
Costs 15 food, 1 worker.
-Cunning trap: Blocks one thievery attempt(including assassinations), disappears if the ME of the thieving party exceeds 50.
Costs 30 food, 2 workers.
-Forge: Allows you to create a random basic item for 15 bones. Or a random magic item for 75 food, 75 bones, and the action of a lvl 8 or above tribesmember.
Costs 50 food, 3 workers.
==========12=========
Items:
Items, when equipped on a member or sub-leader have varying effects, some increase effectiveness, some give special abilities. Items have base effects and magic effects, magic effects are determined randomly with a system similar to Diablo.
You can equip items on your members at any time during your turn.
A member may only have two weapons/one weapon and one shield, one suit of armor, and one pair of socks. A member may have an unlimited number of amulets and rings.
Any one item may only be equipped once per turn. This is to prevent passing it down multiple times in a turn to, for example, decrease building costs. You can still swap them between members, just not more than once per item.
For more detailed information read the 'items' section.
======Appendix A======
Example Turn:
======Appendix B======
Optional Rules may be used with the core ruleset to add extra features and events to the game.
Adventuring Party:
Once a tribe reaches 15 members, every turn after an adventuring party will attack the tribe with the highest base CE.
They have 2/3rds the defending tribe's CE, 1/5th the members, an item for each party member, and a chance to cast Bolt, Storm, Demolish, Battle Favor, or Decay against the tribe.
If your tribe successfully defends against the party, you'll get one random item from the slain individuals.
Basically, kill each other off before these guys come in or you'll be sorry.
GM may choose to activate the adventuring parties whenever he wills. So don't try to circumvent it by staying under 15 members for infinity.
Famine:
Similar to the adventuring parties, except every turn the food stores of each player are reduced by 25% for the player with the lowest Base CE, 50% for the middling player, and 75% for the highest Base CE.
Best to use this only as an absolute game ender. Possibly only coming into play after 30 members.
Meteor:
Yet another punishment for a tribe getting too large, The meteor simply snuffs out a random number 1-6 members of an enemy tribe and a random building if they have one.
This one is a bit cruel, and might just be best as a GM anger managment tool.
Plague:
Causes sickness in a camp. A random individual is hit by this and from that point on his effectiveness is reduced by 1. Worse yet, if he attempts any activity involving multiple members, the plague has half a chance to spread to another random individual. If the activity is reproduction, transfer is guaranteed, and all new members also start with the plague. Finally, there is a 1/6 chance each turn for another individual of the tribe to contract the plague.
Often the biggest problem with this game revolves around reproduction, by using this disaster, reproduction can be slowly stagnated.
The Disaster Table:
Those four disasters up above may also be used together with the following disaster table. Which allows a random roll at the beginning of each turn to determine whether a horrible thing happens to the tribe.
The table only comes into play once a tribe reaches a set number of members. Default 15.
Roll a D6
-1=Adventuring Party
-2=Famine
-3=Meteor
-4=Plague
-5+6=Nothing happens
No Spoils:
Normally whenever a tribe dies, the player who dealt the killing blow is awarded all of that tribe's food, bones, and items.
By disabling this rule, the game may end up more balanced. It's simply a suggestion for GMs to adopt if they so wish.
Item Accumulation:
If two rounds go without a single item drop during hunting for any of the tribes, the chances for the following round are increased by 1. (Ex. rounds 1 and 2 have no items, round 3 increases the chance for a drop to occur to 2/5. Round 3 still goes without drops, so round 4 has the chances at 3/5. An item drops on round 4, so round 5 returns the chances to 1/5.)
As items are an important part of making the game interesting, having games without them can make for a duller experiance. This rule can be good to ensure items come into play.
======================
Turns will be sequential, and due to the inherent complexity of the game, I will only allow three players per game unless I'm feeling adventurous.
Although it's not necessary to have one of each race, I'd like to see it happen.
Game created by SHAD0Wdump.
These members of the Bay12forums helped with balancing and support.