Post by mitobox on Feb 17, 2017 3:49:53 GMT
This will be a Risk-style game set in Europe.
The map:
Staring The Game
I think there's room for up to 10 players here (won't wait for that number, though).
When you join the game, you must provide the following information:
Name: The name of your empire.
Starting Territory: The first territory you claim.Must be unclaimed at the time.
Color: The color representing your empire on the map.
Your starting territory will serve as your capital. Feel free to give it a name.
Turns
A turn is split into two phases:
Phase A: Enlistment
During the "Enlistment" phase, you are given a number of units to add to any of your territories. The number of units you may add is one for every three territories you control, plus three for every capital you control.
If you have no capitals, and have less than three territories, then you get one unit.
Phase B: Mobilization
During the "Mobilization" phase, you move units from one territory under your control to another territory (they are not treated as having arrived to their destination just yet). You may perform up to five such actions each turn.
You can move units over water, but it must be over the established sea routes (colored red).
If you move units into an unclaimed territory, you automatically claim it. By the same token, you must keep at least one unit in a territory owned by you to maintain ownership. If you have no units stationed in the territory, it is considered abandoned.
When units are moved into a territory owned by someone else, we call that combat.
Combat
There are two parties during combat: the attacker, and the defender. The attacker's units are those mobilized, while the defender's units are those already stationed in the territory, as well as any defender-owned units being sent in. If the defender is trying to send units elsewhere, then they are interrupted by the attacker, thus unable to leave.
Both parties are subjected to a d6 roll. These dice rolls determine how many units are lost by each side (assuming the attacker is unsuccessful); each side loses the quotient of their units divided by their roll number. You don't want to roll a 1, believe me.
If the attacker lowers the defender's units to less than one unit remaining, then they seize the territory. If the invasion fails, then the attacker's forces are sent back to their original territory.
Loaning Units
To mix things up a little, you may nonviolently move your units to another player's territory. However, those units are then owned by the other player. This opens up avenues for proxy wars and buffer states. Both parties must agree to their "transaction."
Victory
The game ends when there is only one empire left standing.
The map:
Staring The Game
I think there's room for up to 10 players here (won't wait for that number, though).
When you join the game, you must provide the following information:
Name: The name of your empire.
Starting Territory: The first territory you claim.Must be unclaimed at the time.
Color: The color representing your empire on the map.
Your starting territory will serve as your capital. Feel free to give it a name.
Turns
A turn is split into two phases:
Phase A: Enlistment
During the "Enlistment" phase, you are given a number of units to add to any of your territories. The number of units you may add is one for every three territories you control, plus three for every capital you control.
If you have no capitals, and have less than three territories, then you get one unit.
Phase B: Mobilization
During the "Mobilization" phase, you move units from one territory under your control to another territory (they are not treated as having arrived to their destination just yet). You may perform up to five such actions each turn.
You can move units over water, but it must be over the established sea routes (colored red).
If you move units into an unclaimed territory, you automatically claim it. By the same token, you must keep at least one unit in a territory owned by you to maintain ownership. If you have no units stationed in the territory, it is considered abandoned.
When units are moved into a territory owned by someone else, we call that combat.
Combat
There are two parties during combat: the attacker, and the defender. The attacker's units are those mobilized, while the defender's units are those already stationed in the territory, as well as any defender-owned units being sent in. If the defender is trying to send units elsewhere, then they are interrupted by the attacker, thus unable to leave.
Both parties are subjected to a d6 roll. These dice rolls determine how many units are lost by each side (assuming the attacker is unsuccessful); each side loses the quotient of their units divided by their roll number. You don't want to roll a 1, believe me.
If the attacker lowers the defender's units to less than one unit remaining, then they seize the territory. If the invasion fails, then the attacker's forces are sent back to their original territory.
Loaning Units
To mix things up a little, you may nonviolently move your units to another player's territory. However, those units are then owned by the other player. This opens up avenues for proxy wars and buffer states. Both parties must agree to their "transaction."
Victory
The game ends when there is only one empire left standing.