American Wars - Roll to Dodge
After being inspired by "European Wars" on a different forum - I decided to host an American one here. Apologies if this isn't really historical, I shall hope to move it if I get a venue specifically for this game. However, until then, it is hosted purely in this thread.
Here are the rules:
*Each turn ends at 17:00 GMT+0
*Every turn is 24:00 long. People post their map on their next action (their next region to annex), then I roll to see how well their actions are going to be.
*To make it fair, the game master (that is me) doesn't have a faction.
*The new players won't lose their region due Epic Fail effect in the first 5 turns.
*The new players can't be attacked in the first 5 turns.
*If a player doesn't reply in one turn, he'll lose the turn.
*The players shall do diplomacy via PMs or whatever they want and add GM as a recipient.
*The game begins in 1600 (It doesn't effect anything).
* Each turn is 6 months (Again doesn't effect anything).
*The blank areas are unsuitable and too hostile for any settlements.
*Any bordered area that has more than 10 white pixels in it is counted as a separate region. Otherwise it is part of the nearest over 10 pixels big area.
*A player who loses all his regions to another player, will be able to make a revolt in two turns in the province which was taken by the enemy 1-3 turns ago. I will roll to see how the revolt is going to be each turn. The last and counted point is the average point.
*A player who doesn't have any region in 3 turns will be eliminated.
Attacking Regions
Ships[0]: You are unable to make a move next turn and the enemy have a chance of taking your region.
[1]: Epic Fail. You lost the battle, and the enemy have chance to take your region. And you will get the point -[1] next turn, due to the morale losing.
[2]: Fail. You fail to take to region.
[3]: Meager success: The battle is unresolved. But with the better experience, you'll have the point +[1] if you attack the region again next turn.
[4]: Success: You take the region successfully.
[5]: Great Success: You take the region successfully, and you can choose to attack 2 regions next turn.
[6]: Overshot: You take the region successfully, and you can choose to attack 2 regions next turn with the point +[1].
[7]: Epic Success: You take the region successfully and you can choose to attack 3 regions next turn.
[8]: Complete Wipe out: You take the region successfully and can choose to attack 3 regions next turn with an extra point +[1].
Example for Ships:Ships building:
[0] You are unable to make a move next turn.
[1]. The construction is epically failed. Next time when the player tries to build ship again, he'll lose a point.
[2]. The construction is failed. The builders will have to try again.
[3]. The construction is ongoing, and not finished yet. Next turn when the player continues to build the ship, he'll get a bonus point.
[4]. A small-size ship is completed. Hit point (HP): 3.
[5]. A medium ship is completed. Hit point (HP): 5.
[6]. A large ship is completed. Hit point: 8.
[7] A magnificent ship is finished. Hit point: 12
[8] A monstrous ship is finished. Hit point: 17
It takes 2 turns for the players to sail from land-to-land.
- Turn 1: Build the fleets and prepare to sail. In this turn the players will lose their rights to attack 1 region (busy building fleets). But if they got [4], [5], or [6] in the last turn, they can still attack 1, or 2 region.
- Turn 2: They sail to the land they want to, and attack the coast region.
Sea battles:
When 2 ships of 2 enemies players meet in the same sea, they'll crash to the heat of battles.
When comes to the battle of 2 fleets, the GM will roll and see how well they fight.
GM will use the the ship with higher point (fights better) minus to the lower. If the result is...
[0]. A draw and no ship gets any damage.
[1] => [5]. The ship with lower point gets the damages of the result point.
The average point is calculated by all the points the ship got in the battle.
A medium-size ship (HP:5) vs a magnificent great ship(HP:10):
[2] [1]. The magnificent ship gets 1 point damage.
[5] [1]. The magnificent ship gets 4 points damage.
[3] [4] The medium-size ship gets 1 points damage.
[5] [2]. The magnificent ship gets 3 points damage.
[3] [4] The medium-size ship gets 1 points damage.
[3] [3]. 2 ships don't do any damage to each others.
[6] [1]. The magnificent ship gets 3 points damage and get sunk.
The medium-size ship wins.
Average point:
The medium-size ship: (2+5+3+5+3+3+6)/7 ~ 4
The magnificent ship: (1+1+4+2+4+3+1)/7 ~ 2
The players can only make an attempt of sabotage/assassination once every 3 turns, so they won't be massively used every turn, like it used to be. To use an agent PM the GM (except for spies).
The Revolt System:
SpyingAn empire which gets 20 regions or more and gets two times [1] in a row have the chances to get revolts in some provinces which they got 3-5 turns (the rebels see that it's a good chance to revolt, since the Faction Leader seems to be very unlucky).
And a player can also make revolts in others's empires by sending saboteurs. He can ask me through PM and I'll roll his point to see how it'll work, and usually will tell him the result via PM as well.
[1]: The saboteur fails to make a revolt, and he's caught. News that a Kingdom send saboteur to others will be announced publicly, which will surely reduce the relationship between the empires. In the next turn the next turn the player tries to send saboteur, he'll lose [1] point due the morale lost.
[2]: The saboteur killed while trying to create the revolt. That way he'll never be able to open his mouth and tell who's his boss. But the other saboteurs will lose [1] point the next turn they try to create a revolt, since fear is growing in them.
[3]: The saboteur fails to create a revolt, but he manages to get away with it.
[4]: The saboteur somehow succeed to create the disharmony between the people in that region, but the revolt doesn't happen yet. Next turn if he continues, he'll get the point + [1].
[5]: The saboteur succeeds to create the revolt, and turns the region into rebels.
[6]: The saboteur is better than you thought, when the revolt grows in every lands near the target region. The target is turned to rebels of course, and the saboteur can have one bonus point when trying to create the revolt in nearby provinces.
A player may use spies to gather information from his enemy's region. When you want to use spies, PM me and tell the region you want to send your spy to, I'll roll and tell you the result:
[1]. The spy fails to gather information, and he's caught. News that a Kingdom send spies to others will be announced publicly, which will surely reduce the relationship between the empires. In the next turn the player tries to send spy, he'll lose [1] point due the morale lost.
Player will lose -1 point in attack.
[2]: The spy is killed by the guards while trying to gather information in this place. That way he'll never be able to open his mouth and tell who's his boss. But the other spies will lose [1] point the next turn they try to go into other cities, since fear is growing in them.
[3]: The spy fails to get any information of the enemy, but he'll have more chance (+[1]) to succeed in his next attempt if he spies the same region.
[4]: The spy succeeds to get information of the enemy and sends them to his leader. Now the land is well-known by the enemy, and when the spy's leader sends army to attack this land, they'll get a bonus point.
[5]: The spy succeeds to get information of the enemy and sends them to his leader. Now the land is well-known by the enemy, and when the spy's leader sends army to attack this land, they'll get a bonus point. Next turn this nation can send 2 spies on actions.
[6]: The spy succeeds to get information of the enemy and sends them to his leader. Now the land is well-known by the enemy, and when the spy's leader sends army to attack this land, they'll get a bonus point. Next turn this nation can send 2 spies on actions, with a bonus point to succeed.
[7]: he spy succeeds to get informations of the enemy and sends them to his leader. Now the land is well-known by the enemy, and when the spy's leader sends army to attack this land, they'll get a bonus point. Next turn this nation can send 3 spies on actions.
Assassinations:
Diplomacy:When a player wants to kill someone quietly, he can send the GM a PM on his target. I'll roll and see the result.
[1]. The assassin fails the mission, and he's caught. News that a Kingdom send assassins to others will be announced publicly, which will surely reduce the relationship between the empires. In the next turn the player tries to send assassins, he'll lose [1] point due the morale lost.
[2]: The assassin is killed by the guards while trying to kill his target in. That way he'll never be able to open his mouth and tell who's his boss. But the other assassin will lose [1] point the next turn they do their missions, since fear is growing in them.
[3]: The assassin fails his mission, but he manages to get away with it.
[4]: The assassin fails to kill his target, but he manages to get away with it, with a better knowledge on his target. The next turn he'll have more chance (+[1]) to succeed his mission.
[5]: The assassin succeeds his mission and killed his target successfully.
[6]: The assassin succeeds his mission and killed his target successfully. This assassin's success will encourage other assassin on their next missions, which they will have better chance to succeed.
Diplomacy Example:here are currently few kinds of diplomacy:
- Trade rights: The first step to bring 2 nations closer.
- Alliance: Two nations are allied and with help each other in various things.
- Peace agreement: A nation offer the Peace Agreement in an amount of turns. In this period, no one can do aggressive actions against each other.
For example: Kingdom A offers the Peace Agreement to Kingdom B for 8 turns or something like that.
- A player has rights to give another player a region as a gift. But the men's morale will be lower in the next 3 turns, causing penalties to the chance to win.
- When a player decides to end his game and decides to cede his empire to another country, I will roll which regions will succeed in the succession.
[1]-[3]: Region refuses to join and becomes rebel.
[4]-[6]: Region successfully becomes part of the country.
- Players who cede their country can no longer rejoin the game, but players who get destroyed can.
- Military access: With the Military Access agreement, the nations can bring army cross each other lands without fighting (unless they want to...). So they can get a shortcut to the land they want to get.
And remember that crossing a region will also cost you a turn.
Important Cities System:Green move the Army across the Red's land:
...And take the region.
- Gives regions: A player has rights to give another player a region as a gift. But the men's morale will be lowed in the next 3 turns, causing penalties to the chance to win.[/spoiler]
When a player wants to build an important city, places a dot on the map, I'll roll and tell the bonus you're going to get for the city.
[1] Saboteurs's Guild: +1 points with sabotage once every 3 turns.
[2] Thieves's Guild: +1 points with spying once every 3 turns.
[3] Assassins's Guild: +1 points with assassinations once every 3 turns.
[4] Sailors's Guild: +1 naval movement once every 3 turns.
[5] Banners Bearers's Guild: +1 land movement (can attack a bonus region) once every 5 turns.
[6] Town Watchers's Guild: -1 points of assasinations/spying or sabotage attempted on this country
Current Players and their Factions:
To make your faction simply fill this:
Name:
Government:
Language:
Currency:
Capital:
National Anthem:
Leader:
Religion:
Color: (0,0,0)
Including a short (or long if you wish) description of your country and the map which is in the OP with your starting region and expansion.
Here is the current map. Save it, paint your starting region and the region your going to take for your first turn on it and upload it back here.
*If you have further questions, don't hesitate to ask me.
OK I think that's it now. Have fun!
*All credit goes to Twilight Sparkle of the TWC forums for his fantastic ruleset.
Last edited by King Olaf; 11-20-2012 at 12:31 AM.
http://roleplayerguild.com/showthrea...68#post7811968
Come and Play my American Wars: Roll to Dodge!