[quote=Englandlied] I have a couple of questions. Can camps be upgraded more than once? How do you determine if a combat operation is successful (for that matter, how would an upgraded camp figure into defending against combat operations?)? If a rogue order fails, is there a penalty?EDIT: Also, if you have more than one camp. can you issue more than one order per turn? [/quote] Good questions. Seems I have omitted this vital info from the OP... [b]Camps[/b] Your base camp's main purpose will be providing shelter against enemies, prolonging the length of any siege, and drawing more survivors to your group. Base camps can be upgraded up to 3 times. Level 0 - Very basic, and free to build, though it uses up a combat order. Likely just a few lookouts and crude barricades standing between you and the undead. An undead horde or enemy faction can drive you from your camp very easily at this level. It is a good idea keep a number of survivors behind to maintain your camp, and keep enemies at bay. Level 1 - A fortified camp, costing 50 boxes of supplies to build. Traps and sophisticated barricades in place to slow enemy advance and keep geeks at bay, as well as a crude power source to transmit radio signals to alert other survivors. At level one, any horde or enemy would need at least 2 turns to overrun this position and a trickle of survivors will join your cause. Level 2 - A settlement, complete with a power source and a boosted radio signal to alert survivors county wide that hope remains. Greater chance of survivors joining you, and 3 turns needed to overrun. Level 3 - Fortified settlement. Walls, sophisticated traps and constant surveillance and a steady investment of supplies have rendered your once feeble camp into a fortress. Multiple lines of defense yield 4 turns for fortified settlement to be overrun. Spreading out across the county is advantageous in that it gives you a greater number of defensible positions, however it takes up a combat order to build new camps. Though expanding your number of camps does not allow you to issue new orders, it does cement your overall hold on the county. [b]Combat[/b] Combat, like most other things in Dead County, is decided by the luck of the die. A 10 sided die will be cast for each side in every confrontation, with a bonus die given to those with a solider trait. The side that rolls the higher number, win the battle. A casualty roll is then thrown for each participant. Natural Leaders have a lesser chance to win battles, however their innate ability to draw more survivors to their cause, typically means they will have greater numbers and more endurance in any prolonged conflict. Rogues will be able to capitalize on their special order to gain a battle bonus leading up to any fight, with a 50/50 chance of success. Should a rogue fail in their order, word will spread across the county. Enemies will become aware of their attempted deceit and may seek vengeance. A successful Rogue strikes from the shadows, and should they succeed, not a whisper will be breathed of their victory.