Rnes6: Battle for Resourses

RoddyVR

Veteran Board NESer
Joined
Mar 29, 2002
Messages
4,210
Location
Russian in US
I'm starting my 6th game. You can post now, if you want.

Read the rules before joining.

this is a board game, so i dont realy care about stories. there's very little (ie none) that happens that isnt determined by either the rules or the random number generator i use instead of the 10 sided dice that i dont have.

the number of players allowed in the game will be determined as follows.

we need the SAME number of Human, Elf and Dwarf nations.
so those will be "let in" the game in groups.
the dragons, (if anyone actualy wants to play them) dont have to be in same numbers. i think i'd actualy prefer just one dragon nation.
so if only 4 people want to play, it will be one of each race.
if 7 people want to play, it will be 2 of each of the nondragon nation and one dragon nation.
i doubt we'll get up to 10 players. and i'm not sure it would be a good idea to do that anyway.

here's the thing.
as this is a board game, getting orders from EVERYONE EVERY TURN is very important. and people Quiting during the game cause they're bored/lazy or dont have the time HURTS THE GAME A LOT (ie can easily kill the game).
so if you sign up, please be sure that you're ready for the commitment.
it shouldnt take you very long to do a set of orders, but you will have to do them regularly.
if anyone signs up, and then doesnt send orders for 2 turns strait, or quits the game while its still going, i will put that person on my Ignore list, even if they're the mod of a game i'm playing in (which effectively quits me from their games).
if most of the players lose interest, or its determined that my rules just plain suck, i'm ok with closing the game, but it has to be atleast a majority of the players for me not to start evil vendetta campaigns against the "quiters".
 
Map: The map is made up of many same sized Spaces (not sure if squares or Hexes yet). Each Space's color is its current Terrain, not owner like in most other games. Who ownes the Space is determined by who's Border the Space is in.
Land types:
Plains - Yellow
Forest - Light Green
Hills - Brownish Green
Mountain - Red (think volcano)
Water - Cyan
City - Light Gray
Capitol - Dark Gray
Borders:
Each nation's border is marked off by a thick Grey line. All nations are continuous, no colonies or anything. If a part of your nation is cut off from your capitol, you will lose control of that part.

Resourses:
Different races have different ways of producing resourses, but some things are common. Food, Lumber and Ore can be "traded" for any of the others or for gold (to unseen merchants or something) for exorbitant rates. For every Resourse type you want, you have to pay the amount you want Squared (multiply by itself) in another resourse. Gold can be traded for any of the other resourses at a one for one rate.
Population: One for each City you have and 5 for your Capitol. Required for every Unit you have.
Food: You have to feed your population and military or they start dying off.
Lumber: Used for construction of Cities and Attack Military Units.
Ore: Used for construction of Cities and Defence Military Units.
Gold: Used for trade and Fast Military Units.

Cities:
You need cities for your people to live in. Each City you have produces a Population point that can be used to make a Unit. Each Race has a specific terrain on which they live. They can only build Cities on Hexes of this one terrain type, and only when it is surrounded by Hexes of the same terrain type. While the Hex the City is in changes color(to gray), the underlying terrain stays the same (identified by the terrain around it).
If you loose any of the hexes surrounding your city to an enemy nation, your city will fall apart and the hex will revert to a regular hex of the Terrain the city was built on (this will also lower your Population Points, and if you didnt lose a unit when you lost the hex, you're likely to lose one now since you wont have the population to support all your units).

Units:
All new units produced start out in the capitol of their nation.
Only one unit may occupy a hex at any given time.
Rules here are the basics. The race Specifics will overide some parts of this, so read the race info to know the details for each.
Workers: Your units are both your military and your workers. Each race's units can, instead of moving for a turn, perform a "worker" action. The costs/benefits of these actions depend on the race and what the action is.
Cost: All units have a constant cost of 1 population point. Meaning you need a city for every Unit you have.
Units also have an initial cost in resourses and a per turn upkeep. Each Charactiristic is paid for by one of the Resourses.
If you dont want to figure out the numbers yourself, just ask me and i'll tell you what the initial and upkeep costs on a unit would be.
Initial Cost in each resourse = its charactiristic Squared
Upkeep Cost in each resourse = its charactiristic's value.
The Initial Cost in food is: (Attack +1) * (Defence +1) * Movement
The Upkeep cost in food is: (Attack+ Defence+Movement)
The Movement Charactiristic gets 1 free point (so any unit can move without paying extra for it).
Some races (all but human) have free points that they can get on their units.

Units have three main charactiristics:
Attack: how well this unit fights when it is attacking. Payed for by Lumber.
Defence: how well this unit fights when it is being attacked. Payed for by Ore.
Movement: how many hexes this unit can move every turn. Payed for by Gold.
And one of any of the minor charactiristics:
Flying: this unit can move over other units. Including enemy units. Adds 1 food and 1 Gold per movement point to Upkeep.
Archer: flying units cannot fly over this unit (they'd get shot down). Adds 1 food and 1 Lumber per Defence point to Upkeep.
Bombarding: can Attack a unit in an adjacent Hex at -1 attack, without moving. If the attack fails, the unit does not die. Adds 1 food and 1 Ore per Attack point to Upkeep.
Others to be added as i think them up, or others suggest them
Unit movement: Only one unit may be in a hex at any time, so a unit cannot walk through a hex that has another unit in it. However, you can move your own units out of a hex to make way for another unit that you want to go through that hex. (basicaly i will do the movement of units in the order listed in your orders)

Expanding your Nation border:
Your nation lives off the land you own, and to become stronger, you must become bigger. There are three ways to expand the borders of your nation.
1. Any hex that borders your Nation, on which one of your units ended its turn will be added to your Nation.
2. Any unoccupied hex that borders your Nation, that is of the Terrain type that your people live on will be added to your Nation.If a hex is in despute as to who's nation it should join (like a Plains hex bordering two human nations), it will not join either.
3. Trading with another player. see Trade for details.

Matters of War:
Unit movement: Units cannot move through hexes that have enemy units in them. If the map shows an enemy unit in a hex, then your unit cannot move through it. Even if you know for a fact that the enemy unit is moving during this update. (this is to keep me sane during updates. so i dont have to keep going between two PMs with orders to make sure that the enemy units you say are moving realy are).
Attacking and Defending:
When at the end of the update there are two units of different nations in the same hex, they will fight. Units in their own nation are always defending, Units in someone else's nation are always attacking. In unclaimed hexes, the unit(s) that moved is/are attacking and the one that stood still is defending.
Combat System - Unit will roll their combat number (attack or defence, whichever is being used) of 10 sided dice. and bigger total wins. so theoreticaly a 1 attack unit could beat a 9 defence unit, but its VERY unlikely (one in 10 billion chance i think)

Trade:
Players may sell Resourses to eachother. Both players have to have the EXACT same deal in their orders (ie 10 lumber for 3 gold) or the deal does not get done.
Neighboring players may also sell Hexes to eachother. Again the deal has to be in both orders. and the hex has to be on the border of the recieving nation. You cannot sell hexes "two deep" in one turn, as the second row is not next to the buyers border (even though it will be after the first row is sold).
 
Races:
Humans: This Race will convert all their lands to Plains, getting resourses in the proces, and then grow food on all those plains. They should have MUCH more food they they could ever use. If they dont expand fast enough, they will have problems with other resourses. Their Special, allows them to have the bigger military units for cheaper if they use more Population for the unit.
Living Space = Plains
Food from Plains, 3/turn/hex
Lumber from Workers only
Ore from Workers only
Gold from Mountains, 1/turn/hex
Worker actions:
Plains - Build City. Only if surrounded by Plain. costs 5F+5L+5O
Forest - Clear Cut. Converts Hex to a Plain. Gives 10-20 Lumber
Hills - Stip Mine. Converts Hex to a Plain. Gives 10-20 Ore
Mountain - Mine. Gives 1 extra gold.
Race Bonus: Can use more then one Population point for a unit to reduce its costs. If a unit uses 2 Pop points, its initial cost and upkeep are halved, if 3 points, its 1 third cost and so on.

Elves: The Elves' stock is the forerst. They will have more Lumber they they could ever use, but will need to leave some of their lands as plains to grow their food. Their Special provides a cheaper defence for their units, as they will have problems aquiring the Ore needed for strong defencive units.
Living Space = Forests
Food from Plains, 1/turn/hex
Lumber from Forests, 3/turn/hex
Ore from Worker only
Gold from Mountains, 1/turn/hex
Worker Actions:
Plains - Plant Forest. Converts Hex to Forest
Forest - Build City. Only if surrounded by Forest Hexes. 5F+5L+5O
Hills - Plant Forest. Converts Hex to Forest
Hills - Stip Mine. Converts Hex to a Plain. Gives 10-20 Ore
Mountain - Mine. Gives 1 Extra Gold.
Race Bonus: All Elvish units get a free defence point.

Dwarves: Hills is where its at for this race. They'll have more Ore then they could need, but will, like the elves have to leave some of their lands as Plains to grow their food. Their Special gives their units a much needed free Attack point.
Living Space = Hills
Food from Plains, 1/turn/hex
Lumber from Workers only
Ore from Hills, 3/turn/hex
Gold from Mountians, 1/turn/hex
Worker Actions
Plains - Mounding(taking suggestions for terms). Converts Hex to a Hill.
Forest - Mounding. Converts Hex to Hill.
Forest - Clear Cut. Converts Hex to Plains. Gives 10-20 Lumber
Hills - Build a City. Only if surrounded by other Hills. Costs 5F+5L+5O
Mountain - Mine. Gives 1 extra gold.
Race Bonus: All Dwarf units get a free attack point.

Dragons. The Dragons operate on a completely different rule set from the other races. They will likely end up being enemies with all the other nations. They do not have cities, they do not have population. All they have is units and their Capitol. They gather resourses by plundering the stockpiles of other nations.
Living Space = Mountains
Food Worker actions only
Lumber Worker actions only
Ore worker actions only
Gold Worker Actions only
Worker Actions
Plains - Plunder. Human City Hexes Only. Steal 10-20 Food and 3-6 Gold.
Forest - Plunder. Elvish City Hexes Only. Take 10-20 Lumber and 3-6 Gold.
Hills - Plunder. Dwarvish City Hexes Only. Take 10-20 Ore and 3-6 Gold.
Mountain - Raise Dragon. Creates a new Dragon Unit. Converts Hex to another Terrain type.
Race Bonuses: No population requirements. 2 Free Attack, 2 free Defence, 1 free Movement, Free Flying for all units.
Dragon Death Special - When a dragon dies, the Hex it died in becomes a mountain.
Quick Plunder - Unlike other Races' Worker Actions, the Plunder action can be done the same turn that the dragon moved to the Hex (enemy city), but not if the city was defended by a unit which had to be killed (in this case the dragon can plunder next turn, even if its attacked, but survives).
 
turn 0 map.
 

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player nations and "treasury"s will go here.
 
you can post/join if you want now.

when you join, say what race you'd like to be. it would be helpfull if you list which races you also wouldnt mind being (instead), incase we need to "fill" a group of races to balance the game (see first post for more).

you can specify starting location you want also if you want.

EDIT: a week after original post:
OK, no responses at all. guess i made too complicated a game.
oh well, guess i'll try a simpler one.
consider this game closed.
 
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