RoddyVR
Veteran Board NESer
Introduction (you dont need to read this, just my ramblings)
When i first came to this forum UKnes2 had just ended and UKnemesis was starting up UKnes3, that was the game that got me hooked into this forum. Pretty quickly there were dozens of games like it, with many differences between them, but most had the main characteristics the same - a map divided into provinces, units that could be seen on the map, and a formula (some very unique ones) for how combat worked.
Eventually for some reason games like that started to get old, and the RTOR game came up and that started the trend for the current story games. I never got into those types of games and so left the forum for a while. Came back recently and Gen Blownaparts game gave me hope, the speed that the game got filled up showed that there was interest in 'my' type of games again.
==============================================
General Description
Even though NES stands for "Never Ending Story", most people wouldnt consider this game a story, though I wouldnt mind if this game goes on for ever. How much a Story this game is depends on the players and how much diplomacy they do. Basically every turn every player sends me orders (by PM) and i update the map to represent what the world looks like now. Rinse, repeat.
==============================================
Rules
Countries: - Player
Britain - Sheep2
France - puglover
Spain - Kennelly
Carthage - Jason The King
Italy - TNG
Austria - Toasty
Prussia - Consul_Thud
Vikings - .:KNAS:.
Russia - erez87
Turkey - Heine
Signing up:
When you sign up, you will have 2 hours to send in your first turn orders. In almost every game of this type there is no diplomacy in the first turn that affects anything, and I dont feel like waiting 2 days for the first turn because someone forgot that they signed up. Each turn is one day, so you will need to do orders every day, so if you dont expect to be able to log onto CFC everyday (or at least MOST days) and do orders, please dont sign up. If not enough people sign up because the turn/day is too fast Ill change it to 2 day turns.
Map:
I got the map from UKnes7 and edited it a little.
Provinces:
Every province is the same, there are no capitols. Provinces are numbered, Sea sections are 'Lettered' (lol). White provinces are neutral, colored ones are owned by the country of that color. Sea sections cannot be owned.
Units:
On Land - white dots are Armies belonging to the owner of the province they are in, colored ones belong to the country of that color.
On the Seas - colored dots are Ships belonging to the country of that color. White will only be next to a Ship and are armies that are ON the ships (so they belong to the owner of the ship).
Constantinople: (map exception)
This is the only place where ships can go over land or armies can walk over water (depending on your view of it). Sea P is connected to Sea M AND province 48 is on both sides of the 'channel'.
Switzerland:
This is the Black 'province' in the middle of Europe. It is impassible to all forces. It is NOT a province for game purposes.
Orders:
Orders are due by 7:00 PM Eastern US time (thats midnight GMT).
Your orders need to include:
what you are spending money on (if anything), including gifts/loans to other countries.
what units are moving/attacking to where (if any), armies and ships.
Conditional Orders: (a bit complicated, and not necessary to play)
Because conditional orders like -"IF he goes there have my army attack here...." - can get VERY confusing when both sides have them, i am putting some strict limits on them.
all movement happens at the same time, so you CAN NOT base conditional orders on you enemy's (or ally's) movements. you can only base them on the numbers of armies in certain provinces BEFORE enemy movement.
So you can order something like:
"If Austria has 5 or less armies in 46 then attack it with everything from 47."
"If the Viking has 7 or less armies in 67, 68 and 69 combined, then attack 69 with 8 armies from 59 (via ships)"
Unit Movement:
Army - is purchased in any province you own. Can move to any province adjacent to the one its in. Can move to friendly or neutral territories on the turn its purchased, but cannot attack another country on its first turn. Armies from 2 countries can NOT be in the same land province without fighting. At the end of a turn your armies claim any neutral and enemy provinces they are in.
Ship - is purchased in any sea adjacent to a province you own. Can move to any sea adjacent to the one its in. Can NOT be ordered to attack other ships on the turn it is purchased (though it will fight if attacked on its first turn). You can order a ship to NOT get involved in any combat (like if it has armies on it), then it wont get sunk, but it doesnt help the naval battle. A group of ships may ESCAPE a fight with an attacking fleet by sacrificing 1 ship for every 3 that escape (so one out of 4 dies, and its rounded up). Ships from 2 countries CAN be in the same sea without fighting, you have to specifically order your ships to ATTACK if you want them to fight.
Transportation - this is always a tough rule. Ill try to be as clear as i can.
Each ship can carry up to 4 armies. No more then 4 armies can 'use' a ship in one turn, so you cant load 4 armies, unload them and then load 4 more and so on.
An Army may board AND disembark from a boat on the same turn, but it cant walk on land in the same turn. An army may stay on a boat between turns (board but not disembark), but in that case the boarding counted as its whole turn, and the disembarking will count as its whole turn also.
The ship may move while it has armies onboard and that does NOT affect the armies' movement in any way. An army can NOT jump from one ship to another, so 'convoys' dont work.
A ship MAY fight other ships while troops are on board, but if it is sunk the army sinks too.
Hostile disembarking (attacking off a ship) can only be done if there are no ships of the defending player in the sea from which the attack is coming (so you got to sink em all first). A newly built ship CAN be used to move a 'veteran' army to enemy shores.
Meeting half way:
If two forces (be it armies or ships) meet between two provinces (like Army from 39 attacking 40 and Army from 40 Attacking 39) then they fight there (assuming it wasnt two fleets peacefully passing each other), no other forces in either province affect this fight and it happens BEFORE the winner gets to their destination (so the winner will fight again if there are enemy forces left in the destination province).
On a related issue, if you move your troops from X to Y and someone else moves from Z to X, then those forces never meet.
Money Matters:
Gifts/Loans:
The only way one nation may help another nation directly is sending gold. You can NOT give away provinces (you could empty it and let them conquer it, but you cant just say "they own it now"). You can NOT give away Armies or Ships.
Any gold sent to another nation will arrive in their banks on the beginning of the next turn. If you're sending gold as a loan, be sure you trust the receiver, as there are no rules that 'Enforce' the return of your gold.
Embezzlement:
Every turn:
all the gold you banked and had sent to you is summed up
the first 20 gold is fine
everything over 20 gold is divided in half (half of it gets embezzled by corrupted officials)
Income: (every turn, after embezzlement)
4 gold for each province you own
Existing Unit upkeep: (every turn right after you get your income)
1 gold for each Army
1 gold for each Ship more then 5 (your fleet can trade/smuggle to pay for first 5 ships)
New Unit Cost:
Armies cost 3 gold each
Fleets cost 5 gold each
Combat Rules:
When 2 forces fight, every army in the fight rolls a 6 sided die.
If the forces are about the same size then for both sides a 4 or more will kill one of the enemy and a 3 or less will miss.
If either of the sides has twice the number of the enemy then the bigger side needs 3 or more to hit and the smaller side needs 5 or more to hit.
If either side has three times the number of the enemy then the bigger side needs 2 or more to hit and the smaller side needs 6 (cant get more) to hit.
If either side has four times the forces of the enemy then the bigger side wins automatically (hits on a 1 or more), but the smaller side gets 1 kill (they should get zero cause they need more then 6 to hit, but I think Ill give them a suicide charge kill)
All battles are to the end. Ill keep rolling dice until one side is completely destroyed.
When i first came to this forum UKnes2 had just ended and UKnemesis was starting up UKnes3, that was the game that got me hooked into this forum. Pretty quickly there were dozens of games like it, with many differences between them, but most had the main characteristics the same - a map divided into provinces, units that could be seen on the map, and a formula (some very unique ones) for how combat worked.
Eventually for some reason games like that started to get old, and the RTOR game came up and that started the trend for the current story games. I never got into those types of games and so left the forum for a while. Came back recently and Gen Blownaparts game gave me hope, the speed that the game got filled up showed that there was interest in 'my' type of games again.
==============================================
General Description
Even though NES stands for "Never Ending Story", most people wouldnt consider this game a story, though I wouldnt mind if this game goes on for ever. How much a Story this game is depends on the players and how much diplomacy they do. Basically every turn every player sends me orders (by PM) and i update the map to represent what the world looks like now. Rinse, repeat.
==============================================
Rules
Countries: - Player
Britain - Sheep2
France - puglover
Spain - Kennelly
Carthage - Jason The King
Italy - TNG
Austria - Toasty
Prussia - Consul_Thud
Vikings - .:KNAS:.
Russia - erez87
Turkey - Heine
Signing up:
When you sign up, you will have 2 hours to send in your first turn orders. In almost every game of this type there is no diplomacy in the first turn that affects anything, and I dont feel like waiting 2 days for the first turn because someone forgot that they signed up. Each turn is one day, so you will need to do orders every day, so if you dont expect to be able to log onto CFC everyday (or at least MOST days) and do orders, please dont sign up. If not enough people sign up because the turn/day is too fast Ill change it to 2 day turns.
Map:
I got the map from UKnes7 and edited it a little.
Provinces:
Every province is the same, there are no capitols. Provinces are numbered, Sea sections are 'Lettered' (lol). White provinces are neutral, colored ones are owned by the country of that color. Sea sections cannot be owned.
Units:
On Land - white dots are Armies belonging to the owner of the province they are in, colored ones belong to the country of that color.
On the Seas - colored dots are Ships belonging to the country of that color. White will only be next to a Ship and are armies that are ON the ships (so they belong to the owner of the ship).
Constantinople: (map exception)
This is the only place where ships can go over land or armies can walk over water (depending on your view of it). Sea P is connected to Sea M AND province 48 is on both sides of the 'channel'.
Switzerland:
This is the Black 'province' in the middle of Europe. It is impassible to all forces. It is NOT a province for game purposes.
Orders:
Orders are due by 7:00 PM Eastern US time (thats midnight GMT).
Your orders need to include:
what you are spending money on (if anything), including gifts/loans to other countries.
what units are moving/attacking to where (if any), armies and ships.
Conditional Orders: (a bit complicated, and not necessary to play)
Because conditional orders like -"IF he goes there have my army attack here...." - can get VERY confusing when both sides have them, i am putting some strict limits on them.
all movement happens at the same time, so you CAN NOT base conditional orders on you enemy's (or ally's) movements. you can only base them on the numbers of armies in certain provinces BEFORE enemy movement.
So you can order something like:
"If Austria has 5 or less armies in 46 then attack it with everything from 47."
"If the Viking has 7 or less armies in 67, 68 and 69 combined, then attack 69 with 8 armies from 59 (via ships)"
Unit Movement:
Army - is purchased in any province you own. Can move to any province adjacent to the one its in. Can move to friendly or neutral territories on the turn its purchased, but cannot attack another country on its first turn. Armies from 2 countries can NOT be in the same land province without fighting. At the end of a turn your armies claim any neutral and enemy provinces they are in.
Ship - is purchased in any sea adjacent to a province you own. Can move to any sea adjacent to the one its in. Can NOT be ordered to attack other ships on the turn it is purchased (though it will fight if attacked on its first turn). You can order a ship to NOT get involved in any combat (like if it has armies on it), then it wont get sunk, but it doesnt help the naval battle. A group of ships may ESCAPE a fight with an attacking fleet by sacrificing 1 ship for every 3 that escape (so one out of 4 dies, and its rounded up). Ships from 2 countries CAN be in the same sea without fighting, you have to specifically order your ships to ATTACK if you want them to fight.
Transportation - this is always a tough rule. Ill try to be as clear as i can.
Each ship can carry up to 4 armies. No more then 4 armies can 'use' a ship in one turn, so you cant load 4 armies, unload them and then load 4 more and so on.
An Army may board AND disembark from a boat on the same turn, but it cant walk on land in the same turn. An army may stay on a boat between turns (board but not disembark), but in that case the boarding counted as its whole turn, and the disembarking will count as its whole turn also.
The ship may move while it has armies onboard and that does NOT affect the armies' movement in any way. An army can NOT jump from one ship to another, so 'convoys' dont work.
A ship MAY fight other ships while troops are on board, but if it is sunk the army sinks too.
Hostile disembarking (attacking off a ship) can only be done if there are no ships of the defending player in the sea from which the attack is coming (so you got to sink em all first). A newly built ship CAN be used to move a 'veteran' army to enemy shores.
Meeting half way:
If two forces (be it armies or ships) meet between two provinces (like Army from 39 attacking 40 and Army from 40 Attacking 39) then they fight there (assuming it wasnt two fleets peacefully passing each other), no other forces in either province affect this fight and it happens BEFORE the winner gets to their destination (so the winner will fight again if there are enemy forces left in the destination province).
On a related issue, if you move your troops from X to Y and someone else moves from Z to X, then those forces never meet.
Money Matters:
Gifts/Loans:
The only way one nation may help another nation directly is sending gold. You can NOT give away provinces (you could empty it and let them conquer it, but you cant just say "they own it now"). You can NOT give away Armies or Ships.
Any gold sent to another nation will arrive in their banks on the beginning of the next turn. If you're sending gold as a loan, be sure you trust the receiver, as there are no rules that 'Enforce' the return of your gold.
Embezzlement:
Every turn:
all the gold you banked and had sent to you is summed up
the first 20 gold is fine
everything over 20 gold is divided in half (half of it gets embezzled by corrupted officials)
Income: (every turn, after embezzlement)
4 gold for each province you own
Existing Unit upkeep: (every turn right after you get your income)
1 gold for each Army
1 gold for each Ship more then 5 (your fleet can trade/smuggle to pay for first 5 ships)
New Unit Cost:
Armies cost 3 gold each
Fleets cost 5 gold each
Combat Rules:
When 2 forces fight, every army in the fight rolls a 6 sided die.
If the forces are about the same size then for both sides a 4 or more will kill one of the enemy and a 3 or less will miss.
If either of the sides has twice the number of the enemy then the bigger side needs 3 or more to hit and the smaller side needs 5 or more to hit.
If either side has three times the number of the enemy then the bigger side needs 2 or more to hit and the smaller side needs 6 (cant get more) to hit.
If either side has four times the forces of the enemy then the bigger side wins automatically (hits on a 1 or more), but the smaller side gets 1 kill (they should get zero cause they need more then 6 to hit, but I think Ill give them a suicide charge kill)
All battles are to the end. Ill keep rolling dice until one side is completely destroyed.