Rise and Fall of Empires The Board Game

lp_04

Prince
Joined
Sep 2, 2012
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342
Location
Leiria, Portugal
Hi There.

As you can see, there is taking place a new Unofficial Expansion for Civilization V Gods and Kings: Rise and Fall of Empires. In order to extend the civilization experience, there will be created a board game to print and play.

The first goal of making the RFE project was to provide preople free and good entertainment. That is the purpose of this board game too. It will be free to print and play, acessible to everyone, based on Civilization and totaly independent.

The RFE project is an open project, so if you have some useful ideas or even a full design you want to share with us, post that ideas here. We will create a board game based on civilizations and DESIGNED BY FANS! :cool:

This boardgame will be wuite different from the official Sid Meier's Civilization BG as it adds more flavour, historical veracity and REAL civilization mechanics.



-» Card or Board Game?
There have been some ideas of making a card game like the one who came with CivIV. This card game could always be developing like a new set of cards released every month to extend the game. But I will design the Board Game unless there are REALLY good ideas for an innovative card game.

-» Dawn of Empires Variant
As historical veracity is one of the main caractheristics of these board game, there will be a variant: Rise and Fall of Empires Board Game - Dawn of Empires. It will add the historical emergence date to the game and make this game something with a mechanic similar to RFC (Thank's to Rhye for this concept of diffeent starting turns).


Post here your ideas so we can develop this independent fan-created game and send it to the community soon. Every little help is needed.

Thanks for everything, please post. :goodjob:

Luis Gomes (lp_04)
 
The idea of this board game, RISE AND FALL OF CIVILIZATION is to bring the civ experience to a free P&P Board Game.

The game covers 8 eras, one of them is added by the RFE Unofficial Expansion: Neoltihic, Ancient, Classical, Medieval, Renaissance, Industrial, Modern and Information (note: the Atomic era is merged into Modern and Information Eras). Some civ "classic" technologies like Mathematics will be added, as well as some new ones in this expansion, like Megaliths.

If you want to take a better look at the PC expansion just use this link: http://forums.civfanatics.com/showthread.php?t=481519

The game is processed by turns and the turns are divided into phases. The first phase is played by all players, then the sencond one, then the third...

Phases:
1- Event card
2- Movements and Battles
3- Purchase
4- Development
5- New civilizations (Only in DoE variant, discussed later)


PHASES:
1) The first to play in the turn picks an event card from the deck and performs the corresponding action. This adds more luck and diversity to the game.

2) The board units - Settlers, Armies and Fleets - move in the board (hexagons). When two fleets or two armies are in adjacent tiles, a battle occures: the battle units (cards assigned to an army) are played.

3) Cities + buildings produce :c5gold::c5food: and :c5production:. You can spend them to puchase, respectivelly, units, growth (purchse settlers and create bigger cities) and buildings. You can only use one of the yelds each turn. The yelds not used do not transite to the next one.

4) You accomulate :c5science::c5faith: and :c5culture: during the game. Each turn you can spend x ammount of one of these resources and develop your technology knowlege, your religion or your social policies.

5) In DoE variant, new civilizations appear in the middle of the game. This variant is based in RFC concept.
 
ARMIES

The military component of the game is processed by armies and fleets (naval armies).

Each player has cards assigned to an army (maximum of 24). When a battle between two armies happens, both the defender and the attacker play a card game:
1) Each one places 1-3 cards at defense and 0-3 cards attacking, like the following scheme:

P1: D D D A A A
P2: A A A D D D

All the cards are faced down.
2) Then each player adds the "modifier cards" (archery and siege units, great generals, airplanes, ...) which are different from the "regular" cards and only provide them a boost of attack or defense. These cards are assigned faced down too.
3) Cards are turned up 1 by 1. In each front the attacking player rolls x dice and the defender rolls y dice (x is the attacking value of the atacking unit + modifiers. Y is the defense value of the defensive unit + modifiers). (1-2-3 means "fail" and 4-5-6 mens "hit"). The card with more hits kills the opponent card.
4) When dices have beenm rolled in all the 6 fronts, a new battle occurs, where the players can put cards in the missing spots.

The battle ends qhen a player run away or when a player looses his/her defenses.


ATTACKING CITIES:
If a city is being attacked you have one extra move to your armies/fleets IF they can stay adjacent to the invading army. As a city also has a garrisson, the battle occures with the defending garrisson + army.
Walls work as a battle modifier.

If the invaded player looses, the city is conquered.


MAXIMUM NUMBER OF FLEETS AND ARMIES:
Here are some examples of what is a fleet and army (m, is for modifier):

Army 1 - Spearman, Spearman, Swordsman, Archer[m], Archer[m]

Army 2 - Spearman, Spearman, Great General [m]

Fleet 1 - Galley, Galley, Trireme


The maximum number of armies and fleets is related to the technological advancement of your civ.

You can change units between your armies, your fleets or your garrisons-armies when they are in adjacent tiles.
 
GROWTH

Settlers can move 4 tiles per turn. They can:
1- found cities (mut be at least 2 tiles from another city) - settler dies
2- found colonies (the settlers stays in a tile with a resource and you gain acess to that resource) - settler does not die.

When you found a city you get acess to the resources in adjacent tiles. Plus, you get a city card with the name of the city and a yeld card (ex.: |London| |Coast, Size 1 -» 1:c5food: 2:c5gold:; garrisson: 1|). If you grow your city, the yeld card changes.

You assign the buildings to these cities as well as the garrisson.

You can only have 10 cities + allied city states. You can not found a city-state but if you have 10 cities and conquer another one, then a city state appears in that place.
 
CHANGE IN DESIGN

The game was becoming to complex, that's why I decided to change all the concepts. Food production and gold won't be included, the game is now based on science, culture and faith. There will be an action system, to reduce the turn lenght.

There will be added concepts from Civilization V Vanilla; Civilization V official DLC; Civilization V Goda and Kings; Civilization V Brave New World; Civilization V Rise and Fall of EMpires unofficial expansion.
 
The wonders and the civilizations and diplomacy table are already complete.

Does anybody knows how to create an interesting technology tree? i already have the technologies, prereq techs and all the stuff but I'm having truble in putting this on PC. Nothing fits better a tech three than the civilization v configuration of technologies. Is there anyway i can use something simmilar to the tech tree of civ V to put on paper the boardgame tech tree?

Please help.
 
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