Heine
The Norwegian Viking
HeiNES1: Peace, for a little while....
This is an mix between JNES rules (From Jnes IX and Jnes XIII) and from NaNES (NaNES IV).
Income
Income is simple, each province gains you 3cpt, and each city gives you an additional 3cpt. So, for example, you owned Lon (has a city), then you would gain a 3cpt (credits per turn) from the province, and a 3cpt from the city, making your income from that province alone a 6cpt. Also, although Iceland is not labeled, it WILL give you income.
Cities
A city is what allows you to construct an military unit, and recruit any military infantry. It also adds a 3cpt for that province. You may construct up to 3 cities per province. A city costs 35c.
Movement
Simple, one province/sea a turn for every land and sea unit. An air unit can move 4 provinces/seas per turn, but must land in your own province (or one that belongs to a nation with whom you have an ROP) at the end (you can NOT send a pilot to his death!). Destroyers may transport units, but loading and unloading takes away ability to bombard. You may move and load/unload at the same time or you could load an unload in the same turn without moving.
Units
There are various different units in this game, and remember to check the country bonuses. On the map, each unit will be expressed being either a land, sea or air unit. So, if there are like 5 tanks, 4 infantry, it would be 9 circles. Land are black circles, air black squares, and sea circles in your flavour.
Infantry Good for defense, and good for attack if grouped with tanks 5c A: 1 (2 when paired w/ tank), D: 3
Tanks Good for attack, but vulnerable when on defensive side 7c A:3, D:2
Fighter Propeller planes to defend your skies and escort bombers 5c A: 3, D: 4
Bombers Bombers that can bomb from the sky enemy structures and units 7c A:1, D:1 Bombard: 4
Destroyers/transporter The sea defenders of the world, good for defense on sky and sea 5c A: 2, D:4 Bombard: 2
U-Boats The best sea attackers, but lacks the ability to bombard 6c A:4, D:2
Battleships Can attack very good and bombard (as well as destroyers) 8c A: 3, D:3 Bombard:3
Attacking
I will use the system from the Axis & Allies board game. Each unit has an attack and defense value. They will have to roll that value or below in combat (attack value used when attacking, defense when defending) to score a hit. When a hit is made, the enemies weakest unit is taken out, but if the unit is on defense, it will get a chance to fire back. Units may not attack on the same turn they are built and you cannot place a ship in a sea zone where a nation you are at war with has ships. If the only units left in a province after a round of combat are the attacker's, then the province or sea zone is taken. If there are no units from either side left or the defending unit, then province remains in the defender's control. Like JNESXIII, when attacking neutrals, they will have their entire income from the whole game to spend on defense units. Battleships, destroyers and bombers can bombard enemy province and try to take out units stationed there. Air units will engage bombers and tanks have the ability to retaliate against ships. The attack value will always be used unless the owner specifies a bombardment mission.
Bonuses
Each nation will choose a UU better eather attack or defence or Bombard or speed (Air units from 4-5) or take down the price.
Example:
Take up attack at Tank to 4, or take down price to 6.
Just like JNES XIII: Wargame.....
Starting
I will start when 9 of the 13 spots are filled and the rest of the nations will be treated as neutral until someone joins
To Spend 1st turn:
(The minimum 1st turn income is 15cpt, but next turn will be normal)
Germany: 30c- Erez (3 time in this type of NES
)
England: 27c- (Think Jason will take them)
France: 27c- Stalin
Italy: 27c- Anarchyrulz
Russia: 30c- Skull kid
Spain: 15c-
Egypt: 15c-
Yugoslavia: 15c-
Greece: 15c-
Turkey: 24c- zanzan
Rumania: 15c-
Poland: 27c- nivi
Czechoslovakia: 15c-
Sweden: 15c-
Jason and Naervod can choose every countrey they want the first 12 hours, even countreys someone else have taken....
This is cuz I "steal" the ideas from them.
Map:
The colours is a little screwed up, sorry....
This is an mix between JNES rules (From Jnes IX and Jnes XIII) and from NaNES (NaNES IV).
Income
Income is simple, each province gains you 3cpt, and each city gives you an additional 3cpt. So, for example, you owned Lon (has a city), then you would gain a 3cpt (credits per turn) from the province, and a 3cpt from the city, making your income from that province alone a 6cpt. Also, although Iceland is not labeled, it WILL give you income.
Cities
A city is what allows you to construct an military unit, and recruit any military infantry. It also adds a 3cpt for that province. You may construct up to 3 cities per province. A city costs 35c.
Movement
Simple, one province/sea a turn for every land and sea unit. An air unit can move 4 provinces/seas per turn, but must land in your own province (or one that belongs to a nation with whom you have an ROP) at the end (you can NOT send a pilot to his death!). Destroyers may transport units, but loading and unloading takes away ability to bombard. You may move and load/unload at the same time or you could load an unload in the same turn without moving.
Units
There are various different units in this game, and remember to check the country bonuses. On the map, each unit will be expressed being either a land, sea or air unit. So, if there are like 5 tanks, 4 infantry, it would be 9 circles. Land are black circles, air black squares, and sea circles in your flavour.
Infantry Good for defense, and good for attack if grouped with tanks 5c A: 1 (2 when paired w/ tank), D: 3
Tanks Good for attack, but vulnerable when on defensive side 7c A:3, D:2
Fighter Propeller planes to defend your skies and escort bombers 5c A: 3, D: 4
Bombers Bombers that can bomb from the sky enemy structures and units 7c A:1, D:1 Bombard: 4
Destroyers/transporter The sea defenders of the world, good for defense on sky and sea 5c A: 2, D:4 Bombard: 2
U-Boats The best sea attackers, but lacks the ability to bombard 6c A:4, D:2
Battleships Can attack very good and bombard (as well as destroyers) 8c A: 3, D:3 Bombard:3
Attacking
I will use the system from the Axis & Allies board game. Each unit has an attack and defense value. They will have to roll that value or below in combat (attack value used when attacking, defense when defending) to score a hit. When a hit is made, the enemies weakest unit is taken out, but if the unit is on defense, it will get a chance to fire back. Units may not attack on the same turn they are built and you cannot place a ship in a sea zone where a nation you are at war with has ships. If the only units left in a province after a round of combat are the attacker's, then the province or sea zone is taken. If there are no units from either side left or the defending unit, then province remains in the defender's control. Like JNESXIII, when attacking neutrals, they will have their entire income from the whole game to spend on defense units. Battleships, destroyers and bombers can bombard enemy province and try to take out units stationed there. Air units will engage bombers and tanks have the ability to retaliate against ships. The attack value will always be used unless the owner specifies a bombardment mission.
Bonuses
Each nation will choose a UU better eather attack or defence or Bombard or speed (Air units from 4-5) or take down the price.
Example:
Take up attack at Tank to 4, or take down price to 6.
Just like JNES XIII: Wargame.....
Starting
I will start when 9 of the 13 spots are filled and the rest of the nations will be treated as neutral until someone joins
To Spend 1st turn:
(The minimum 1st turn income is 15cpt, but next turn will be normal)
Germany: 30c- Erez (3 time in this type of NES

England: 27c- (Think Jason will take them)
France: 27c- Stalin
Italy: 27c- Anarchyrulz
Russia: 30c- Skull kid
Spain: 15c-
Egypt: 15c-
Yugoslavia: 15c-
Greece: 15c-
Turkey: 24c- zanzan
Rumania: 15c-
Poland: 27c- nivi
Czechoslovakia: 15c-
Sweden: 15c-
Jason and Naervod can choose every countrey they want the first 12 hours, even countreys someone else have taken....
This is cuz I "steal" the ideas from them.
Map:

The colours is a little screwed up, sorry....