Jason The King
Deity
JNES: Reborn
The Revival of the JNES Board Game NES
Welcome to my newest JNES, a boardgame. This will be going on at the same time as StJNES4, which will have priority. Also, this game will not start unless all nations are taken and will not update until all orders are in (except in extreme cases). The rules are a little tweaked since it is on a world map, but will be about the same as roddys.
EARNING MONEY
You earn money from your province. The system I have made is in prototype mode, so if it doesnt work right (i.e. problems with expansion or something like that) then you will have to live with it. Do not get mad at me for not making good rules
.
Anyways, you earn money by how many and what kind of provinces you have. Each continents (Australia is considered part of Asia) provinces give different amounts of money. The money was determined by how many nations there are in each continent in relation to how many provinces there are in the continent. For example, in Europe there are 46 provinces and 5 nations, 5/46 is roughly 11, so each province will be worth 11c. Another example is Asia, where there are 98 provinces and 4 nations, 4/98 is about 4c per province. Here is the list:
Asia: 4c per province
Europe: 11c per province
Africa: 7c per province
N. America: 6c per province
S. America: 10c per province
Also, when all provinces have been claimed, I will introduce the capability to build cities in your provinces.
UPKEEP
Each territory you own can support one unit. After that, it costs 1c per unit per turn. If you do not have enough money to support a unit, it will be disbanded the same turn.
MONEY ISSUES
*If a nation is to give another nation a gift of gold, it will be added to the nations income THAT turn, unlike in Roddys rules, please not this.
*You can not bank more then 25g. If you do try to bank more, it will be lost.
MOVING YOUR UNITS
*Each army can move one province per turn, and each fleet can move one sea per turn.
*You may move and claim a province in one turn.
*A unit may move the turn it is built, but can not attack. However, it can defend the province it is in. You can not, for example, build army in province 1, move to province 2 while an enemy is moving into province 2, and defend it. Your army will be sent back where it came from.
*You may move through a friendly territory IF the friendly has given permission in his/hers orders.
*To load to a fleet, it costs one turn. Then you may move your fleet, but you can not unload again. For example (made up provinces and seas), I can put my army in territory 2 in fleet in sea G. I can then move the fleet to sea F, but I must wait until next turn to unload the army. On the turn I unload the army I can either load another army and move, or just move the fleet empty.
UNITS
An army costs 3c, while a fleet costs 5c.
In the beginning, before all provinces are claimed, you may build your armies and fleets in any province you own (fleets must be on coast, of course)
An army is a black dot, and a fleet is a square of the owner's color in the sea.
MAP
You can name the province by the three letters in it, and the sea the same way.
BEGINNING
Each civ starts out with one province worth of credits, based on what continent they are. To even it out in the beginning, each Asian civ. has 2 free armies, Africa has 1 free army, and North America has 1 free army. Also, THE GAME WILL NOT BEGIN UNTIL ALL NATIONS ARE TAKEN AND ORDERS ARE SENT. UPDATES WILL NOT HAPPEN UNTIL ALL PLAYER NATIONS HAVE SENT IN ORDERS
FIGHTING
I will be using Roddys system for battling, if he allows me to of course
:
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.
HOW TO MAKE ORDERS
Orders should use this format:
Nation Name has X credits to spend
Buys
all buys here, for example:
1 army 3c
1 fleet 5c
Total: 8c
Movement
All movements here, for example:
Move army in province 14 to province 15
Load army to fleet in G and move fleet to H
Notes
Any notes here, such as ROPs, etc. ABSOLUTLY NO IF THEN ORDERS ALLOWED.
JOINING
The people who have priority to join are:
Roddy, Toasty, Kennelly, Anarchy, IceEye, Dexter, and SKILORD. This is because I want as many veteran board game players as I can have in this game to help balance it out.
They, however, do NOT have priority in what nation they get, just that they have a spot saved for them for 24 hours after I post this. This means anyone may join now and pick their nation, but if a person who has priority comes around within 24hrs and there is no spot, the last person to join will be booted and put on waiting list. Since there are 15 spots in this game, I do not think this will happen.
NATIONS
America -
Mexico - emu
Brazil - Finmaster
Peru - skilord
South Africa - Kennelly
Egypt - UKNemesis
Rome - Giovani Wine
France - Sheep2
England - Erez87
Germany - Kamilian1
Russia - Azale
Iran - naervod
India - RoddyVR
China - Stalin006
Japan - Toasty
Hard nations to play may be: England, Rome, Japan
Moderate nations to play may be: Mexico, Germany, France, Peru, Brazil
Easy nations to play may be: South Africa, Egypt, Iran, America, Russia, India, China
*Updates will most likely be every 3 days or more, or less, or maybe even just weekends. It will be very varied.
The Revival of the JNES Board Game NES
Welcome to my newest JNES, a boardgame. This will be going on at the same time as StJNES4, which will have priority. Also, this game will not start unless all nations are taken and will not update until all orders are in (except in extreme cases). The rules are a little tweaked since it is on a world map, but will be about the same as roddys.
EARNING MONEY
You earn money from your province. The system I have made is in prototype mode, so if it doesnt work right (i.e. problems with expansion or something like that) then you will have to live with it. Do not get mad at me for not making good rules

Anyways, you earn money by how many and what kind of provinces you have. Each continents (Australia is considered part of Asia) provinces give different amounts of money. The money was determined by how many nations there are in each continent in relation to how many provinces there are in the continent. For example, in Europe there are 46 provinces and 5 nations, 5/46 is roughly 11, so each province will be worth 11c. Another example is Asia, where there are 98 provinces and 4 nations, 4/98 is about 4c per province. Here is the list:
Asia: 4c per province
Europe: 11c per province
Africa: 7c per province
N. America: 6c per province
S. America: 10c per province
Also, when all provinces have been claimed, I will introduce the capability to build cities in your provinces.
UPKEEP
Each territory you own can support one unit. After that, it costs 1c per unit per turn. If you do not have enough money to support a unit, it will be disbanded the same turn.
MONEY ISSUES
*If a nation is to give another nation a gift of gold, it will be added to the nations income THAT turn, unlike in Roddys rules, please not this.
*You can not bank more then 25g. If you do try to bank more, it will be lost.
MOVING YOUR UNITS
*Each army can move one province per turn, and each fleet can move one sea per turn.
*You may move and claim a province in one turn.
*A unit may move the turn it is built, but can not attack. However, it can defend the province it is in. You can not, for example, build army in province 1, move to province 2 while an enemy is moving into province 2, and defend it. Your army will be sent back where it came from.
*You may move through a friendly territory IF the friendly has given permission in his/hers orders.
*To load to a fleet, it costs one turn. Then you may move your fleet, but you can not unload again. For example (made up provinces and seas), I can put my army in territory 2 in fleet in sea G. I can then move the fleet to sea F, but I must wait until next turn to unload the army. On the turn I unload the army I can either load another army and move, or just move the fleet empty.
UNITS
An army costs 3c, while a fleet costs 5c.
In the beginning, before all provinces are claimed, you may build your armies and fleets in any province you own (fleets must be on coast, of course)
An army is a black dot, and a fleet is a square of the owner's color in the sea.
MAP
You can name the province by the three letters in it, and the sea the same way.
BEGINNING
Each civ starts out with one province worth of credits, based on what continent they are. To even it out in the beginning, each Asian civ. has 2 free armies, Africa has 1 free army, and North America has 1 free army. Also, THE GAME WILL NOT BEGIN UNTIL ALL NATIONS ARE TAKEN AND ORDERS ARE SENT. UPDATES WILL NOT HAPPEN UNTIL ALL PLAYER NATIONS HAVE SENT IN ORDERS
FIGHTING
I will be using Roddys system for battling, if he allows me to of course

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.
HOW TO MAKE ORDERS
Orders should use this format:
Nation Name has X credits to spend
Buys
all buys here, for example:
1 army 3c
1 fleet 5c
Total: 8c
Movement
All movements here, for example:
Move army in province 14 to province 15
Load army to fleet in G and move fleet to H
Notes
Any notes here, such as ROPs, etc. ABSOLUTLY NO IF THEN ORDERS ALLOWED.
JOINING
The people who have priority to join are:
Roddy, Toasty, Kennelly, Anarchy, IceEye, Dexter, and SKILORD. This is because I want as many veteran board game players as I can have in this game to help balance it out.
They, however, do NOT have priority in what nation they get, just that they have a spot saved for them for 24 hours after I post this. This means anyone may join now and pick their nation, but if a person who has priority comes around within 24hrs and there is no spot, the last person to join will be booted and put on waiting list. Since there are 15 spots in this game, I do not think this will happen.
NATIONS
America -
Mexico - emu
Brazil - Finmaster
Peru - skilord
South Africa - Kennelly
Egypt - UKNemesis
Rome - Giovani Wine
France - Sheep2
England - Erez87
Germany - Kamilian1
Russia - Azale
Iran - naervod
India - RoddyVR
China - Stalin006
Japan - Toasty
Hard nations to play may be: England, Rome, Japan
Moderate nations to play may be: Mexico, Germany, France, Peru, Brazil
Easy nations to play may be: South Africa, Egypt, Iran, America, Russia, India, China
*Updates will most likely be every 3 days or more, or less, or maybe even just weekends. It will be very varied.