M.E.NES - Middle Earth NES! New map, new players, new rules! Simple and Fun!

The Troquelet

Conscious
Joined
Apr 15, 2002
Messages
1,950
Recent Rules Changes

1. You all start with 300 gold.

2. Normal armies cost 5 gold. Fleets and UUs cost 10 gold. Upkeep is 3 gold.

3. All but Dragons must stop when entering a Free City, even if it was claimed by another unit this turn. Dragons can flyover but they may be attacked by natives at a bad disadvantage since their stats are 1-1

4. Reminder: all FCs are within reach this turn. If you can't seem to figure out how to reach a FC this turn just ask me.

4 1/2 if two players attack a province at once, they both use the attack number.

5. Horsemen [Knights] may finish their move after attacking or defending IF they only moved 1 space. This means they can pursue retreated armies and attack again, or they may attack a second time after retreating, or they may retreat one space after attacking so they can't be attacked themselves [useful against Ents]. Roddy please give specific orders or I'll just use common sense [pursue all but Ents, retreat from Ents].


Hi, this is a TNES. Just a nostalgic look back on the simple old NESes with a few new chrome pieces. It's small - just 5 players - so join up now! [PS - UKnemesis is reserved a spot because he can't play in his own NES now can he? :) ]

MENES
[Middle-Earth Never Ending Story]

1.0 INTRODUCTION
The Dark Lord was defeated and his Tower thrown down, yet peace did not reign in Middle-Earth. Long winters followed the Wars that had already depleted the people of the land, and few there were who could remember the old lores. The races of Middle-Earth retreated to their fastnesses and waited. With their strength regained they hoped to become powers once more. Yet all hope on the outside was not lost. Several Free Cities remained, hoarding their wealth and in some cases knowledge. The kingdoms raced to absorb these Cities and gain their power.
According to all tales of that time, five powers there were that contested for ultimate power.

1. The DWARVES [39, 40, 41 - green] sharpened their axes and prepared for battle.

2. The DRAGONS [50, 51, 53 - red] spread their wings and flew to conquest.

3. The ELVES [3, 4, 5 - blue] unmoored their ships and sailed off to glory.

4. The MEN [12, 13, 15 - orange] reforged their swords and marched into distant lands.

5. The ENTS [22, 23, 24 - yellow] roused themselves and prepared to use their enormous strength.

2.0 MAP, SETTING, GOAL OF THE GAME
The map shows the lands of Middle Earth [actually, as you may have guessed, a backwards map of the Mediterranean Sea.] The oceans are split into spaces called SEAS each identified with a letter. The land is split into spaces called PROVINCES each identified with a number. Each CIRCLE on the map represents a PLAYER CITY, each SQUARE on the map represents a FREE CITY.
The game starts in FA [Fourth Age] or IV, 1200. Then it proceeds one year each day, IV1200, IV1201, etc. Each day a new update occurs at 4,30 PM PST. Please submit orders before this time, that is, daily. If you do not submit orders three times in a row you are out of the game, unless you are on vacation and have notified me of that.
The goal of the game: There are 15 Player Cities each worth 2 Victory Points, and 19 Free Cities each worth 1 Victory Point. If at any point in the game a player has 20 Victory Points he has won the game! You start owning 6 already [3 PC’s], so just triple your empire and you’ve won.

3.0 MAP DISCREPANCIES
This is a very important section so don’t skip it! There are some parts of the map that are not what they seem!
LAND BRIDGES: For purposes of map clarity some land bridges are not shown on the map. Armies may move unhindered from 53 to 54 and vice versa, from 55 to 56 and vice versa, and from 1 to 60 and vice versa. The move is a totally normal one as if these Provinces were adjacent. Fleets in the Sea between cannot stop the move.
SEA CANALS: For purposes of map clarity some sea canals are not shown on the map. Fleets may move unhindered from C to B and vice versa, from X to Y and vice versa, and from A to Z and vice versa. The move is a totally normal one as if the Seas are adjacent. Armies in the Province between cannot stop the move.
MAP CLARITY: Seas G and H are adjacent. Seas L, H, M, K are all adjacent [diagonal moves are allowed]. Province 33 is adjacent to L, M, R, S, Z.

4.0 YOUR INCOME
With each update will come your income. It is calculated by a very simple system.

1. Any money you saved from last turn carries over to this turn, no limit.
2. You receive 100 gold from each Player City, 50 from each Free City, and 10 from each Province that you own. In addition you receive 5 gold for each Sea occupied by one or more of your fleets if ONLY YOUR fleets are in that sea.
3. You must deduct 3 gold for each army or fleet you have.

5.0 BUYING ARMIES AND FLEETS
In your orders you may buy armies and fleets and they may also move this turn. Armies and fleets can be built in your Player Cities [NOT ANY PLAYER CITIES YOU CONQUER!] or they can be built in conquered Player Cities, or in Free Cities, for DOUBLE the cost. Unique Units can ONLY be built in your Player Cities, not conquered Player Cities or Free Cities.

ARMY: 1 gold. Offensive factor of 2, Defensive factor of 2, Move factor of 1. The standard army, anyone can build this.

FLEET: 5 gold, Offensive factor of 2, Defensive factor of 2, Move factor of 1, Transport factor of 5. The standard fleet, anyone can build this. Can carry 5 armies or Unique Units.

UNIQUE UNITS: all UU’s cost 10 gold.

Elves can build ELVEN SHIPS which move 2 spaces not 1 and can carry 10 armies not 5.

Dwarves can build AXEMEN which have a Defensive factor of 4 not 2.

Ents can build ENTS which have an Offensive factor of 4 not 2.

Men can build HORSEMEN which move 2 spaces not 1 and have an Offensive factor of 4 and a Defensive factor of 1.

Dragons can build DRAGONS which have a move factor of 2. Dragons can “fly” over a province to land in another, but the flyover province may have a shot at it, if it is hostile. Dragons can fly over Sea if they do not end their move in a Sea: for example a Dragon may fly from 51 to 55. However, because of their weak underbellies Dragons have an offensive and defensive factor of 1 when flying. On land, they are a normal 2-2. Dragons may not board ships.

6.0 ORDERS
Orders must be submitted daily. They should contain the money to spend for this turn, which units are being bought where, and what all units are doing this turn.

Normal fleets may spend their moves by holding still, or moving one space by sea. Elven fleets can hold still, move 1 space, or move 2 spaces. Normal fleets can hold 5 armies, Elven fleets can hold 10.

All armies except HORSEMEN and DRAGONS may spend their whole move moving a space, or they may spend 1/2 a move embarking or 1/2 disembarking. While moving with a fleet they spend no points. For example, an army could embark a fleet, the fleet would move, the army would disembark, and it would then have spent the whole point.

Dragons may not embark ships.

Horsemen behave just as normal armies except they have 2 points. Thus, they may move 0, 1, or 2 spaces. They must stop in the 1st space if an enemy is there. Because they have 2 points, they may move a space, embark, and then disembark. If a fleet were in R, Horsemen could move from 13 to 12 [1 pt], embark on the R fleet [1/2 pt] move to S [0 pt] and disembark at 34 [1/2 pt] for a total of all two points. Or, a Horseman could embark from 12 to R [1/2 pt] move to S [0 pt] disembark in 34 [1/2 pt] and move to 35 [1 pt].

7.0 RESOLVING ORDERS
If 1 player alone has fleets in a sea, that sea is temporarily CLAIMED [it will earn him 5 gold for the next turn].
If one player alone has armies in a Province, Free City, or Player City, that space becomes his. There are NO MILITIA! Therefore, always keep some armies home on guard.
If armies of more than one player are in a space they must do combat.

8.0 COMBAT
It is assumed that all attackers of any player cooperate against the defender, and then when the defender is eliminated they attack the weakest attacking player, and so on until one attacker is left.
Very simply, each attacking unit and each defending unit rolls a die. The attacking unit wants to roll his Offensive factor or less: if so, he scores a HIT. The defending unit wants to roll his Defensive factor or less: if so, he scores a HIT.
Defensive units get a -1 bonus if they are defending a Free City, -2 if a Player CIty. [This is good because they have to roll LESS than their number].
For every hit, remove an opposing unit.
Battles can get quite large, since each Player City can support around 33 units, and each Free City can support 3. This usually means that chance is eliminated. The odds and the factors will prevail. If Ents attack normal armies, expect the normal armies to be beaten unless you have very good odds.
At the end of each round, one side is designated the “outnumbered” side if they have less units. Each of their units must roll a dice, on a 1 or 2 they flee if they can or die. The remaining units continue the battle until one side has completely retreated or died. Then the province is owned by the winner.

Ships that are empty are hit before ships carrying armies: normal armies are hit before unique units: armies on ships cannot fight and sink with the ship.

9.0 HAVE FUN!
This NES is now open. Once all five players have joined it will begin! Good luck to you all.

The game will begin at 4,20 PM PST following the last joinup.

10. PS
You’re probably wondering how I’m going to show 33 armies in one province. The answer is simple, I’m not. The province will only show what TYPES of unit is there, the NUMBER will be unknown to you until you fight them, or ask the player [but don’t trust him! “Oh yeah, that Ent symbol moving towards your capital is only a lone scout, trust me!”]. I will PM each player with their own troop positions.

There is of course no limit to armies per province. Adds a little to the roleplaying to be leading the massed armies of the Dragons: a full 100 Dragons can be supported by your Player Cities. Enjoy!
 

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TIMELINE OF MIDDLE EARTH

IV1200 -


Sorry there has been a typo. Normal armies cost 5 gold, Fleets 10 gold, UU's 10 gold. Don't know how that slipped in there. Upkeep is still THREE gold per turn...

Anyway, you start with 300 gold from your 3 PCs.

-Edit: also [I don't know how this keeps happening] there is absolutely NO BANKING OF GOLD! Why did I put that there ;) we want to encourage huge armies so spend what you can and the rest is lost I'm afraid.
 
I'll be the Dragons!

Now reading the rules...

Looking good Troquelet, but what happened to that other NES you made?

Nemesis
 
I take it we begin with 300 gold(30 Dragons lol, and they only cost 90 for upkeep :D )?

Nemesis
 
30 Dragons isn't a whole lot actually UK. :) Your fair share of the land including seas is enough to support 380 normal armies. This is going to be a HUGE though simple NES.

Actually I would welcome any critique about the special units. The map is perfectly equal, as much as it may seem to lean in the favor of the Ents. But I am not sure that the UUs are equal. The Dragons work well - they let you grab a lot of Free Cities really fast but are vulnerable when jumping. The Elf-Ships of course are good especially for blue who must travel overseas to reach most of the cities. The Horsemen I think are a tad weak and the Ents a tad strong.
 
Oh! I forgot the straits of Corinth. There is one more Sea Canal: fleets can move back and forth between Z and O. However, this is an overland canal and it needs the agreement of the Dwarves before the canal can be used. The canal cannot be forced or attacked.
 
Troq, can i take say 20, and 21 on this turn? I mean can i ride through an unclaimed neutral nation?

EDIT: Just realized that due to school i can't be in this one :(
 
quoting KNAS
I would like to join as the Men...
EDIT: Just realized that due to school i can't be in this one

I'll take the MEN then!

you will all be trampled by my horsemen!!!

i want to change the name of the horsemen to knights! its easyer to type and sounds better.

i want to reask Knas's question:
can i take territories 2 away from my capitols in the first turn with horsemen?
the difference from a dragon's flyover is that the province i am riding through is neutral and i am taking the province i am runing through with a regular army at the same time anyway.

also:
what happens if my horseman and someones army walk into a neutral territory at the same time. who is attacking and who is defending? meaning is the 4 or the 1 going to be used for my knight?

when is turn 1 due?

also, Troq, could i suggest incorporating the rule additions/changes, into the first post. that way there will be less confusion(especialy about the price of armies).
 
2 movement units: you may only claim the territory you stop in. Therefore a Dragon flying from 22 may not claim BOTH 21 and 20. He may walk to 21 and claim it - because this is only 1 move he would have the normal 2-2 stats IF there were any defenders there [which there may or may not be - you never know if some natives are lurking in the Free Cities]. OR, he may fly OVER 21, risking his 1-1 stats against any defenders there, and land 1-1 on 20, and fight anything there and claim it.

A Dragon need not stop at the first space, since he can fly over it.

HOWEVER, a Knight [good change] MUST stop in a Free City if he comes to one [even if there are no defenders] because he is on horse, not flying. He need not stop in a Province. He must stop in a Free City that is BEING ClAIMED [so, you can't send a Knight to 21 and claim it, then send a Knight to 20 - because the Knight will STILL stop in 21]

Provinces never have native defenders: Free Cities may or may not, I'm not about to tell you! :D

---------------

Anyway, the Men can still claim 21 AND 20 this turn. How? By sending 1 group of Knights to 21, and another through 19 to 20.

-----------

I just want to remind everyone that ALL Free Cities can be claimed this turn. For example, the Elves can reach as far as 32 with their fast boats [build a boat in K, load, move to R, unload].

So get negotiating! Remember, the seas are smaller than they look. The Ents and the Elves are just 2 turns apart.

All deals are legal including ROP's. There is no penalty for breaking deals. Armies may board boats of other players. The boat-army is controlled by the person who controls the boat.

Oh Roddy! Good question, nearly forgot. If two players "bounce" in a Province both of them use their attack numbers.

Finally I decided not to change the Ents. It's unfair to Rev because he already joined. Also, I think the Knight's speed will keep them from facing a 1 to 4 battle, if Roddy uses the knight's attack and retreat function [that is, you move into an enemy space, attack, and then move back a space, to complete your total 2 moves - that way unless you are surrounded the Ents can never attack you - unless he uses boats maybe - which is why in addition to your UUs it's always good to have normal cheaper armies.]
 
We still need an Elf player. Go ahead and submit orders, but I suggest you work out your claims first ;) or there might be war before you're ready...
 
From Humans
To Middle Earth
The Humans hereby proclaim that territories (cities) 9 through 18 and the city in 20 are to be Human colonies. I would like assurances from the Elves and the Ents that these claims will not be disputed.
We would also like one of the island cities 32 or 33, but that is not set in stone and will welcome discussion on the subject.

The Seas of R, M, X and Y will be heavily patroled by our Ships. These Seas border our Capitol Cities and therefor the sactuary of our Capitols depend on the fleets in those seas.
we ask that no one send any ships into those seas as that WILL be seen as an invasion and an act of war.
Also the V sea, borders only our territory's so we ask that it be left alone also.
 
1. Any money you saved from last turn carries over to this turn, no limit.
2. You receive 100 gold from each Player City, 50 from each Free City, and 10 from each Province that you own. In addition you receive 5 gold for each Sea occupied by one or more of your fleets if ONLY YOUR fleets are in that sea.
3. You must deduct 3 gold for each army or fleet you have.

1. you sure? you said later that there is NO carriover, but this is still in the first post.
2. from that "ONLY YOUR FLEETS" thing i gather that as long as 2 nations are NOT at war, they can have fleets in the same sea, with no probs?
 
TO THE WORLD
FROM THE BLACK DRAGON

We are a peaceful race, who will expand as we see fit.

Once we are settled, anyone who invades our territory will have their sheep eaten, their towns burnt and their lands invaded by the mighty Dragons!
 
Troq. i think that you underpowered the Dragons.
i think that the "1-1 while flying" is a bit harsh.
maybe leave it while flying, but not on landing.

i think i prefer having an army try to conquer my city then having a dragon swoop down from the sky breathing fire and the whole bit. i think their attack should be AT LEAST 2 when landing.
i been staring at the map and i think that the dragons are seriously SCREWED in the beggining mostly becasue they basicaly cant use their UUs to take cities as the map intends.

also the Dwarves and the Ents are gonna have to have ALOT of talking to get the Free city ownership thing resolved. its amazing how 'decieving' the map is. it took me over 10 mins to figure out what a "peacefull" arrangement there would be, but i dont think that either side would like it too much :lol:
 
Why can't I use dragons to take cities?

Oh crap, order changing time lol if that's the case!

Nemesis
 
no, i just meant with an attack of 1, if there is any natives in the free city then you will loose a lot of dragons.
 
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