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 PCs], so just triple your empire and youve won.
3.0 MAP DISCREPANCIES
This is a very important section so dont 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 UUs 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
Youre probably wondering how Im going to show 33 armies in one province. The answer is simple, Im 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 dont 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!
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 PCs], so just triple your empire and youve won.
3.0 MAP DISCREPANCIES
This is a very important section so dont 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 UUs 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
Youre probably wondering how Im going to show 33 armies in one province. The answer is simple, Im 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 dont 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!