Because I have no way of getting this home from work otherwise: here is the partial ruleset draft for Warcraft.
The Basics
All eight of the starting races of this NES have different elements of importance, which must be addressed separately, thus the various sections. Races will be of different playability as well as focused in different types of special ways. All are unique in some way or another, and have special advantages in their play. This is to reflect the various nuances created by Blizzard in their franchise, and I hope I’ve duplicated them well enough for our NESing purposes.
Despite the differences, all races hold elements of the rules in common, including resources, production, and rules on warfare. Trade may become important, and some nations will benefit especially from various rules. We’ll go over the basics quickly before progressing to the bigger details.
Resources
There are three basic resources which are produced in similar fashions, they are used as the basics for all major units for all races. These include gold, wood, and oil. All units cost some combination of these stats, and the more expensive they are the better they get. These three resources may all be traded among any nation, and are produced in specific ways. There are two other resources, which cannot be traded, Mana and Expertise. These are not common to all races at the start, though this may change as the NES progresses.
Gold: Gold is chiefly produced if you have a Gold Mine within your territory. A Gold mine Produces 100 Gold each turn. Some units such as Peasants or Peons also help to produce a small amount of gold per turn as well. Gold is used for almost every building or unit, and you’ll find it invaluable for all your efforts. You cannot spend gold into debt unless it is with another player or NPC nation in agreement.
Wood: Wood is produced by Lumber Mills (or other variations of such), which can be built by any nation. Lumber Mills provide 100 Lumber each turn. Some units such Peasants or Peons help in the collection of lumber per turn as well and can be used to increase production. Wood is vital for ranged units as well as most buildings.
Oil: Oil is only produced by the Oil Refinery and is the hardest to obtain of all resources. Oil Refineries can only be built along a coast line and are highly expensive. Oil is required for the construction of most advanced units, and all naval units. If you want the biggest and best of everything, oil is required.
Mana: Mana is created by casters which you have previously trained in your army or have been traded to you from other armies. Each caster produces a different amount of mana and some races will have an easier time of gathering it than others. Mana is used for Great Spells and the training of new caster units. If you want to make really big booms, this is what you need to have. Mana is only available to Humans, Orcs, Elves, Trolls, and Gnolls.
Expertise: Expertise is created by Engineers among a few of the less magically inclined races. Expertise functions similarly to Mana, except that it focuses on secular items and fancy gadgets. Expertise is used for the creation of engineered units, as well as the creation of Great Inventions, which are upgrades or new units entirely for the race. Expertise is only available to Gnomes, Dwarves, and Goblins.
Units, Heroes, and Warfare
Since units differ from race to race, those will discussed in depth below in the racial sections. You may note that they come usually as one soldier at a time, and I’d like to explain my reasoning for that. When you get right down to it, the World of Warcraft is not exactly a populous one. In the Real-Time Strategy games too, the game is determined by single units, not massive regiments or brigades as in usual NESes. Therefore this will be focused on the activities of small forces, and in a pitched battle you may see a lot of your money go up in flames. The expensive units are expensive for a reason and they usually will far outweigh smaller ones so keep that in mind.
Heroes have been a big part of the games of Warcraft and they are present within this NES to a significant degree. While some nations will start with heroes, many will not. Heroes represent individuals of great power or strength who fight for you cause or nation. They will not have typical RPG stats, and will be rated only on a level basis. Use in combat will help them advance in level and strength, and will eventually emerge as a highly powerful unit. The strongest of heroes may ultimately prove to be an equal match for a small army. To create a hero, you need to possess an Altar of Heroes within your nation (only one is required) and then spend 500 Gold. This will change a unit of your choice to a Level 1 hero, making him strong then he’d be as a regular soldier. From here he will level with more combat experience, so don’t be shy about using him, just keep him well supported.
Warfare in this NES is focused around pitched battles, not fighting on a broad front. Therefore keep this in mind when planning your campaigns, and you can feel free to discuss in depth orders of battle, such as flanking moves or frontal assaults. Areas and regions can only be secured if the local enemy army is defeated and driven off. Just keep this in mind when drafting your orders for war.
Azeroth Map and Lore
The map of Warcraft may be daunting for some who are not intimately familiar with the Blizzard franchise, but fear not! I’ll be providing a terrain map for those confused, and it’ll come with regional names. On a related note, I’ll be providing backgrounds for each race and nation along with their stats. To be honest, as this NES starts where Warcraft 1 begins, the Lore is more or less unestablished at this point. The lore will be revealed more in depth as the NES progresses, but knowledge of it is not required. In fact, if you have no knowledge of the Lore, it may actually make the experience of this NES even more fun!
The map has a specific key which is as follows:
Numbers: Sites of Power (explained below)
Large Circles: Cities
Large Squares: Fortifications
Small Circles: Towns and other minor sites
Sites of Power
Within Azeroth there are several locations which are of special significance. These sites provide advantages based on race, and who holds the territory they are in. They represent key importance for warfare and will help make your faction ever stronger. They are shown on the map with numbers and those numbers with the sites themselves are listed below:
1. The Dark Portal: This is the dark gate which connects the homeworld of the orcs to Azeroth. As long as the Horde holds the Dark Portal, they will receive 500 extra Gold per turn, which can then be distributed among the clans.
2. Elven Runestone: These foreboding monoliths help protect the high elven kingdom of Quel’Thalas. As long as the elves or their allies hold one or more of these runestones, enemy magic cannot be used within the borders of Quel’Thalas.
3. The Sunwell: The source of the power of the mages of the elves. This powerful outlet is a literal well of mana and magic. The Sunwell provides 25 Mana or Expertise per turn to the faction which holds it.
4. Blackrock Mountain: This ancient mountain serves as the current home of the Dark Iron Dwarves. Within its depths is not only a wealth of minerals, but a powerful source of magic and influence. Blackrock Mountain provides 15 Gold and 15 Mana or Expertise per turn to the faction which holds it.
Other Sites of Power may be created as the NES advances and the wars get stronger and more violent.
Human Rules
Orc Rules
Dwarf Rules
Troll Rules
Gnoll Rules
Gnome Rules
Goblin Rules
High Elf Rules