The Troquelet
Conscious
- Joined
- Apr 15, 2002
- Messages
- 1,950
It's up at last! After a lot of work hammering out the rules, I am now accepting signups for 30NES. Game will begin when I have at least 8 signups. If you're looking for the biggest nations, Germany and the Ottomans have 15 each, but they border most of the other nations. Russia, Denmark, and Sweden have 13. The rest have 14.
30NES [The Thirty Years War]
There are ten player nations in this NES:
RUSSIA brown
SWEDEN light yellow
DENMARK pink
SPAIN green
FRANCE orange
ENGLAND dark green
VENETIA red
POLAND purple
GERMANY gray
OTTOMAN EMPIRE yellow
The map shows Europe in the early sixteenth century. The board is split up into land and water spaces.
SEAS are identified with a letter. A sea may be occupied by FLEETS. These may be of different nations and exist peacefully unless ordered to fight.
FIEFS are identified with a number. Each Fief contains a SETTLEMENT of size A to F and marked with a small bold letter accordingly. No letter means the settlement is at size A. Fiefs generate income according to the size of their settlements. A Fief may be occupied by ARMIES. All of them must be of the same nationality or they fight automatically.
Orders must be submitted every two days for your nation; updates take place every second day at 5 PM PST.
Your nation generates PRODUCTION according to the size and number of your settlement. An A settlement gives 1 Production [1p], a B produces 2p, a C 3p, and so on, with an F settlement giving 6 production each turn.
Production can be spent on three things. First of all, every ARMY and FLEET you own must be paid 2 production each turn, or else they starve and disappear from the board [BEFORE movement]. You may choose to deliberately starve an army or fleet, or disband it, in which case it disappears from the board before the movement phase.
Production may also be spent to buy new armies and fleets. Each army or fleet costs 2 production. There is a limit to the number of armies and fleets you may buy in ONE fief: the cost of units bought in a fief may not exceed the production of that fleet. For example, 2 armies cost 4 production. To buy two armies in the same fief, you must have a D settlement. No matter how small the settlement, you may ALWAYS buy one army OR fleet in a fief per turn. So even A settlements can build 1 army or fleet per turn. Armies are built in the Fief. Fleets are built in any Sea next to the Fief.
NOTE: Fleets may NOT be placed in any sea which contains enemy [at war with] fleets. This means if you have enemy fleets in all the seas around your nation, you may not build fleets at all!
Finally, you may REINVEST up to FOUR production. Reinvesting one production in a settlement increases the settlement size by one, and so on. For example, you may choose to spend the 4 production to increase a size A to a size D [3 production] and another size A to a size B [1 production]. You may invest all 4 in one settlement or spread the growth around, but NO MORE than four production reinvested per turn. The settlement size stops at F, no increasing to G and so on.
If you have any leftover production, it is automatically lost. No banking!
MOVEMENT
Each army or fleet may move one space per turn. Armies may only move in Fiefs and Fleets in Seas. Armies may not board Fleets - but they can convoy over them.
To cross the ocean, you may jump an army over any number of fleets to get to a destination. This is called convoying. However, convoying uses up the move of the army and all fleets involved, so they cant move afterwards. Also, each fleet may convoy no more than two armies.
Suppose I have 1 fleet in F and 1 in H. Here are some examples of convoys I could do:
2 armies from 77 to 38.
OR
1 army from 77 to 38 and 1 army from 56 to 78.
OR
1 army from 77 to 12, 1 army from 38 to 3, and 1 army from 78 to 5.
Notice that even though THREE armies total have been convoyed each fleet has carried only TWO armies. Be on the lookout for clever moves like this.
By ordering a fleet to attack another, convoying fleet, you can disrupt the convoy. If the attack is successful, all armies which used that fleet to convoy remain in their Fief and do not move.
Absolutely no rights of passage are allowed!!!
COMBAT
Each unit involved rolls on a ten-sided dice. A roll of 8, 9, or 10 is a HIT. It removes an enemy unit.
When defending a settlement, each unit adds the size of the settlement to their dice roll. For example, defending a size D settlement adds 4 to your roll.
When attacking, if 2 or more nations are co-operating in the attack, add 1. If attacking by convoy, add 2 [remember, successful convoys will be rare!]. If the attackers outnumber the defenders, add the difference to each attacking dice roll [if 4 armies attack 2 armies, the attackers add 2.]
Fleets which are convoying SUBTRACT 1 if attacked, as they are not equipped for battle.
At the end of one round, if any player outnumbers ANY ONE other by 3 or more armies/fleets, or if at least ONE player [even in a three or four player battle!] has been completely eliminated, the battle is over. Otherwise continue with another round.
For example, Alex has 4 armies, Becky has 1, Charles has 2, Donna has 0. The battle is over because Alex outnumbers Becky by 3, also because Donna is eliminated.
The player with the most number of units occupies the sea/fief [in a tie, the defenders], all the others must retreat or die. Retreat by convoy is acceptable ONLY if there is no other possibility for retreat.
No matter who won the battle, the settlement is decreased one size [but cant go below size A of course!] Constant battle will ravage your lands and destroy your economy! Better to take the war to the enemy
GOAL OF THE GAME
The first player to have a total Production of 100 or more wins the game. It is impossible to achieve this without conquest - but you must also grow your economy faster than anyone else and sustain less damage from battle. Currently each player has from 13 to 15 Production.
Good luck to all!
30NES [The Thirty Years War]
There are ten player nations in this NES:
RUSSIA brown
SWEDEN light yellow
DENMARK pink
SPAIN green
FRANCE orange
ENGLAND dark green
VENETIA red
POLAND purple
GERMANY gray
OTTOMAN EMPIRE yellow
The map shows Europe in the early sixteenth century. The board is split up into land and water spaces.
SEAS are identified with a letter. A sea may be occupied by FLEETS. These may be of different nations and exist peacefully unless ordered to fight.
FIEFS are identified with a number. Each Fief contains a SETTLEMENT of size A to F and marked with a small bold letter accordingly. No letter means the settlement is at size A. Fiefs generate income according to the size of their settlements. A Fief may be occupied by ARMIES. All of them must be of the same nationality or they fight automatically.
Orders must be submitted every two days for your nation; updates take place every second day at 5 PM PST.
Your nation generates PRODUCTION according to the size and number of your settlement. An A settlement gives 1 Production [1p], a B produces 2p, a C 3p, and so on, with an F settlement giving 6 production each turn.
Production can be spent on three things. First of all, every ARMY and FLEET you own must be paid 2 production each turn, or else they starve and disappear from the board [BEFORE movement]. You may choose to deliberately starve an army or fleet, or disband it, in which case it disappears from the board before the movement phase.
Production may also be spent to buy new armies and fleets. Each army or fleet costs 2 production. There is a limit to the number of armies and fleets you may buy in ONE fief: the cost of units bought in a fief may not exceed the production of that fleet. For example, 2 armies cost 4 production. To buy two armies in the same fief, you must have a D settlement. No matter how small the settlement, you may ALWAYS buy one army OR fleet in a fief per turn. So even A settlements can build 1 army or fleet per turn. Armies are built in the Fief. Fleets are built in any Sea next to the Fief.
NOTE: Fleets may NOT be placed in any sea which contains enemy [at war with] fleets. This means if you have enemy fleets in all the seas around your nation, you may not build fleets at all!
Finally, you may REINVEST up to FOUR production. Reinvesting one production in a settlement increases the settlement size by one, and so on. For example, you may choose to spend the 4 production to increase a size A to a size D [3 production] and another size A to a size B [1 production]. You may invest all 4 in one settlement or spread the growth around, but NO MORE than four production reinvested per turn. The settlement size stops at F, no increasing to G and so on.
If you have any leftover production, it is automatically lost. No banking!
MOVEMENT
Each army or fleet may move one space per turn. Armies may only move in Fiefs and Fleets in Seas. Armies may not board Fleets - but they can convoy over them.
To cross the ocean, you may jump an army over any number of fleets to get to a destination. This is called convoying. However, convoying uses up the move of the army and all fleets involved, so they cant move afterwards. Also, each fleet may convoy no more than two armies.
Suppose I have 1 fleet in F and 1 in H. Here are some examples of convoys I could do:
2 armies from 77 to 38.
OR
1 army from 77 to 38 and 1 army from 56 to 78.
OR
1 army from 77 to 12, 1 army from 38 to 3, and 1 army from 78 to 5.
Notice that even though THREE armies total have been convoyed each fleet has carried only TWO armies. Be on the lookout for clever moves like this.
By ordering a fleet to attack another, convoying fleet, you can disrupt the convoy. If the attack is successful, all armies which used that fleet to convoy remain in their Fief and do not move.
Absolutely no rights of passage are allowed!!!
COMBAT
Each unit involved rolls on a ten-sided dice. A roll of 8, 9, or 10 is a HIT. It removes an enemy unit.
When defending a settlement, each unit adds the size of the settlement to their dice roll. For example, defending a size D settlement adds 4 to your roll.
When attacking, if 2 or more nations are co-operating in the attack, add 1. If attacking by convoy, add 2 [remember, successful convoys will be rare!]. If the attackers outnumber the defenders, add the difference to each attacking dice roll [if 4 armies attack 2 armies, the attackers add 2.]
Fleets which are convoying SUBTRACT 1 if attacked, as they are not equipped for battle.
At the end of one round, if any player outnumbers ANY ONE other by 3 or more armies/fleets, or if at least ONE player [even in a three or four player battle!] has been completely eliminated, the battle is over. Otherwise continue with another round.
For example, Alex has 4 armies, Becky has 1, Charles has 2, Donna has 0. The battle is over because Alex outnumbers Becky by 3, also because Donna is eliminated.
The player with the most number of units occupies the sea/fief [in a tie, the defenders], all the others must retreat or die. Retreat by convoy is acceptable ONLY if there is no other possibility for retreat.
No matter who won the battle, the settlement is decreased one size [but cant go below size A of course!] Constant battle will ravage your lands and destroy your economy! Better to take the war to the enemy
GOAL OF THE GAME
The first player to have a total Production of 100 or more wins the game. It is impossible to achieve this without conquest - but you must also grow your economy faster than anyone else and sustain less damage from battle. Currently each player has from 13 to 15 Production.
Good luck to all!