Erfworld Empires v2.0

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Erfworld Empires v2.0

Postby LTDave » Wed Oct 05, 2011 2:30 am

Erfworld Empires
A Play-by-mail forum game
By David Grounds & Ronaldo Calliari
Version 2.0

Premise
This is a turn based strategy game based loosely on the Erfworld Comic.
Each Player controls a small Erfworld Empire, composed of cities and units. They do combat to discover who among them can become THE GREATEST TOOL (of the Titans, of course).

Players send their orders to the GM each turn, who processes and responds.

Objective
A Player is deemed to be the Winner of the Game if, at the beginning of their Turn, they control THREE Capitals. If they do so, they are THE GREATEST TOOL (of the Titans).

If a player loses their last Capital, they have one turn to retake it. If they do not hold a Capital at the end of their next turn, they are out of the Game. All of their cities and units are removed.

Map
The map is a series of hexes. Players will receive an email each turn showing the terrain surrounding their Armies, Fleets, and Cities.

Image

There are five terrain types – Open (Green), Grasslands (Green with Brown Spots), Woods (Dark Green), Mountains (Brown), and Water (Blue).

Cities
Players may build cities in Open hexes only.
Each player starts with a Capital and two other cities. New Cities may be created in any Open terrain hex:
1. That doesn’t already have a City
2. Where the player has an Army, AND
3. That is not adjacent to any other City.
New Cities cost 2 Schmuckers to build.
To upgrade a City to the next level, pay Schmuckers equal to the level desired x 2.
e.g. To upgrade a level two to a level three, pay Six Schmuckers.
Cities may not upgrade multiple levels in a turn.
No City may be upgraded to a Capital (level 5). To win, you must conquer two other Capitals.

Cities generate income equal to their level each turn. So a level 5 City generates 5 Schmuckers per turn.

Cities have a defence factor equivalent to its level. When attacked, the City provides a number of Infantry Units equal to twice its level. So a Level 1 City is defended by 2 additional Infantry, and a Level 4 city by 8 Additional Infantry.

Cities automatically report on units and terrain in the surrounding 6 hexes at the start of each turn.

Schmuckers
Schmuckers are the primary resource in the Game. They are used to create and upgrade cities, and upkeep units. Schmuckers are created by Cities each turn.
Players may also choose to create a “Trade Good” in their Capital each turn. Capitals producing Trade Goods may not be used to form units or create Warlords or Casters.
At the beginning of a turn, a Player may cash in their trade goods, receiving a value of Schmuckers equal to the square of the number of goods being cashed. If three goods were cashed, then the nine Schmuckers would be generated. If five were cashed, 25 Schmuckers would be generated.

Armies
Armies are led by Warlords, and contain units.
Armies have a base move of two hexes per turn.
If the Army has more Cavalry and Flyers than Infantry and Siege, the Move is increased by 1 to a maximum of 3 hexes per turn.
If the Army has more Siege than Cavalry, the Move is reduced by 1 to a minimum of 1 hex per turn.
Armies may enter any Terrain except Mountains and Water. To Cross Water, Armies must be transported by a Fleet.
Armies automatically report on units and terrain in the surrounding 6 hexes at the start of each turn.

Units
There are four kinds of units – Infantry, Cavalry, Fliers, and Siege.

Units can only be formed in Cities. One unit can be formed in each City per level; e.g. A Level 3 city can form 3 units in a turn.
An Empire can form Siege if one of its Cities borders a Woods Hex.
An Empire can form Cavalry if one of its Cities borders a Grasslands Hex.
An Empire can form Flyers if one of its Cities borders a Mountains Hex.
An Empire can always form Infantry.

Units have special abilities:
Each Siege unit in an Attack lowers the level of any City defence by 1, to a minimum of 0. For example, a stack of units attacking a level 3 city has 2 siege units. The level of defence for the city is reduced to 1.
Each Cavalry unit in Combat will roll twice to attack.
Each Flyer unit in an Army at the start of the turn may “Scout” a hex adjacent to the 6 neighbouring the Army. The Player should specify in their orders in which direction each additional Scout should be used.
Each Infantry unit in Combat can take 2 hits before being destroyed.

Units must either be assigned to an Army (ie, With a Warlord) or in the same hex as a City.
Units in a City hex are assumed to be a part of the Garrison.
In order for units to leave a City hex, they must be a part of an Army.

All units in a side must be maintained. For every 5 units in the side, 1 Schmucker must be paid each turn.
If a side has 14 units, it must pay 2 Schmuckers each turn. If a side has 16 units, they must pay 3 Schmuckers.

Combat
Combat happens when a player moves units into a hex containing units of another player. All Combat calculations will be resolved by the GM in the following way:
• A d6 is rolled for each Unit (2d6 for each Cavalry unit)
• Each roll of 4+ is a hit on the enemy.
• Each roll of 6 is a critical hit, and counts as two hits.
• For each failed hit, the Warlord may contribute a point towards making it a hit (see Warlords)

Casualties
Unless stated by the player, casualties are taken in the following order: Infantry, then Cavalry, then Flyers, then Siege.

Retreats
The Side which loses the most units must retreat to a neighbouring hex.

Warlords –
Warlords are Characters, not units.
Warlords have a level, 1 to 9. They are popped at level 1, and for each Victorious Combat in which they are involved, gain 1 level. Alternatively, when a Warlord is popped, the Player may choose to spend additional Schmuckers to have the Warlord begin the game as a higher level. For each 2 Schmuckers, the Warlord is formed with +1 to its starting level. So a player can form a new Warlord, and spend 6 Schmuckers. The Warlord begins at level 4. An existing Warlord may not be upgraded in this way, but must win upgrade by Combat.
In a combat, A Warlord may increase the score of a d6 roll by 1 for each of its levels. So a level 3 Warlord could change a roll of 1 into a 4, OR three rolls of 3 into three rolls of 4. A Warlord can turn a 5 into a 6, creating a critical hit.
A Warlord can only be created in a Capital, and costs 1 Schmuckers per turn to maintain. A Warlord that is not leading an Army (ie, they have no units assigned to them) may move 4 hexes per turn.
A Warlord is destroyed if all the friendly units in the same hex are destroyed.

Casters
Each Empire may have up to THREE Casters. A Caster is a Character, not a unit. A Caster is destroyed if all the friendly units in the same hex are destroyed. Casters cost 2 Schmuckers a turn in upkeep, and can only be created in a Capital. Capitals that pop a Caster may not pop any units in that turn, nor create Trade Goods.

There are a variety of Casters, each with different skills:

Croak-A-Mancer – in a victorious Combat where the Croak-A-Mancer is present, one half (round down) of the opposing casualties are ‘uncroaked’ and become part of your faction.
{A side may not have a Croak-A-Mancer AND a Heal-O-Mancer.}

Econ-A-Mancer – for each Econ-A-Mancer the side gains +5 Schmuckers.

Look-A-Mancer – each turn a side with a Look-a-mancer may choose one other player side to “Look” at. That player’s map and turn report is sent to the Look-a-mancer’s side.

Fool-A-Mancer – each side with a Fool-A-Mancer reduces the ability of a Look-A-Mancer to “Look” at their side by 50%. If “Looked” at, the Fool-A-Mancer reports who looked.

Heal-A-Mancer – Casualties in Combat where the Heal-A-Mancer is present are reduced by half (rounded down). Only one Heal-A-Mancer per combat.

Dirt-A-Mancer – the Upgrade cost of any City is HALVED if a Dirt-A-Mancer is present.

Cancel-A-Mancer – In a combat, the effects of all enemy A-Mancers are ignored if a Cancel-A-Mancer is present. Note: A Cancel-A-Mancer cannot cancel a Cancel-A-Mancer

Fleets
Each side may build 1 Fleet per turn, and only if they have a city adjacent to a Water hex, and at least one City adjacent to a woods hex.
Each Fleet costs 5 schmuckers to create, but has no maintenance cost.
Fleets move 3 hexes per turn, and may transport one Army per turn. It costs the Fleet 1 move to load an Army, and one move to unload the Army. Armies may not move in the same turn they are loaded and unloaded.
Fleets that do not move or transport Armies in a turn may ‘go fishing’. Fleets that have “Gone Fishing” generate 1 Schmucker per turn.
Only 1 Fleet is permitted in a hex.
Fleets automatically reveal units and terrain in the surrounding 6 hexes at the start of the turn.

Fleet Combat
If opposing fleets meet, they do battle. On a d6 roll of 6, the opposing fleet is destroyed.

Orders
In their turn, players will give specific orders regarding the forming of units and the creation of characters.
They will also give more general orders to Armies and Fleets.
Often Armies and Fleets will be operating in areas beyond the initial scout report, and encounter enemies and unknown terrain. Players can make these orders as complicated or simple as they wish.
In general, an Army or Fleet ordered to Explore or Move in a given direction will do so to their maximum move, taking care to avoid enemies.
An Attack order means the Force will move in the desired direction and engage any enemies it encounters.
An Intercept order mean the Force will remain in place, but will move to engage enemies that enter the surrounding 6 hexes.
A Defend order means the Force will remain in place and only fight if attacked.
A Withdraw order means the Army/Fleet will remain in place unless an enemy moves to engage it, in which case it will attempt to withdraw in a nominated direction.
Players should feel free to give whatever orders they wish, but be aware that orders can be misunderstood and even wilfully ignored by Warlords and Fleets.

Auto-Pilot
If a Player does not send in orders on time, the GM will run the turn on autopilot.
No Schmuckers are generated, and no upkeep costs are paid.
No Armies may move or attack.
No Characters may perform any actions.
Should a player not send in orders twice in a row, the GM will recruit another player to take their place.

Turn Procedure

1. Calculate Income from Cities
2. Build and Upgrade Cities
3. Create New Units, Warlords, and Casters.
4. Pay Upkeep on Units (if you can’t afford upkeep, remove units until you can)
5. Give orders to Warlords and Fleets
6. Send to GM and await resolution.


Rules, Disputes, and Disagreements
These rules are inherently flawed in ways that can only be discovered in the playing. The rules will be changed by the GM at his discretion, but in consultation with the players.
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LTDave
 
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Re: Erfworld Empires v2.0

Postby LTDave » Wed Oct 05, 2011 2:36 am

Well folks, it's been a bit quite on this forum again lately. I've been away about a month, but now I'm back.

The above is a pretty-ready to go set of simple Empire rules. This is not in opposition to anything else on here, it's just my attempt to play games without over-taxing ye olde brain.

Have a read, give me your feedback, suggestions, improvements, etc.

If you are interested in playing, I'm looking for five players first off. If it gets beyond that, I might need a volunteer to help GM a second continent.

Thanks for reading!
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LTDave
 
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Re: Erfworld Empires v2.0

Postby BLANDCorporatio » Wed Oct 05, 2011 3:22 pm

LTDave, I could say the same about ye :) (not seeing you here in a while).

I'll be reading the rules, and I'd venture a play. Just not until the next Tuesday as I'm a bit full until that point, but after that it's all ok.
The whole point of this is lost if you keep it a secret.
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BLANDCorporatio
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Re: Erfworld Empires v2.0

Postby LTDave » Tue Oct 11, 2011 6:32 pm

I'm keen to have a go at this EEv2, but there doesn't seem to be a lot of interest.

Four or five players? Just to see how it goes?

Anyone?
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