ErfGame Open to all

Your new games, homebrews, mods and ideas. Forum games go here.

ErfGame Open to all

Postby Grand Diplomat » Mon Mar 10, 2014 10:35 pm

Within the spoiler are the Rules has I have them. Has far has players go if you have an interest I can find a spot for you.
Spoiler: show
Introduction to New Erf
These rules are in testing and subject to change as tested.
Contents
Side Creation
Units
Unit Templates
Infantry
Special Units
Unique Units
Specials
Simple
Complex
D-Class
Leveling
Unique Unit Abilities
Fabrication
Cities
Level 1 City
Level 2 City
Level 3 City
Level 4 City
Level 5 City
Upgrades
Taking a Turn
Terrain
Feral/Wild units
Terminology
Caster
Side Creation
When creating your side, you should decide the following information:
● Royal or not
Royal sides sometimes pop Noble Command units, which are superior to standard
Must purchase Throne Room at level 1 in their Capital

● Favored Terrain
Water, Volcano, and Impassable Mountains are invalid choices
● Special Benefit (choose only one of the following)
○ All units are Terrain Capable in your Favored Terrain
○ Increased chance for Warlords/Casters to pop with a particular special
○ +2 points to customize every unit
Units
Every side can produce a number of units. You choose the fluff and build at the beginning of the game and cannot change them afterwards. You can however pop units from another side if you capture one of their cities.
A list of units your cities can pop follow. Base stats are in the form of:
Hits/Combat/Defense/Move
After the unit’s base stats are the specials of the unit, followed by its customization points and the upkeep per turn. This is the amount their upkeep increase with each level beyond 1st.
During creation every unit gets a number of points you can use to customize your units. You can up the health stat by 1.5 for every point spent. The move, combat and defense stats can be increased by 1 for every point spent. For some units you can spend the points on specials, this is noted in the unit description.
A unit with more than 15 hits acts has though they received the heavy special but does not receive the bonuses.
Unit Templates
Infantry
Stabber (5/3/1/5) +4 (30)
Stabbers are slightly faster than pikers and are focused on attack over defense.
Piker (7/2/3/5/garrison) +4 (20)
Pikers are popped as garrison units, meaning that they start with no move; they can be upgraded to field units for 50 schmuckers. This raises their upkeep to 30.
Archer (5/5/0/5/garrison, ranged) +4 (30)
Archers are popped as garrison units but can be upgraded for 50 schmuckers, raising their upkeep to 40. Their prime advantage is being able to hit stacks without engaging them and being able to target flyers or other archers.
Scout (3/0/0/20/ scout) +4 (30)
Scouts have a very high move compared to your other infantry, besides having high move they also have the “scout” special which give them very limited thinkamancy. They may buy Flight for 4 points or terrain capability for 2.
Knight (10/3/3/5/rider) +14 (90+10 per level above 1)
Knight-class infantry is your strongest infantry and is not cheap, but they can change the outcome of a battle. They may buy a single Simple special, but it costs an extra point.
Special Units
Special units are divided into two classes, Knight (humanoid) and Beast (animal). Knights cannot be Mounts and Beasts cannot be Riders.
Special A/B (8/2/2/6) +12 (60+10 per level above 1)
You get two of these weaker special units.
Special C (12/3/3/4) +18 (120+20 per level above 1)
The stronger variant of the A/B-class special, they might not be cheap, but they are well worth it.
Special D (16/4/4/3/heavy) +26 (300+50 per level above 1)
The absolute juggernaut, the D-special gets a whopping 26 points to spend on specials and upgrades. These units cost the most schmuckers in the game, but they are also the most destructive units.
Naval Units
Naval units have an extra stat after move, cargo. A unit can hold an amount of light units equal to its cargo and heavy units equal to half of its cargo. Ships can only take one special: ranged.
Sloop (6/0/2/0/8/water capable) +5 (60)
The weakest tier of ships, Sloop class naval units are good for little more than carrying units. Also pops two Mariners when popped. When figuring move and combat 1 seafarer is worth 1 combat and 3 move. Any points spent in move or combat are added to the total points from the seafarers on board.
Galley (8/0/3/0/16/water capable) +10 (90)
The Galley class naval vessel is moderately powerful ship which can be used effectively in naval combat. Also pops 4 Mariners when popped. When figuring move and combat 1 seafarer is worth 1 combat and 2 move. Any points spent in move or combat are added to the total points from the seafarers on board.
Galleon (10/0/4/0/30/water capable) +20 (130)
The Galleon class Ships are very powerful, doubling as battleships and huge troop carriers. Also Pops 8 Mariners when popped. When figuring move and combat 1 seafarer is worth 2 combat and 1 move. Any points spent in move or combat are added to the total points from the seafarers on board.
Mariner (3/1/1/5/Seafarer) +5 (20)
Mariners are only popped with a ship like the Diggers are popped with Siege Towers.
Unique Units
Siege Tower (40/0/0/0/8) +10 (20)
Siege Towers pops 8 units called Diggers and a piece of Equipment called a Siege Tower that acts completely like a screen. Its fifth Stat is the number of light units it can carry. They only have move when someone else is moving them and even then they move only at half the units move (rounded down). You can hold heavies with the exchange rate of 1 heavy instead of two Lights. You must pay the saps upkeep has well has the Siege towers upkeep. The siege Tower can’t Level.
Saps (3/1/0/5/Digging) (20)
Courtier (6/0/0/5) (50+25 per level above 1)
Courtiers are special units who like warlords and casters can issue build orders and manage cities. A city with a courtier governing it multiplies its schmucker production by (courtier level+10)/10 and all other units that spend the turn in the hex receive a 75% reduction to their upkeep. (Example, a 1st level city with a 1st level courtier will produce 1100$) Courtier’s gain 1 experience point per turn spent managing a city per level of the city.
Warlord (10/4+1d4/4+1d4/5/leadership, rider) (150+50 per level above 1)
Warlords are a must for every side because they are the only units able to perform your ruler’s tasks. Warlords can perform courtier tasks but will not gain experience from them. A warlord has a 5% chance of being popped with a Simple Special or Dance fighting.
There is also a 1 in 1+2x chance that it will spawn as a caster (x is the number of casters already on your side).
Caster (6/3/3/5/caster) (250+50 per level above 1)
Casters are command units. They do not give their leadership bonus to other units, unless they are made within their school, dirtamancer with golems, croakamancer with undead Etc. Besides this they can also cast spells.
Heir (Designate) (10/4+1d4/4+1d4/5/leadership, rider) (500+50/level)
This rank can either be popped or given to an existing warlord. An heir popped on a royal side will become an heir. A non-royal warlord or heir popped on a non-royal side will become an heir designate. If popped this unit has a 20% chance to get the a Special as Warlords do. Promoting a unit increases its upkeep by 400 schmuckers, and does not change stats. Stats do not change when such a unit becomes Ruler. A heir is able to perform all of the duties of a warlord.
Ruler: (10/8/8/5/rider, leadership) (0+0/level)
A Ruler holds absolute authority over a side. Through natural thinkamancy they know the status of every unit on their side, and can issue orders to units in the same hex. The Ruler sets all cities’ production, and has final authority to End Turn. They also have the ability to disband their own units at any time, except when a unit is captured by the enemy.
Specials
There are 3 kinds of specials, simple, complex and D-class.
Knights and all Special Units may buy Simple specials, only Special Units may buy Complex specials, and D-Class specials are reserved for D-units. You may only take a special once unless it says otherwise.
Simple
Flight (2) Allows the unit to pass through terrain without getting movement penalties. These units cannot be attacked by melee infantry without flight or ranged unless they engage them in melee.
Ranged (2) Allows the unit to make ranged attacks making them able to hit units that normal troops are not able to hit (such as flying units, units on walls, Etc.). Units with this special have enough ammunition to “Shoot” a number of times equal to their combat stat. Ammunition is recharged at the beginning of you turn for your units.
Toxin (2) Whenever this unit deals damage to a stack that stack takes damage equal to ½ of the units combat.
Siege (2) Allows the unit to attack walls.
Healer (2) Once per day, the unit can restore 1 hit/level to another unit
Frightening (3) Enemy units in the engaged stack lose leadership bonuses equal to the highest level frightening unit in the engaging stack.
Jinn Stealth (3) If the unit ends turn with full move, it becomes veiled until it attacks or leaves the hex.
Scout(2) Scouts have a Thinkamancy range of 6 hexes within which they can communicate with Command units. May "relay" information through other Scouts within their range, but these reports are less detailed than reporting directly to a Command Unit. Direct Report: Scouted X terrain, at hex ___ I spotted 3 Haffaton stacks, 1 with leadership. At hex ___ I spotted a level 1 Haffaton city. At hex ____ spotted 1 stack of an unknown side.Relayed Report: Scouted X terrain, spotted 2 different sides, and one city at hex ____.
Tunnel Capable (2) Units with this special receive a 50% bonus to combat and defense while engaged in a tunnel zone.
Sea Farer (2) This unit was popped to sail the seas of Erf. The unit does not automatically drown if it enters a water hex. It only croaks if it ends turn in the water.
Complex
2 Points
Mount: Allows up to 1+ (hits/10) light units to mount this unit. If they do not have the rider special they take a 4 penalty to combat.
Rider Allows the unit to ride units with the mount special without taking a 4 penalty to combat.
(Terrain) Capability A unit with terrain capability does not receive penalties from its chosen terrain. It also gives the unit a 50% bonus in combat while attacking or defense while defending. Volcanos count has Mountains for this Special.
Builder Reduces city and improvement build/upgrade cost by 2% per level, this stack up to 20% at most. Reduces improvement build time by 5%/level, stacks to 50% max. (Purchasable only once)
Surveyor Increases resource point output by 10% per level, this stack to 100% at most.
(Purchasable only once)
Speed Boost The unit gains +6 to Move. This special can be purchased multiple times.
Track: Natural Findamancy that allows the Unit to follow Ground Units
Extended Scout: The range of your Scout ability is extended by 6. This special may be taken multiple Times.
Farming: Allows a unit to produce a rebate like a Farm does. The rebate is equal to the units upkeep times the units level. It also allows units to gain shmuckers. The amount is equal to the number of turns spent farming one hex times the units upkeep minus 10% of the amount of shmuckers produced for every 10 turns (rounded down) spent farming that hex. A unit may Farm in Plains, Tundra and Desert hexes. The number turns spent farming a hex remains on the hex. The number of turns go down two turns for every one turn that the hex is not farmed. Multiple units may farm the same hex and each unit produces 1 turn and they gain the benefits has from all the turns that would be produced.
Improved Foraging: When this unit Forages the unit finds Forage easier and may supply for the entire upkeep instead of only part.
3 Points
Fabrication Unit can create Nice Things. Details are covered here
Digging: Digging units can make their own tunnels. This allows them to move around terrain without being attacked. A Digging unit cannot attack a unit unless that unit is underground has well. While stationary, these units are almost undetectable. They can un-dig at will and surprise attack units. A Digging unit takes no hex penalties but cannot move through water hexes. While Digging a unit may mine Mountains, Hills, High mountains, Forested Mountains and Volcanoes. The longer a unit spends mining one hex the more it receives Shmuckers in the form of Gems. The number and value shall be determined by the titans. Units with this special may dig into walls creating a breach for other units. The longer they dig though the more they damage the terrain until they mine out all the gems.
Gust: Once per Combat, the Target Stack cannot engage in melee
Home Guard: The unit may not leave the city in which it was popped/created in but gains a bonus equal to the City Level.
Gummy: The unit is able to capture units very easily due to its Marshmallow/Gummy Bear body. The unit has a +4 combat when attempting to capture units and a +2 to hits. Units captured in this manner count against the rider Limit. (Prerequisite: Mount)
4 Points
Dance fighting The unit gets a +4 bonus to combat. With leadership this can be applied to all led units in the Hex.
Leadership All units in the stack gain a bonus equal to the leader’s level. A unit with leadership can command other units as a warlord would.
Battlecrap: CRAP! While flying, the unit may double their base attack while attacking ground targets. (Prerequisite: Flying)
Foot biter: The unit may double its base attack bonus when surprise attacking ground units while digging. (Prerequisite: Digging)
Earth shaker: While on the ground, the unit may double its base attack bonus when attacking other grounded units. (Prerequisite: Sonic Breath)
Pack Mind: Units with this special Grant a Leadership bonus equal to the number of units with Pack Mind in the Stack. Units must all be of the same type to benefit.
Sour Spit - Once per combat, the target unit suffers -2 to combat and defense for the rest of the turn.
Score! - When the unit’s stack scores a crit or croaks an enemy, the unit gains a cumulative +1 Leadership bonus (For the turn).
Meatshield - Units riding this unit use its defense score in place of their own (Prerequisite: Mount)
Explosion – The unit explodes when it croaks or when it decides to dealing 5 times its total hits to all nearby units.
5 Points
Heavy Unit gains +5/+3/+3/+0 and cannot ride Mounts.
6 Points
Simplemancy Grants the unit the ability to cast from a discipline as a level 1 caster. Units with this special gain 5% of their expended juice as experience. The amount of juice/turn depends on the unit type:
● A/B: 10
● C: 20
● D: 30
D-units can take this special multiple times, each time allowing the unit another discipline. If the unit takes this special multiple times a random-mancy will manifest at every level.
Regeneration: Unit regains 1 hit every combat round.

D-Class
Speed Boost+ (4) The unit gains +16 to Move. This is special can be purchased many times.
Breathe weapon (4-6)
The breath weapon gives the unit a bonus to its combat. This does not count as a ranged attack unless the unit also buys the ranged special. The unit may use its breath weapon a number of turns equal to its level times 8. This usage doesn’t need to be consecutive and you get back all the used usages used the previous day.
Fire (6) Breath a stream of fiery doom over your enemies. The unit gets a +8 bonus to combat and may start an uncontrolled Fire.
Lightning (6) Breath a line of lightning (shocking :o). the unit gets a +8 bonus to combat.
Sonic (6) Blast your enemy with sound waves. The unit gets a +6 bonus to combat and the free siege special.
Acid (4) -3 to target stack combat and defense stat during combat.
Gas (4) Target stack cannot give or receive leadership bonuses.
Bubble (4) Target unit is immobilized until the start of its next turn.
Tactical Special: The unit has a multiple specials it may learn as it levels. These specials cost half the normal amount, and the unit begins knowing one randomly chosen special from the list. Each time the unit levels, there is a 50% chance it gains an additional special. Cost: (To be decided by Titans)
Leveling
• Infantry: Gain a fixed +1 bonus to a specific stat each level.
o Stabbers: Hits
o Pikers: Defense
o Archers: Combat
o Scouts: Move
o Knights: +2 points
• Special A/B: +2 points
• Special C/D: +3 points
• Warlords: +1d2 in two stats
• Casters: Increased Juice, rare chance for +1 point
When a unit reaches a specific understanding of their role they become an adept class unit and when they reach an even greater understanding they become a Master class unit. After a unit becomes adept class they may through extensive training learn an adept special that gives them an advantage over other units. After a unit becomes a Master class unit they may also learn master class specials .

Unique Unit Abilities
Chief Warlord (1 per side)
● Appointed for 20,000$
● greatly increases Loyalty
● Increases Leadership score by 2
● It provides 30% of Leadership Score to all units on the side, and an extra 50% to those in the same hex.
● May End Turn
● Can Promote Garrison units to Field
Heir Designate (1 per side)
● Appointed for 25,000$
● It greatly increases Loyalty
Promote to Heavy (600$)
● Unit gains +5/+3/+3/+0 and cannot ride Mounts
Knighting
● Promote basic Infantry for 1,000$
● Unit gains the specials of a Knight, and an increase in stats equal to half the points spent designing the “on-pop” Knights.
Promote to Warlord
● Promote any infantry for 10,000$
● Gains Leadership and increases Loyalty
● Unit counts as level 1 again, but retains all current stats
Fabrication
Units with this special can use Loose Materials to create Nice Things for your units. What are Nice Things you ask? Below are some examples. Nice Things cost 1 Loose Material to create, and cities stock 1 unit of Loose Materials per city level in the Larder and Armory, which is replenished each turn. If you lack the Loose Materials for an item, it can be fabricated over multiple turns. Nice Things can be made for Special Units, but cost twice as much for A/B, thrice as much for C, and four times as much for D, but the bonus is equally multiplied.
Units can fabricate in the Field, but Loose Materials do not pop naturally. Croaked units may provide Larder Materials, and certain casters such as a Hat Magician may produce Loose Materials using Juice. In rare instances, units may be able to scavenge or forage for Loose Materials.
1 LOOSE MATERIAL
Sweet Weapons: These weapons are pretty groovy. They look awesome and they’re extra sharp. Units wielding them gain a bonus to Combat, +1 (Infantry), +2 (Warlord). Sweet Bows are also possible.
Awesome Armor: Much like weapons, this armor is extra cool and well made. Units wearing them receive +1(+2 for warlord) to their defense.
Kicking Kicks; this footwear is just fabulous. Lightweight and comfy, GROUND units of the infantry or warlord class may wear them. These items involve only the choicest materials and cost twice as much to make, but they grant +2 moves to the lucky fellow or lady wearing them.
Delicious Sandwich: This sandwich is thick and enormous, stuffed with everything that does a body good. Any infantry unit or warlord eating this monster meal will be fortified for ONE turn, gaining a +4(+6) bonus to their health. This is not stackable; you may not eat five sandwiches to turn into the Juggernaut. There is good news for you tactical snackers, though – A Delicious Sandwich can be wrapped and saved for later, but it is no longer very tasty after FIVE turns, and goes away then. A Scrumptious Feast may also be provided for larger units with the same scaling mechanic as armor and weapons, but Feasts are too big to be carried away and must be eaten on the spot, for they disappear next turn.

2 LOOSE MATERIALS
Scouting Veil: Gives the unit a bonus to hiding from enemy units. (The Higher the level of the creator the better the Veil)
Saddle: This piece of equipment gives one particular type (Like a dwagon, a sourmander or a Slides) of beat class unit the rider special. This piece of equipment is only usable by that one type of unit.
Cities
Cities are the core of your empire. In the city you create schmuckers to pay for upgrades and unit upkeep. The city is also where your units pop. Cities level from 1 to 5, each upgrade costing schmuckers and resulting in a stronger, more productive city. A city is made up of several different areas called zones.
http://www.erfworld.com/wiki/images/thu ... _Zones.jpg

All of a side’s cities are largely similar. This is because cities pop based on a uniform template that is unique to the side. When a city pops or is upgraded, command units are able to adjust a city to deviate from the template by 10% (to a minimum of 1 Flavor Point). Dirtamancers are able to deviate by 10% per level, and a Dirt/Thinkamancer link can completely redesign the city.
The Capital can be completely different from the side’s template, allowing for unique customization. Also, a capital site allows the city to sacrifice some zones in order to gain an advantage in other areas. Any city could for example chose to not have a tunnel zone, but a
Capital can actually apply the points from the tunnel zone to another area of the city.
The city stats provided below include the cost to build, schmuckers they produce each turn, and what they pop and how quickly. The stats also include Structural information, in the form of Hits/Combat/Stacks.
Hits: The amount of damage a zone can take before being destroyed. Zones may only take damage from siege that are in the zone or in a boarding zone. A zone with no hits does not exist. Purchased at a rate of 1.5/SP
Combat: The amount of damage the zone can deal to invading units (only obtained through the Trapped [Zone] Flavor).
Stacks: The maximum number of allied stacks that can defend the zone. Zones without this stat have no limit to their capacity. Purchased at a rate of 1 Stack/SP
Spell Boost: This is a special that applies only to the Tower. Casters gain a +1 bonus for every
50 hits the Tower has. (This can also be increased with the Spell Boost+ Flavor). When a caster is casting from a tower the amount of juice they spent is increased to Juice * ((spell boost + ten) divide by 10).
At each city level, there is also listed a certain number of Structural Points and Flavor Points, that can be spent in the following ways.
Structural Points: Are used to enhance the defensive stats of the city. You may purchase additional hits at a rate of 1.5 hits/point, and stacks at a rate of 1 stack/point.
Flavor Points: Represent the uniqueness of your side’s cities. You can purchase extra Structural
Points at a rate of 10 SP/point, or purchase any of the “Flavors” listed below.
● Torture Chamber: Bonus to turning Captives/2 points (requires Dungeon)
● Storeroom: +1 (max +2) Loose Materials each turn/2 points
● Wharf: The city gains a Wharf. 2 points
● [Resource Point]: Pops resource points with the city. These points may be reallocated in each city, as the surrounding terrain may only allow for certain resource points. The normal limit of 3 upgrades/city levels still stands. 2 Points each
● Trapped [Zone]: The selected zone gains a Combat score of 10/point
A Trapped Zone triggers when non-allied units enter that zone. The trap’s damage bypasses Defense, dealing damage directly to Hits. A trap will fire a number of times per day equal to the number of Flavor Points spent to build it, dealing it’s full Combat in damage each time. This attack is split randomly between enemy units in the zone, similar to Air Defenses (10 damage to 1 target, or 2 damage to 5 targets for example)
● Library: Your Chief Warlord’s Leadership score increases by 1.4 points. (2 points)
● Fortified [Zone]: The selected zone grants allied units +1(max +3) Defense & Combat/2
Points
● Improved [Unit]: [Units] popped here gain minor bonus to a chosen stat, or the chance of popping with a chosen Simple special. 4 points (Cost and exact benefits determined by Titans)
● Improved [Stat]: All units popped here have a +1 bonus to [stat]. 4 points
● [Unit] Production: [Units] pop here as if the city were one level higher. 4 points
● Spell Boost+: Increases the Tower’s Spell Boost by 1/2 points
Capital Only
Flavors:
● Throne Room (Royal sides only): The side can pop Royal/Noble units which are slightly better than average. The chance to pop such a unit is random. A Throne room must be purchased as part of a Level 1 Capital, and is a requirement for the side to be Royal. (4 points)
● Portal: (Level 3+) create a portal to the Magic Kingdom. (2 points)



Level
Cost
Production
Total Structure Points


Total Flavor
Points


1
7,500
1000
0
4
2
10,000
2000
60
8
3
20,000
4000
210
14
4
40,000
8000
410
22
5
80,000
15000
610(+200)
32

Level 1 City
No walls. The Garrison zone is comprised of a single building with no defenses.
Zone of Control: 1 Hex Radius/3 upgrades max
Pops:
Stabbers & Scouts: 6/turn
Archers & Pikers: 8/turn
Knight: 2 turns
Special A/B: 4 turns

Courtier: 2 turns
With Wharf:
Sloop: 2 turns


Level 2 City
Outer Wall: 75/-/3
Inner Wall: 50/-/1
Tunnels: 25/-/-
Dungeon: 50/-/-
Tower: 50-/-/Spell-Boost
Zone of Control: 2 Hex Radius/6 upgrades max
Pops:
Stabbers & Scouts: 6/turn
Archers & Pikers: 8/turn
Knight: 2 turns
Special A/B: 3 turns
Special C: 4 turns

Warlord: 5 turns
Courtier: 2 turns
Siege Tower: 2 turns
With Wharf:
Sloop: 1/turn
OR Galley: 3 turns
Level 3 City
Zone of Control: 3 Hex Radius/9 upgrades max
Pops:
Stabbers & Scouts: 6/turn
Archers & Pikers: 8/turn
Knight: 1 turn
Special A/B: 2 turns
Special C: 3 turns
Special D: 8 turns
Siege Tower: 2 turns

Warlord: 5 turns
Courtier: 1 turn
Heir: 80 turns
With Wharf:
Sloop: 2/turn & Galley: 2 turns OR Galleon: 4 turns
Level 4 City
Zone of Control: 4 Hex Radius/12 upgrades max
Pops:
Stabbers & Scouts: 6/turn
Archers & Pikers: 8/turn
Knight: 1 turn
Special A/B: 1/turn
Special C: 2 turns
Special D: 5 turns
Warlord: 5 turns
Siege Tower: 1 turn

Courtier: 1 turn
Heir: 60 turns
With Wharf:
Sloop: 4/turn
Galley: 1/turns
Galleon: 3 turns
Level 5 City
+200 Structure Points for a single City Zone
Zone of Control: 5 Hex Radius/15 upgrades max
Pops:
Stabbers & Scouts: 6/turn
Archers & Pikers: 8/turn
Knights: 2/turn
Special A/B: 2/turn
Special C: 1/turns
Special D: 4 turns
Warlord: 5 turns
Siege Tower: 1 Turn

Courtier: 2/turn
Heir: 40 turns
With Wharf:
Sloop: 8/turn
Galley: 2/turn
Galleon: 2 turns
Non-flyers cannot enter walled hexes.
Those with Juice may place their juice in the tower has Air Defense Spells. When a unit is laying down an air defense spell they have a couple of choices.
One is what creature is being targeted (Gwiffins, Dwagons, Archons, etc.). Against the chosen unit the spell does 1.5 damage but if used against the wrong unit it deals .5 damage. You could choose to do Generic but then no extra damage.
If the spell is being laid by a non-shockamancer you only get half of the juice spent has Shockamancy air defense unless the unit spends the whole turn only laying the air defense spell at which point you get .9 of the Juice has damage. If it is a shockamancer laying the spell you get 2 times as much damage has juice spent if the shockamancer spends the entire turn doing it (Otherwise it is has much damage has juice).
The third decision is exactly how many spells are being laid and how much juice is being put into each. When a non-allied unit enters the Air space all spells are released on targets at random. The One exception to this rule is when there is an allied caster in the Tower zone. The Caster gets to decide whether the Air defense is fired and whom it is fired upon.
Upgrades
A command unit can build upgrades in hexes. Upgrades can make you money; provide defense or line of sight. Only one upgrade can be built in a hex. With the exception of Roads, Canals and Lookout Towers, Upgrades have to be built within a city’s zone of control. If an enemy city zone of control later expands to include the Lookout Tower, or enemy units invade it, it becomes theirs.
Resource Points (Mine, Lumber Mill, and Farm) can be purchased with Flavor Points and pop instantly when the city is built or upgrades or they can be constructed “manually” by command units. Both methods count against the cap of 3 upgrades/city level.
Lookout Tower gives your side line of sight over the hex and all surrounding hexes. +1 Sight on Hill, +3 on Mountains.(1 Turn)
Fortress Turns the hex into a walled fortress (stats of a level 2 city); a manned fortress also works as a lookout tower. (3 Turns)
Road Builds a road in the hex (see terrain for effects). (Can be built on other improvements)(1Turn)
Canal Acts as a river (see terrain for effects). (Can be built on other improvements)(2 Turns)
Mine Can be built on a mountain or volcano hex. Building a mine causes the hex to gain a tunnel zone. A mine produces 600$/turn and also has a 3% chance of striking a gem node every turn which doubles the mine output for 5 turns, a mine on a volcano striking the mother lode will have it last 10 turns(4 Turns)
Lumber mill can be built on a forest hex, produces 600$/turn. It provides a cumulative 1% cost reduction to upgrades for the city it is associated with. (4 Turns)
Farm A farm can be built on any non-forest, Swamp, mountain or hills hex. It produces 600$/turn and reduces your upkeep cost by 75$ per turn per farm. This is not an income increase, so if your upkeep costs are less than the “rebate”, you don’t get the extra as schmuckers. (4 Turns)
Wharf Can only be built on a tile next to water or swamp. This allows the city to construct water units. Produces 300$/turn. A Wharf can ONLY be built by purchasing it as a Flavor.
Taking a Turn
The Following occur in stated order:
Production
Special Actions, Movement & Combat
Decide Production for next turn
Production: At the start of a Side’s turn, the following occurs, in order.
● Income “produced” the previous turn is added to the treasury
● Units “produced” the previous turn pop
● Upkeep for all units that have been popped is paid
(It is important to note that units and schmuckers do not pop at the end of turn, but rather are delayed until the start of the next.)

Special Actions: You can do a thing called training but you have to stay in one hex the whole turn and you’ll gain Experience Point(s) each turn.
You also can forage to lessen your upkeep a considerable amount.
Digging & Farming.

Move: You can move a specific amount of hexes each turn. The number of Hexes you can move per turn is equal to your movement stat minus the movement cost for each hex you enter. An Example is a Stabber moves into a mountain hex taking up 3 of the stabbers 5 move.

Combat: Any unit unless otherwise stated (Such as when under specific spells) may engage in combat. In combat your units can form stacks that provide a bonus according to the size of your stack. The Bonus Maxes at +8 to combat and defense when your stack reaches 8 units. You may have more than 8 units per stack. The unit with the highest leadership score provides one tenth of their leadership to all allied units in the hex. If a captured unit is able to leave the hex, its shackles vanish and it is freed. Commanders can order their stack to screen them or a particular unit. Attacks aimed at the designated unit fall randomly on these units, and the commander can only be harmed when they are all croaked.
Movement & Scouting
All Movement “rounds down”, meaning a unit must have the full Move required to enter a hex. So if for example a unit with 2 Move left attempts to enter a Mountain hex, they fail. Regardless of terrain type, units treat their own city hexes as having a Move cost of 1. This benefit extends to allied units.

Barbarians, Wild animals, and Natural Allies all act at dawn, and lose their Move when this “communal turn” ends, with 2 exceptions:
If a wild unit is later tamed, they regain any Move they had remaining
Newly acquired Natural Ally tribes have their full Move refreshed

Scouting is an important part of maintaining your side:
Scouts reveal the hex they are in, as well as all adjacent hexes to a certain degree.
They always see the terrain type, structures, or other upgrades.
In "open" terrain: spot units in adjacent hexes, but can only count number of stacks and note the presence or absence of leadership in said stacks.
In "obscured" terrain: spot the presence of units, without the ability to count them.
If in the same hex, they can count exact troop numbers.
Count troop numbers from an adjacent hex if the terrain is open but doing so reveals their presence.
Terrain
Every kind of terrain gives certain bonuses and penalties. If a unit has terrain capability you will not get any of the penalties, but will still receive the bonus.
● Plains
○ No movement penalty
○ Scouts have line of sight in adjacent hexes
● Light Forest
○ 1.5 move/hex
○ +1 defense
○ Scouts have line of sight in adjacent hexes
● Heavy Forest
○ 2 move/hex
○ +2 defense
● Swamp
○ 2 move/hex, 1.5 move if water capable
○ +1 defense
● Desert
○ 20% of current hits in damage to non-desert capable units/Hex rounded down to the nearest whole number and a minimum of one
○ 1.5 move/hex
○ Scouts have line of sight in adjacent hexes
● Mountain
○ 3 move/hex
○ +3 defense
Has a Tunnel Zone
● Forested Mountain
○ 3 move/hex
○ +2 defense
○ Supports Mines or Lumber Mills
● High Mountains
○ Impassible (Except for Units that can make tunnels).
Don’ have Tunnels Naturally
● Volcano (red)
○ 3 move/hex
○ +4 defense
Has a Tunnel Zone.
● Hills
○ 1.5 move/hex
● Tundra
○ 20% of current hits in damage to non-tundra capable units/Hex rounded down to the nearest whole number and a minimum of one
○ 1.5 move/hex
○ +1 defense
● Water
○ instantly kills any non-water capable units in the hex
There also are sub terrains such as roads.
● Road
○ Move cost of the hex halves for walking units
● River
○ Allows for the movement of naval units
○ Acts as a water hex for all water capable units
○ You cannot build wharfs in these spot
● Oasis
○ Increases farm output to 200$/turn
○ Desert deals no damage
Barren (Yellow)
Scouts have line of sight in adjacent hexes
No Movement Penalty
No Forage
Feral/Wild units:
These units appear at the beginning of each day and then take their turns as they come.
Terminology:
Royal: A unit that is Royal receives a Bonus to one or multiple of the following: Hits, Combat, Defense, Move and possibly a Simple Special.
Noble: A Noble Unit receives a small Bonus to one or multiple of the Following: Hits, Combat, Defense and Move. The unit is also considered a command unit. Any Infantry may be popped has a Noble.
Command Unit: Warlords, Courtiers, Nobles and Casters. Special Units that merely have the Leadership special are not considered Commanders, because while they are good in a battle, they lack the ability for large-scale strategy, and they cannot supervise upgrades.(But Leadership special Special units can still direct battles)
Intelligent Units: Units capable of sentient thought. Includes Infantry, Natural Allies, and Knight-class Specials, as well as all Command Units. Excludes all Beast-class units, and Golems of any type.
Golem: Units with this Special descriptor don’t gain levels. They can’t be healed by a Healomancer or units with the Healer special. They can only be healed by a caster of the type that crafted them. And they can only be turned by an order from their side but they may be captured.
Fire: There are three types of Fire: Controlled, Uncontrolled and Inferno. Controlled Fires are Torches and Camp Fires. Uncontrolled fires starts to damage units nearby but may be put out by ordinary units. Inferno class Fire deals heavy damage to all nearby units (Except those in the Air Zone) and when it finally burns out the Hex type is changed to Barren.
Incapacitated: When a unit becomes incapacitated it can no longer move from it's current position, engage or disengage in combat, Cast or fight. There are 5 possible types of incapacitation. The first is conscious. When a unit is stable and conscious that unit can still provide bonuses like leadership. When a unit has the second form of incapacitation the unit is unconscious and can no longer provide bonuses like leadership. The third form is bleeding conscious. The unit has all the aspects of the first form but with one addition, the unit must be healed before the end of the current turn or it will croak.
Alliance: When two or more sides form an alliance their units may stack together, will not attack each other on site, must be unstacked before the alliance is broken and cannot be hit hard enough by an allied unit to deal 1+ hits worth of damage or the alliance is immediately broken.
Casters
Casters have juice equal to 30 times their level. The casters juice maxes at 5th level. Upon attaining 6th level and every level there after they gain a 5% decrease to spell juice costs. The minimum cost of a spell is 1 juice. Casters gain 10% of all the juice they use. They do not gain experience from using the juice stored in the tower has Air Defense (with the exception of the experience earned from the combat). When in the Magic Kingdom they gain 15% of the juice they use. Casters pop with a 10% chance of knowing spells from another class of Magic. For example a findamancer could know Moneymancy at 1st level. There is a 1% chance that a caster will pop with the ability to cast spells of all the classes of magic and 19% Chance that the caster has skill in at least one other discipline when popped. A unit with talent in another Class of magic (such has a thinkamancer having skill in Dirtamancy when popped) is considered a novice in that particular school of Magic. Has a caster gains experience (After becoming an Adept in their own specialized school of Magic) there is the chance that they will become an Adept class in a school of magic other than there specialized school which gives them better control in that particular school of Magic.
Casters can make magic items. All casters can make scrolls. Scrolls can only be used by casters. Scrolls are one spell and one spell only. In order to scribe a scroll a caster must spend twice the juice it costs to create the spell normally. Instead of scrolls some spells can be made into an “edible” spell format. Edible Spells can be used by any unit but must have an affect only on the one unit. For example a Luckamancer could create a luck boosting spell in the form of cereal. Spells like Locate City or Transfer Funds can’t be turned into an edible spell.
All Classes of magic have one spell in common, Hoboken; this spell allows a caster to turn their juice into damage. For example, a Thinkamancer fires 30 Juice at an A Class unit and the Knight riding it. The Thinkamancer splits the spell evenly between the two units. The Spell bypasses all defense except magic item defense bonuses (like a Dollamancy made shield bonus) and natural dodge (the Random roll) which means that the A Class unit with no magic defense gets a 5 croaks from the damage and the warlord that gets a 10 avoids most of the damage but still takes five hits.


Spell List:
Findamancy:
Find City: Find a city Location by name. Capitals can be located in this manner has long has you know the name of the Side. Costs: 20 Juice
Find Unit: Name a Particular unit (No Stabber or Piker or Knight doesn’t count but if your were to say Privateer or Joe Bob you would be able to find the closest unit with name) and then you learn its Location. Cost: 30 Juice
Face Book: Find the Closest unit with the Twibe special and you will learn the Units Location and who it has an alliance with, if any. Cost: 50 Juice
Find Terrain: Gives the Location of the nearest terrain of the stated type. Cost: 10 Juice
Error 203: Block Findamncy and Predictamancy spells from discovering the Location of a given object (Can’t be a living creature or a city). Cost: 10 Juice
Error 204: The same has Error 203 except it works on units only. Cost: 30 Juice
Error 205: The Same has Error 203 except it works on Cities only. Cost: 90 Juice
Scry: Determine the Location of a chosen object. Cost: 10 Juice
Pool of Inquiry: All extra juice is put into this pool just before the beginning of your next turn. At the beginning of your turn there is a chance you will discover something that you have been looking for. The more juice in the Pool the greater the chance of finding the Unit, Object or City.
Predictamancy:
Prediction: You get to ask one question and the Titans will give a reply of some kind. Cost: 10 Juice
Battle Intuition: You receive a bonus to Your combat score and that of the units under the Casters command for 1 turn (not the whole day just the turn that the spell is cast on) Cost: 30 Juice
Mathamancy:
Turnamancy:
Dollamancy:
Scare Crow: You create a Scare Crow soldier(s) (Ah Scary…). The Scare Crows have 3 hits, 0 combat, 0 defense, 5 move and the Dollamancy Golem special. You then have 4 points to spend has you choose in their stats. You may only buy the Frightening, Jinn stealth or scout specials for these units (they don’t all have to be the same). You can create a maximum of 1+1 per farm within the cities zone of control that you are casting in per turn. Cost: 5 juice per Scare Crow.
Craft/change Raiment: Creates or slightly changes clothes. Cost: 1 Juice for change or 3 for Craft.
Enchant Item: This spell can add a chosen simple special along with Shockamancy, Digging, Farming and Terrain (capability) (Use caster level has level for the special). Cost: 10 Juice per Point and 1 unit of loose materials. 10 juice per point cost of the chosen special and 1 unit of loose materials. These costs may be paid over the course of several turns.
Create Cloth Doll: Creates a unit with 5 hits, 0 combat, 0 defense, 6 move and the Dollamancy Golem special. You have 6 points to spend and you can buy any of the 2 point complex specials and all simple specials. Cost: 20 Juice
Sewing Kit: Heal an amount of hits to a Dollamancy Golem equal to juice spent. Cost: Casters choice (minimum 1 juice).
Prepare the Mannequin: You create a Mannequin. The Mannequin allows the caster to see has it sees at any distance. The Mannequin does not count has a unit and has no combat, defense or move. Cost: 1 Juice
Fabric Beast: Creates a unit with 12 hits, 6 combat, 6 defense, 3 move, Dollamancy Golem Special, Heavy, 10 points to spend. May buy any special except the D class only specials. Cost: 60 Juice
Extra Stuffing: Give a Dollamancy Golem unit 1 more point in a chosen stat per 15 juice spent. May buy specials with it (Except D class). Cost: 15 Juice per point
Weirdomancy:
Anti-Anti-Gravity Propulsion Field: This spell cancels the Flight special for the Target unit for 4 turns when cast by a novice rank caster, 8 turns when cast by an adept rank caster and 16 turns when cast by a master rank caster. Cost: 4 Juice
Anti-Gravity Propulsion Field: This spell gives the Target unit the Flight special for 4 turns when cast by a novice rank caster, 8 turns when cast by an adept rank caster and 16 turns when cast by a master rank caster. Cost: 2 Juice
Dirtamancy:
Form Crap Golem: You create a number of crap golems equal to the city but this spell may only be cast once a turn per city. They have 5 hits, 2 Combat, 2 defense, 4 move, Heavy special, Digging special and the Dirtamancy Golem special. You have 4 points to customize them with. You may only buy the Explosion special Cost: 10 Juice per Golem
Pit Trap: You create a trap that deals Falling Damage. You get to choose whether it activates only on Heavy units or on all units. The trap only functions once and only on 1 Stack. The affected stack becomes trapped for a while. Cost: 5 Juice
Collapse it: You cause the tunnel, tower or wall to Collapse on the enemy when you cast the spell. The Chosen Zone loses hits but the enemy takes 5 times the hits lost in damage just like Hoboken deals Damage. Cost: 1 Juice per Zone Hit Sacrificed
Build Emplacement: You construct an emplacement that gives defensive bonus to units that are within. The Emplacement Holds 4, 6 or 8 light units. The Emplacement acts has a screen to the units within. The Emplacement has 10 to 20 hits. Cost: 10 Juice for a 4 holder, 15 for a 6 Holder and 20 For a 8 Holder plus 1 Juice for every 2 hits over 10
Soft Rock Golem: You create a one Golem. The Golem has 6 hits, 2 combat, 2 defense, 4 move, 20 upkeep, heavy special, digging special and the Dirtamancy Golem special. You also have 4 points to spend on them (No Specials except siege and Frightening). Cost 20 Juice.
Supervisor: Increase the Output of a mine by 25% per caster level. The caster must spend the entire turn in the same hex has the mine. Cost: 30 Juice.
Extra Clay: Give a Dirtamancy Golem unit 1 more point in a chosen stat per 15 juice spent. May buy specials with it (except D class). Cost: 15 Juice per point
Builder: When a Novice Dirtamancer casts this spell Upgrade costs go down by 25% and time for upgrades by 25%. When an Adept Dirtamancer casts this spell it is 50%. When a Master class Dirtamancer casts this spell the Percentile is 75%. Takes off one turn at least. Cost: 30 Juice when cast by a Novice, 75 Juice when cast by an Adept and 150 when cast by a Master. (This spell may only be cast once per turn per upgrade. For Example if a Novice dirtamancer casts on a mine upgrade one turn he can cast on the mine the next turn has well)
Fire Extinguisher: Immediately puts out any level of Fire when cast from within the same hex has the fire. Cost: 30 Juice to put out controlled. 60 Juice to put out uncontrolled. 90 Juice when cast to put out infernos.
Dittomancy:
Double Stat: You double one stat or bonus for 1 turn (The turn the spell is cast), when it is cast by a novice. When cast by an adept it lasts for 3 turns (the first being the turn the spell is cast). When cast by a master it lasts for 5 turns. Cost: 30 juice
Changemancy:
Enchant Item: Give a bonus (+5 max) to defense, combat, Hits or move. Cost: 10 Juice per point
Modify Unit: You move points from 1 stat to another of the chosen units stats. You may also exchange one units special for another special of equivalent or less cost. Cost: 15 Juice per point
Lookamancy:
Blinker: The Unit that is targeted by this spell becomes blind and so takes a huge penalty to Combat and Defense. Cost: 30 Juice
I spy with my little eye: The caster gets to look around a hex with a first person view of the Whole hex. Cost: 5 Juice Per Hex away from the Caster
Thinkamancy: Any Intelligent unit may focus on a thinkamancer to get the casters attention.
One way Thinkagram: Allows one unit to monologue at another unit. Cost: 5 Juice.
Two way Thinkagram: Allows two units to talk over any distance. Cost: 10 Juice.
Think space invasion: Allows the caster a chance to join/watch another unit’s thinkagram. Cost: 5 Juice.
Suggestion: Causes the unit to obey the Caster within reason. If the Unit breaks free of the Casters will for any reason there is a Back Lash that Incapacitates (Unconscious form) or Croaks the unit that suffers the effect of the Back Lash. If the caster of the Suggestion spell is at least an Adept rank Thinkamancer then the caster can turn the Back Lash on the Unit. Cost: 15 Juice.
Brain wave Lobotomy: Removes Mind based effects like suggestion or Do the Hokey Pokey. There is only a chance to remove it if the Caster of the other spell was a higher level then the caster of this spell. Cost: Juice equal to the amount spent to cast the spell.
Mind Fart: The Unit can’t act until the Next Turn. Cost: 30 Juice.
Scout Sight: The Target of this spell can see through the eyes of a unit with the scout special. Cost: 2 Juice.
Calahans: Forms a Link between you and another Caster or 2 other Casters and the Thinkamancer. When a Tri-caster Link is broken by anything other than a Master Rank Thinkamancer there is a backlash that can Croak, incapacitate or make the Caster usless, but the Thinkamancer that formed the link can choose who suffers the effect of the Link being Broken. Cost: 50 Juice for a By-Caster Link or 100 for a Tri-caster Link
Orders: You deliver orders to one unit. Only commanders can receive orders for a whole hex. Cost: 1 Juice
Status: You check the current status of one unit. You know there Location, if there under an effect like poison or incapacitation and their current stats. Cost: 1 Juice
Foolamancy:
Veil: Creates an illusion over the caster and Stack. The illusion will be of the same size and shape (Generally speaking) of the Stack. Commander units, units with foolamancy and units with Leadership have a 10% chance per unit in the casters stack per spotter to dispel the veil. Cost: 20 Juice
Baffle: This spell creates mist that helps conceal you from ranged attacks. When this spell is cast by a novice it only provides a 25% chance of the enemy shot missing you completely, 50% when cast by an adept and 75% when cast by a master class. Cost: 15 juice per 8 unit stack.
Flower Power:
Peace on Erf: There Target Unit can’t participate in Combat this turn. If the unit is attacked the attacks automatically fail. Cost: 30 Juice
Poison: This spell creates a toxin. When you cast this spell you have a couple options.
Signamncy:
Can I get You’ Number: You see the units current stats, Status, Level, Name, and the Whole Shebang (You don’t see their lifes story). Cost: 5 Juice per the target unit’s level
Read between the Lines: You look over any written text and tell things that most wouldn’t notice. You see the underlying motives and effects of the text. You can tell what any kind of scroll is and cast it perfectly. Cost: 10 Juice
Publish Book: You turn a book loose upon the worlds libraries. Cost: 30 Juice and 500 Shmuckers
Enchant Book: You cause a book to take on Magical properties. The Book can do one of several things. First it could give a +1 to +5 bonus to one of your stats. It could give you a particular simple special, such as flight. It could allow you to communicate instantaneously between books. In order to receive these bonuses a unit must spend its entire turn reading the book and it may only receive 1 special and 5 extra points to stats from any enchanted Book. Cost: 30 Juice per Book + 10 juice per point of the bonus to the stat or + 30 per point cost of the chosen simple special
Rodale Institute: This spell causes a city to produce 25% more Shmuckers and to produce a units 25% faster (0r more in the case of units that take only one turn) for a novice, 50% for an Adept class and 75% for a Master class. For example a level one city that is producing Stabbers would produce 1250 shmuckers and 8 Stabbers. Cost: 30 Juice for a Novice, 75 for an Adept and 150 Juice for a master
Date-a-mancy:
Attraction: This spell increases a units loyalty to one other unit. Cost: 30 Juice
Opposition: This spell decreases a units loyalty to one other unit. Cost: 20 Juice
Shockamancy: A Shockamancer gets 1.5 combat out of each point of juice he spends on a Hoboken.
Croakamancy: Uncroaked last for five turns per level for novices. For Adept croakamancers they last ten turns and 15 turns for master croakamancers.
Uncroak: You give a single unit motion once more. You may only uncroak infantry and Knight Class specials. The unit retains 50% of stats and all specials (except higher brain functions like casting) when cast by a Novice, 75% of stats and all specials (except higher brain functions like casting) when cast by an Adept and all of its stats and specials (except higher brain functions like casting) when cast by a master. Cost: (10 juice + Overkill damage) times by 1.5 if the unit was critically hit.
Acupuncture: This spell incapacitates one unit for 1 turn. Requires line of sight. Cost: 10 Juice
Salt the Corpse: This spell causes one uncroaked only deteriorate 1/10 the normal amount for 1 turn. Cost: 10 Juice
Retconjuration: Not Available
Hat Magic:
Message Hat: Create a Hat that allows you to send small objects to another Hat anywhere. Objects sent without naming the Hat you want it sent to can be picked up by any one. In order to pick up objects that are sent to that particular hat you must say the special code word that goes with that hat. The Caster gets to determine the Name and the Code word for each hat. Cost: 15 Juice
Thinking Cap: Creates a Hat that Protects the Caster from Mind affecting spells like Suggestion, Foolamancy and blocks Thinkagrams. Only has a 50% chance if the other caster is a higher level. Cost: Juice equal to the amount spent to cast the spell.
Frosty the Snowman: You create a Snow Man Golem. The Unit has 10 Hits, 0 Combat, 0 Defense, 3 move, Heavy special and 4 points to put where you choose. You may only buy Siege, Frightening, Ranged and Speed Boost specials. This spell may only be cast in Tundra Hexes. Cost: 10 Juice.
Patch Job: Repairs 1 hit per point of juice spent to a Hat Magic Golem. Cost: Minimum of 1 juice.
Carnymancy:
Lion Tamer: You get a great chance to tame a Feral unit that doesn’t have the twibe special. Cost: 15 Juice
Get ‘em in a Lather: You cause the target to unstack and fight has though unled. Cost : 10 Juice
Rope a Dope: You cause one unit to do one task that you set if you succeed on a loyalty check (You add your caster Level to the check).
Rigged: The Target Stacks Random Roll for Combat and defense is lowered by 5 for 1 round per Caster level. Cost: 15 Juice
Rhyme-o-mancy:
Do the Hokey Pokey: This spell gives a +2 to move and to combat for one unit for a number of turns equal to the casters level. Cost: 15 Juice
Give the Beat: The Unit that has this spell cast on it gains the Dance Fight Special. Cost: 150 Juice
Talent Show: Allows the caster and all units in the casters stack to dance Fight. Cost: 30 Juice
Luckomancy:
Healomancy:
Band Aid: Heal a unit 1 hit per caster level. Cost: 1 Juice
Indoctrination: The unit that has this spell cast on it can not be affected by Toxin and has a greater resistance to Poison. This spell will last 5 turns when cast by a novice, 10 turns when cast by an Adept and 20 turns when cast by a Master class healomancer. Cost: 15 Juice for a Novice, 20 Juice for an Adept and 25 for a Master
D.C.S.: You cure 1d8 hits per caster level +5 if you are an Adept Healomancer or +10 If you're a master Healomancer. Cost: 10 Juice for a Novice, 15 for an Adept and 20 For a Master
Moneymancy:
Transfer Funds: This spell allows you to instantaneously transport the desired amount of money from one city to another city. Cost: 5 Juice


The Titans:
Utah: The Forger of this Erf and the creator of those that would defend it. He has a fondness for Royal sides.
Beach: A very active and Warlike titan who seeks entertainment.
Maverick: A cunning, silver tongued titan who has created several powerful sides to fulfill the role of Mercenaries.
Fire: This Titan has come to this world after being banished by the Titan's of Arc. He is filled with loathing for Royal sides.
Last edited by Grand Diplomat on Tue Jul 29, 2014 11:10 am, edited 4 times in total.
Image
Grand Diplomat
I am a Tool!
I am a Tool!
 
Posts: 336
Joined: Sat Feb 15, 2014 12:41 am

Re: ErfGame Open to all

Postby GWvsJohn » Tue Mar 11, 2014 1:00 am

How are you going to do the map?
GWvsJohn
 
Posts: 571
Joined: Mon Dec 14, 2009 9:52 pm

Re: ErfGame Open to all

Postby Godzfirefly » Tue Mar 11, 2014 1:05 am

I am definitely interested in this game!

Spoiler: show
Ruler: Cilarnen Volpiril
Side Name: Armethalieh
Side Bonus: Terrain Capable (Hills)

Capital City: Armethalieh
City Flavor: Armethalieh is known by its population as the City of Bells, featuring a Tower with a bell upon it, and bells that ring in synchronicity with the Tower's Bell upon each building. The Bell encourages the defensive units to fight for the defense of Armethalieh. (20 Structure Points: 2 FlPts; Tower 30/-/-: 20 StPts; Fortified Tower: 2 FLPts.)

Dumbbell (Stabber) 5/6/2/5; These striking units are designed to be the base unit of the Armethaliehan army. They are well muscled and wield a large sword with an extra-long handle.

Clapper (Piker) 10/2/5/5/garrison; These garrison units are the infantry that provide the filler for the Armethaliehan army. They are well-armored and tough, wielding a long spear and heavy shield.

Suzu (Archer) 5/7/2/5/garrison, ranged; These are designed to be the base unit of the Armethaliehan garrison and carry heavy long bows to strike at Armethalieh's enemies. When upgraded to field units, they make an effective support for the Dumbbells.

Chime (Scout) 3/0/0/24/scout; A simple running unit that carries neither armor nor weapons.

Carillon (Knight) 13/10/5/5/rider, ranged; The Carillon is a heavier version of the Suzu, designed to ride the Cow Bells into battle. Their ultra-heavy long bows can be wielded for powerful strikes at a distance. They carry a thin reed-blade for use in melee combat.

Cow Bell (Special A) 14/2/2/18/Flying, Mount, Speed Boostx2 (already in stats); A winged beast with a body shaped like a simple cow bell and a clapper for a tail. Their small horns aren't very effective in battle, but they are able to swiftly carry the Carillons or Blue Bells across the hexes to where they are best utilized.

Watch Dog (Special B) 13/8/5/6/Pack Mind, Heavy (already in stats); A heavy stone mastiff whose running steps are in the rhythm of a clock. They are designed to act as a unit in battle as a support for the primary army. Oddly enough, the bark of the Watch Dogs is only audible to other Watch Dogs.

Blue Bell (Special C) 12/3/7/4/Simplemancy (Dirtamancy), Leadership, Rider, Healer; These human-type special units can act as leaders in cities, using their juice to constantly help enhance the cities and protect those in them.

Bar Bell (Special D) 30/10/10/10/Digging, Speed Boost, Heavy (already in stats); A large burrowing serpent formed of links of long bar-chimes. It burrows through the ground to surprise its foes and weaken the walls of an enemy city. Its metallic skin makes it difficult for foes to take it down as it does its Duty.
Last edited by Godzfirefly on Tue Mar 11, 2014 5:10 pm, edited 3 times in total.
Godzfirefly
 
Posts: 525
Joined: Fri Feb 28, 2014 12:51 am

Re: ErfGame Open to all

Postby Grand Diplomat » Tue Mar 11, 2014 11:35 am

I personally use a Program Called Gimp Image Manipulation simply because I can Layer it.
Image
Grand Diplomat
I am a Tool!
I am a Tool!
 
Posts: 336
Joined: Sat Feb 15, 2014 12:41 am

Re: ErfGame Open to all

Postby 0beron » Tue Mar 11, 2014 11:46 am

Wow....congrats Grand, you've only been around a month and you've already solved our biggest Erfgame problem....I can't believe none of the Titans have thought to use Gimp before *facepalm*
We all use Hexographer, which though great for making the map, is very time consuming to use in actual game-play. I've never actually used Gimp but layering is a possible solution to the most common problems we face in Hexographer.
Last edited by 0beron on Tue Mar 11, 2014 12:17 pm, edited 1 time in total.
"I'm afraid I don't understand. And also afraid that I do."
GJC wrote:Two guys with basically the same name in a discussion about a character getting cloned.
There's gotta be a good joke in here somewhere.
User avatar
0beron
YOTD + Pins Supporter!
YOTD + Pins Supporter!
 
Posts: 3195
Joined: Tue Aug 02, 2011 9:52 pm
Location: Morlock Wells

Re: ErfGame Open to all

Postby Grand Diplomat » Tue Mar 11, 2014 12:14 pm

Well thank you 0beron.
Image
Grand Diplomat
I am a Tool!
I am a Tool!
 
Posts: 336
Joined: Sat Feb 15, 2014 12:41 am

Re: ErfGame Open to all

Postby Kaed » Tue Mar 11, 2014 12:19 pm

What's gimp, should I be excited?
UNLESS someone like you cares a whole awful lot, nothing is going to get better. It's not.
Kaed
Erfabet Supporter!
Erfabet Supporter!
 
Posts: 822
Joined: Sun May 24, 2009 4:28 am

Re: ErfGame Open to all

Postby 0beron » Tue Mar 11, 2014 12:22 pm

It's an image manipulation program that allows you to layer things (having different images overlap but maintain their integrity) It's what Marbit always used for his forum Roleplay games, if you ever saw any of those. So if it works as well as I'm thinking, we could make our maps with Hexographer, then deal with scouting, army movement, cities, and everything else of the real gameplay by using layers in Gimp.
"I'm afraid I don't understand. And also afraid that I do."
GJC wrote:Two guys with basically the same name in a discussion about a character getting cloned.
There's gotta be a good joke in here somewhere.
User avatar
0beron
YOTD + Pins Supporter!
YOTD + Pins Supporter!
 
Posts: 3195
Joined: Tue Aug 02, 2011 9:52 pm
Location: Morlock Wells

Re: ErfGame Open to all

Postby Grand Diplomat » Tue Mar 11, 2014 12:24 pm

Exactly 0beron.
Image
Grand Diplomat
I am a Tool!
I am a Tool!
 
Posts: 336
Joined: Sat Feb 15, 2014 12:41 am

Re: ErfGame Open to all

Postby Kaed » Tue Mar 11, 2014 12:26 pm

Uhm, how's that different from what I did, which was just paste it onto MSpaint and scribble all over it >3>
UNLESS someone like you cares a whole awful lot, nothing is going to get better. It's not.
Kaed
Erfabet Supporter!
Erfabet Supporter!
 
Posts: 822
Joined: Sun May 24, 2009 4:28 am

Re: ErfGame Open to all

Postby 0beron » Tue Mar 11, 2014 12:28 pm

Because when you scribble, you alter the image. Gimp would allow us to preserve the base map image, unaltered, and simply move around other images on top of it. It's literally the digital version of playing on a game table with miniatures. It would be a lot less time consuming.
"I'm afraid I don't understand. And also afraid that I do."
GJC wrote:Two guys with basically the same name in a discussion about a character getting cloned.
There's gotta be a good joke in here somewhere.
User avatar
0beron
YOTD + Pins Supporter!
YOTD + Pins Supporter!
 
Posts: 3195
Joined: Tue Aug 02, 2011 9:52 pm
Location: Morlock Wells

Re: ErfGame Open to all

Postby Grand Diplomat » Tue Mar 11, 2014 12:29 pm

Yep.
Image
Grand Diplomat
I am a Tool!
I am a Tool!
 
Posts: 336
Joined: Sat Feb 15, 2014 12:41 am

Re: ErfGame Open to all

Postby Grand Diplomat » Tue Mar 11, 2014 12:31 pm

Just make sure your on the right layer or know where the undo button is. I've drawn on the wrong layer just the right amount that I can laugh at my own foolishness.
Image
Grand Diplomat
I am a Tool!
I am a Tool!
 
Posts: 336
Joined: Sat Feb 15, 2014 12:41 am

Re: ErfGame Open to all

Postby Kaed » Tue Mar 11, 2014 12:31 pm

... huh. That would make fog of war much easier ;-; Just white out the whole map with a layer and erase it as they explore.
UNLESS someone like you cares a whole awful lot, nothing is going to get better. It's not.
Kaed
Erfabet Supporter!
Erfabet Supporter!
 
Posts: 822
Joined: Sun May 24, 2009 4:28 am

Re: ErfGame Open to all

Postby Grand Diplomat » Tue Mar 11, 2014 12:35 pm

Yep. It's much easier to use fog of war. The only problem is that most people's computers don't open the file correctly because it's unusual. So you still have to copy and paste the image in paint for most people to see it.
Image
Grand Diplomat
I am a Tool!
I am a Tool!
 
Posts: 336
Joined: Sat Feb 15, 2014 12:41 am

Re: ErfGame Open to all

Postby Grand Diplomat » Tue Mar 11, 2014 1:29 pm

0beron, GW and Kaed if any of you would like to join or any of the players in your games would like to play here has well I would be more than happy to have all of you. :D
Image
Grand Diplomat
I am a Tool!
I am a Tool!
 
Posts: 336
Joined: Sat Feb 15, 2014 12:41 am

Re: ErfGame Open to all

Postby 0beron » Tue Mar 11, 2014 1:30 pm

Believe me, you REALLY don't want more than 4 players lol. So given the existing demand, and the fact that I run 1 game and play in another as is, I shall abstain and give others the chance :)
"I'm afraid I don't understand. And also afraid that I do."
GJC wrote:Two guys with basically the same name in a discussion about a character getting cloned.
There's gotta be a good joke in here somewhere.
User avatar
0beron
YOTD + Pins Supporter!
YOTD + Pins Supporter!
 
Posts: 3195
Joined: Tue Aug 02, 2011 9:52 pm
Location: Morlock Wells

Re: ErfGame Open to all

Postby Grand Diplomat » Wed Mar 12, 2014 11:10 pm

I currently only have GodzFirefly with GW waiting to see if any one else wants to play from the Forums. I would like to get this game too full tilt has soon has is reasonable. Does any one want to play? Thank you for Gaming. :D
Last edited by Grand Diplomat on Fri Mar 14, 2014 11:56 am, edited 1 time in total.
Image
Grand Diplomat
I am a Tool!
I am a Tool!
 
Posts: 336
Joined: Sat Feb 15, 2014 12:41 am

Re: ErfGame Open to all

Postby Sir Shadow » Wed Mar 12, 2014 11:29 pm

... That's what I did with mine... I just used Photoshop instead of Gimp... That was how I got around huge maps, I just had a bunch of smaller ones made and then spliced them together <_<;;;
Demon Lord Etna wrote:Looks like I have to resort to the politician's golden rule: "If they can't prove it, deny, deny, deny."
User avatar
Sir Shadow
 
Posts: 326
Joined: Tue Jun 02, 2009 11:53 am
Location: When you reach the border of hell, turn right. Can't miss me.

Re: ErfGame Open to all

Postby 0beron » Thu Mar 13, 2014 12:14 am

Oh sorry if I wasn't clear, my plate is already full enough with being in one game and running a second myself. I will probably have to pass on this.
"I'm afraid I don't understand. And also afraid that I do."
GJC wrote:Two guys with basically the same name in a discussion about a character getting cloned.
There's gotta be a good joke in here somewhere.
User avatar
0beron
YOTD + Pins Supporter!
YOTD + Pins Supporter!
 
Posts: 3195
Joined: Tue Aug 02, 2011 9:52 pm
Location: Morlock Wells

Next

Return to Your Games

Who is online

Users browsing this forum: Bahamut, BrimStone and 2 guests