| Author | Topic: Rules. (Read 1,062 times) |
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Joined: May 2005 Gender: Male  Posts: 13,432 Location: New Jersey Karma: 11 |  | Rules. « Thread Started on Jul 19, 2006, 6:05pm » | |
Rules for the game.
Movement and attacking 1. Every player gets 8 action points a day. These action points are used for both movement and using attacks.
2. Moving to a territory one space away from you will cost action points based on the following.
A. Moving through a neutral territory uses up 4 action points for each neutral territory moved through.
B. Moving through a territory controlled by an enemy kingdom costs 4 action points for each territory moved through.
C. Moving through a territory owned by your kingdom uses up only 2 action point for each owned territory moved through.
D. Moving through an allied controlled territory uses up 2 action points for each territory moved through.
E. All movement costs are reduced by half if the officer has a steed. I. 2 actions used up if moving through a neutral territory and using steed. II. 2 actions used up if moving through an enemy territory and using steed. III. 1 action used up if moving through your kingdom's territory and using steed. IV. 1 action used up if moving through an allied territory and using steed.
F. All movement to another territory takes place instantly. So you may attack another player even if they have moved.
3. Each action uses up one action point for each attack, unless otherwise stated.
4. You may only attack another officer if they are in a territory adjacent to you, or are in the same territory as you.
Morale 1. The damage you inflict from your attacks are based on your current morale.
2. The maximum morale any officer may have is 200.
3. The minimum morale any officer may have is 0.
4. Officers gain 5 morale each time they deal 500 points of damage to another player. A. Only Normal attacks and Musou attacks count toward the bonus.
5. Officer lose 5 morale each time they take 500 points of damage.
Gold and territories 1. Each kingdom will gain gold each day. A. Gold gained is 250 gold for each territory your kingdom owns.
2. The officer that claims an unclaimed land receives 1000 gold. A. Land captured from another kingdom does not give any bonus.
3. Officers will have their own personal gold they may use to buy items or defenses. A. Emperors may transfer as much gold from the kingdom's vault to any officer in the kingdom.
B. Officers may take up to 500 gold from the kingdom vault each day.
C. Emperors may take up to 250 gold from any officer in the kingdom.
D. Officers may give any amount of their own gold to any officer or kingdom vault of their choice.
4. Officers may claim any territory they are currently stationed in in the following conditions. A. Any officers in the territory you are in are from your kingdom only.
B. A territory may not be claimed or captured if an officer from another kingdom is stationed in that territory.
Defenses 1. Hit Points, or HP, determines the health of your character. When HP reaches 0, your character dies. You can lose HP in a number of ways. A. Each time you attacked by an enemy, you lose HP equal to 10% of the damage done to your troops.
B. Each day you will recover 100 HP a day.
C. At the end of the day, any unused Action Points will recover an additional 25 HP for each action point left unused.
2. Troops will be used as a buffer for your character. If your troop count reaches 0, you are captured by the kingdom that dealt the last attack. A. You may recruit extra troops at the rate of 1 soldier for every 2 gold spent.
Buildings and defenses 1. Various buildings, weapons, and upgrades can be built by spending gold. These items will be able to take a certain amount of damage before being destroyed. These items will use Def to determine how much damage they can take.
1. Each territory will start out with a single barracks. The barracks will recover 200 troops to every officer of the kingdom that controls the territory it is in. A. Barracks start with 500 Def when they are built.
B. Barracks cost 1000 gold to be built, and the territory it is built in MUST be specified at the time of purchase or the purchase is invalid.
C. A limit of five (5) barracks may be built into a single territory.
D. Barracks may be sold at a rate of 1 gold for each amount of Def remaining.
E. Barracks recover 50 Def each day.
2. Each chosen capital will start with a single Castle. Castles are used to defend officers inside the territory. A. Castles only defend officers who's kingdom controls that territory.
B. Each castles start with 5000 Def when they are built.
C. Castles cost 10,000 gold to build and are finished being built at the start of the next day.
D. Castles must be built in a territory control by your kingdom, and MUST be specified at the time of purchase, and only one (1) castle may be in any one territory.
E. A kingdom may only CHANGE capitals to a territory that has an existing castle.
F. Castles may be sold at a rate of 1 gold for each point of Def remaining.
G. In the case a kingdom loses its capital and has any castles in other territories, they may pick any of those lands to become the new capital.
H. Castles recover 100 Def each day.
3. If a kingdom loses its capital and has no castles to use for a capital. Then a Main Camp is built immediately in the territory that kingdom's ruler is currently in. A. The Main Camp acts like a kingdom vault and a castle, but it starts with 2500 Def.
B. The Main Camp may not be bought or sold.
C. The Main Camp may be built in a territory NOT controlled by your kingdom.
D. The Main Camp may be upgraded to a castle for 5000 gold, as long as it does not conflict with the single castle rule, and that land automatically becomes that kingdom's capital.
E. The Main Camp is automatically dismantled when the controlling kingdom builds a castle.
F. Morale is lost at a rate of 5 morale times number of days Main Camp is kept up.
4. Castle Walls may be used to improve a castle's maximum Def by 2500 points each upgrade up to a castle maximum of 10,000 Def. A. Castle Walls cost 3000 gold, and MUST be added to an existing castle.
B. Castle and location MUST be specified at the time of the the purchase.
5. A Castle Garrison may be stationed at a castle to help defend both castle and land from enemy attacks. A. Castle Garrison will attack an officer that attacks the castle they are stationed in for 0 AP and half damage, or any enemy officer stationed in the same territory as the Garrison for 1 AP each attack.
B. The Castle Garrison acts as an officer with 1000 troops, and starts out with 50 Morale. Castle Garrison has 4 action points a day. Castle Garrison is controlled by the ruler.
C. Castle Garrison must be defeated before the territory they are located in can be claimed.
D. Castle Garrison takes 10% damage whenever the castle they are stationed in is attacked.
E. Each starting capital will start with a Castle Garrison before the game starts.
F. Castle Garrison costs 5000 gold to hire, castle MUST be specified at time of hiring. And once hired, they may not be released.
G. The Castle Garrison recovers 50 Troops a day regardless of how many barracks are in the territory.
H. Castle Garrison is automatically lost if the castle is dismantled or destroyed.
I. Only one (1) Castle Garrison may be stationed in a castle.
6. Castle Cannons may be added to a castle to attack any enemies outside the castle. A. Castle Cannons attack any enemies in the territory they are stationed in, and any territories neighboring it.
B. Castle Cannons deal 500 damage to each enemy at the END of the day.
C. Castle Cannon starts with 3000 Def.
D. Castle Cannons may be targeted.
E. Castle Cannons cost 5000 gold, castle MUST be specified at time of purchase.
F. Castle Cannons may be sold at a rate of 1 gold for every 1 point of Def remaining.
G. Only one (1) Castle Cannon may be positioned at a single castle.
7. Repair Crew. May be stationed in a castle to help repair it each day. A. A Repair Crew starts with 2500 HP.
B. Repair Crews cost 5000 gold to hire, castle MUST be specified at time of hiring. And once hired, they may not be released.
C. At the START of a day, they add an additional 400 points of healing to the castle they are stationed in.
D. All attacks on the repair crew are reduced by 50%.
E. Repair Crew is automatically dismissed when the castle is destroyed or dismantled.
F. Repair Crews recover 100 HP a day.
G. Only one (1) Repair Crew may be stationed at a castle at a time.
Siege Weapons and mercenaries 1. Any officer may use any combination of up to three mercenaries and weapons.
2. Catapults may be built and used to damage any of the castle's defenses. A. Catapults cost 5000 gold and both MUST be built in a territory controlled by your kingdom AND starting location MUST be specified at time of purchase.
B. Catapults act as an officer with 2500 Def, 4 action points, and start with 50 Morale.
C. Catapults may ONLY attack the castle defenses.
D. The Catapult may ONLY be used by the player that bought it.
E. The player may transfer control to any player as long as it does not break the rule of three.
F. If a player is captured or imprisoned, the Catapult may NOT move or attack until the officer is released. However, if the player's character is killed, the Catapult is dismantled.
G. Catapults may be sold at the rate of 1 gold for every 1 Def remaining.
3. Siege Ramps are used to allow any unit to attack enemy officers inside of a castle. A. Siege Ramps cost 5000 gold and both MUST be built in a territory controlled by your kingdom AND starting location MUST be specified at time of purchase.
B. Siege Ramps act as an officer with 2500 Def, 4 action points, and always have 0 morale.
C. Only the kingdom controlling the Siege Ramp may use the Siege Ramp.
D. Only the officer that bought the Siege Ramp may move the Siege Ramp.
E. The player may transfer control to any player as long as it does not break the rule of three.
F. If a player is captured or imprisoned, the Siege Ramp may NOT be moved until the officer is released. However, if the player's character is killed, the Siege Ramp is dismantled.
G. Siege Ramps may be sold at the rate of 1 gold for every 1 Def remaining.
4. Mobile Cannons are used to attack enemies with cannon fire. A. Mobile Cannons cost 5000 gold and both MUST be built in a territory controlled by your kingdom AND starting location MUST be specified at time of purchase.
B. Mobile Cannons act as an officer with 2500 Def, 4 action points, and start with 50 Morale.
C. Mobile Cannons deal normal damage based on Morale to its target.
D. The Mobile Cannon may ONLY be used by the player that bought it.
E. The player may transfer control to any player as long as it does not break the rule of three.
F. If a player is captured or imprisoned, the Mobile Cannon may NOT move or attack until the officer is released. However, if the player's character is killed, the Mobile Cannon is dismantled.
G. Mobile Cannons may be sold at the rate of 1 gold for every 1 Def remaining.
5. Ninja may be hired to try to assassinate enemy officers. A. Ninja cost 5000 gold to hire and both MUST be stationed in a territory controlled by your kingdom AND starting location MUST be specified at time of hiring.
B. Ninja act as an officer with 1500 Def, 4 action points, and start with 50 Morale.
C. Ninja deal normal damage based on Morale to its target.
D. If a Ninja attacks an enemy officer, the full damage is only dealt to the target's HP.
E. The Ninja may ONLY be controlled by the player that hired them.
F. The player may transfer control to any player as long as it does not break the rule of three.
G. If a player is captured or imprisoned, the Ninja may NOT move or attack until the officer is released. However, if the player's character is killed, the Ninja is dismantled.
H. Ninja may be dismissed at any time, but no gold is returned.
6. Berserker are used to deal great damage to the enemy and structures. A. Berserker cost 5000 gold to hire and both MUST be stationed in a territory controlled by your kingdom AND starting location MUST be specified at time of purchase.
B. Berserker act as an officer with 2500 Def, 4 action points, and start at 50 morale.
C. Any attacks done to the Berserker cause it to counter attack IF it has any action points left.
D. Berserker deal damage doubled of their morale.
E. Only the officer that hired the Berserker may move the Berserker.
F. The player may transfer control to any player as long as it does not break the rule of three.
G. If a player is captured or imprisoned, the Berserker may NOT be moved until the officer is released. However, if the player's character is killed, the Berserker is dismantled.
H. Berserker may be dismissed at any time, but no gold is returned.
A Saboteur may be hired to greatly damage any structures. A. Saboteur cost 5000 gold to hire and both MUST be stationed in a territory controlled by your kingdom AND starting location MUST be specified at time of purchase.
B. Saboteur act as an officer with 2000 Def, 4 action points, and start at 50 morale.
C. Saboteur deal damage based on their Morale.
D. Saboteur deal double damage to any non-human targets.
E. Only the officer that hired the Saboteur may move the Saboteur.
F. The player may transfer control to any player as long as it does not break the rule of three.
G. If a player is captured or imprisoned, the Saboteur may NOT be moved until the officer is released. However, if the player's character is killed, the Saboteur is dismantled.
H. Saboteur may be dismissed at any time, but no gold is returned.
A Musket Unit may be hired to fight enemy officers and their troops A. Musket Units cost 5000 gold to hire and both MUST be stationed in a territory controlled by your kingdom AND starting location MUST be specified at time of purchase.
B. Musket Units act as an officer with 2000 Def, 4 action points, and start at 50 morale.
C. Musket Units deal damage based on their Morale.
D. Musket Units deal double damage to any human targets.
E. Only the officer that hired the Musket Unit may move the Musket Unit.
F. The player may transfer control to any player as long as it does not break the rule of three.
G. If a player is captured or imprisoned, the Musket Unit may NOT be moved until the officer is released. However, if the player's character is killed, the Musket Units dismantled.
H. Musket Units may be dismissed at any time, but no gold is returned.
Shops and personal items 1. All players may buy items for themselves or others with their own personal gold
2. Sake may be used to recover some lost MP. A. All Sake costs 500 gold and recover 10 MP each Sake consumed.
B. Players may store and transfer as many wine as they like.
C. You lose 100 HP for each wine consumed. Otherwise, there is no limit to the ammount of wine you may use a day.
3. Each player may buy a temporary steed to increase the number of spaces required to move a day. A. The Steed reduces the cost of movement by half, see the movement rule for exact costs.
B. A Steed may only be used for 3 days.
[size=3]4. Oni-giri may be bought to help keep an officer alive longer by healing your HP. A. Oni-giri costs 500 Gold and recovers 250 HP for each one consumed.
B. There is no limit on how many you may buy a day, and you may transfer Oni-giri to any officer.
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Bladedwind Overlord
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Joined: Sept 2005 Gender: Male  Posts: 4,797 Location: Travels on the winds breath. Karma: 22 |  | Re: Rules. « Reply #1 on Jul 23, 2006, 3:49pm » | |
I want to be sure of something. Let's say I'm captured, and I have zero troops. Then my army manages to free me. Will I still be able to buy more troops to replace my army?
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Joined: Jun 2005 Gender: Male  Posts: 3,805 Karma: 12 |  | Re: Rules. « Reply #2 on Jul 23, 2006, 3:51pm » | |
You can't buy more troops. But the gates/barracks will restore them.
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Bladedwind Overlord
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Joined: Sept 2005 Gender: Male  Posts: 4,797 Location: Travels on the winds breath. Karma: 22 |  | Re: Rules. « Reply #3 on Jul 23, 2006, 3:52pm » | |
Ok, good. I'd rather not run around in battle all by my goddamn self.
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The ⑨ Administrator
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Joined: May 2005 Gender: Male  Posts: 13,432 Location: New Jersey Karma: 11 |  | Re: Rules. « Reply #4 on Jul 23, 2006, 4:02pm » | |
Quote:| I want to be sure of something. Let's say I'm captured, and I have zero troops. Then my army manages to free me. Will I still be able to buy more troops to replace my army? |
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Yes.
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The ⑨ Administrator
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Joined: May 2005 Gender: Male  Posts: 13,432 Location: New Jersey Karma: 11 |  | Re: Rules. « Reply #5 on Aug 4, 2006, 1:10am » | |
Went over the rules, forgot to place an amount of troop recovery from the barracks.
That is now correct, 200 troops per barracks is recovered. The Def recovered is to the barracks itself, not to the person in the land.
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chaoticmantis Guest
|  | Re: Rules. « Reply #6 on Aug 5, 2006, 9:43am » | |
I don't have to use all my action points at one time right? I can use say four in one post, then wait a few posts to see what is going on, then use the remaining four?
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The ⑨ Administrator
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Joined: May 2005 Gender: Male  Posts: 13,432 Location: New Jersey Karma: 11 |  | Re: Rules. « Reply #7 on Aug 5, 2006, 10:56am » | |
Yes. In fact. If you choose to save action points for the end of the day too, you gain extra healing. But yes. You can use some in one post, and use more in another as long as you have actions left over.
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chaoticmantis Guest
|  | Re: Rules. « Reply #8 on Aug 6, 2006, 5:04pm » | |
Ah, I see. Thank you.
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The ⑨ Administrator
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Joined: May 2005 Gender: Male  Posts: 13,432 Location: New Jersey Karma: 11 |  | Re: Rules. « Reply #9 on Aug 12, 2006, 10:46pm » | |
-_-' This is why I've asked some people to go over the rules to see if I forgot anything.
I forgot the god damn MP.
MP is restored at 10 MP a day.
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Kainox Officer
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Joined: Dec 2005 Gender: Male  Posts: 676 Location: Here Karma: 0 |  | Re: Rules. « Reply #10 on Aug 21, 2006, 10:15pm » | |
how much are steeds?
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The ⑨ Administrator
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Joined: May 2005 Gender: Male  Posts: 13,432 Location: New Jersey Karma: 11 |  | Re: Rules. « Reply #11 on Aug 22, 2006, 10:23pm » | |
Wish people went over the rules before the game started to let me know what was NOT listed.
Steeds are 3000.
Axes and armor are not in the game. Let me know if anything else is missing.
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Kainox Officer
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Joined: Dec 2005 Gender: Male  Posts: 676 Location: Here Karma: 0 |  | Re: Rules. « Reply #12 on Aug 26, 2006, 9:47am » | |
Can you claim a territory that only has a mercinary unit in it?
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The ⑨ Administrator
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Joined: May 2005 Gender: Male  Posts: 13,432 Location: New Jersey Karma: 11 |  | Re: Rules. « Reply #13 on Aug 26, 2006, 10:42pm » | |
no
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