Post by kalenraider40 on Feb 17, 2024 7:30:34 GMT -5
Ok i thought about this all in my bedroom for about 30 minutes and i need to get it out here.
What if we had an board for an in forum fantasy war game:
game settings:
There will be 5 kingdoms of different races (humans, elves, dwarfs, goblins and daemons). All of them wil be separated into a drawn hexagonal map of the world.
This game will happen in the span of a week wich with in the world of the game will be in the span of a year and a half, if necessary this time will be expanded into the next week wich will be an aditional year and a half.
Sunday will be outside of the game and will be a day of set up for the game, wich we will chose the each player's class and kingdom they belong in. (classes wil be seen further).
Each day will be a different season:
All until next week's sunday where we will decide wich kingdom won.
races and turns:
Each race will have their pre game afiliations to the other races, wich are: dwarfs will dislike elves, the elves will menosprize goblins, goblins distrust humans, humans hate daemonkind and daemonkind are anoyed by dwarven mining operations.
The races in conflict with each other will be harder to make aliances with.
each race should have an advantage and a weakness, however i have not planned it all yet.
All of the races have the same time for planning their turn, each kingdom will have 20 hours to plan their entire turn, the turns wil happen at the same time at the end of the day.
Each turn all of the players will have 8 free actions coresponding to an in game week, however sertain actions can take 2 or more free actions to complete.
depending on your class you can do only make certain actions.
at the end of the turn all players need to take an amount of food from the kingdom, if this need cannot be acomplished all players that were not fed will suffer from starvation and only have 4 free actions the next turn.
classes:
at sunday has stated prior all players will be assined a class, each class can only do certain actions.
Such has king, one to be army generals, one to be royal advisor, one to be builder, one to be researcher, and if a player wants so they can choose to be a wandering trader with no afiliation to any kingdom;
To be more in deph about the classes:
king: doesn't have any actual physical actions, their role is directing their servants and subjects to make certain actions and for diplomacy. kings have controll over 4 of their servants free actions, if your king says for you to make an action you are obligated to do it however you can choose to plead for the king against it, but who would go against their own king, if your king hasn't used their comanding actions over you they eill be considered free actions. kings will also be in charge of diplomatic outings, sich has making peace with the other kingdoms.
army generals: they are in command of the military and armament, they are the ones making the advance on the the kingdom's boarders, and the frontlines, they can use an free action to command the troops to advance into two open spaces in the map, if any of theese spaces are ocupied by an different kingdom at the end of the turn the fight will be decided by an chess match against the general of the kingdom beeing invaded.
royal advisor: they are in charge of the kingdom's suplies and acounting, the main suplies of food and money of the kingdom is only shown to both the king and the royal advisor, the royal advisor has the job to ditribute the kingdom with suplies, they can divert the suplies to a certain player to give them extra actions, however, doing so may make others starve for the next turn.
builder: theese players are able to generate buildings that affects one tile on the map, they can be seen has buffs for the kingdom has a whole, buildings can boost production of food on that space, or boost mining operations on a tile, so on and so fourth.
researcher: theese players are in charge of researching science or magic, dooing so will unlock new buildings, equipment, and a fast travel system through the kingdom.
wandering trader: theese players are not afiliated with any kingdom, they can freely go from kingdom to kingdom selling and buying suplies in general, theese suplies sold to them wil remain within their inventory and on to the next kingdom they visit, where it can be bought by that kingdom.
how to win:
the game ends once the war ends
The winning kingdom is the one that at the end of the game has: the most land aquired, the most gold/monetary funds, has the most resources in general.
now that i got some more time to think about the extent of this game i don't really think it's possible for this forum to... well... play it has i intended it, though i had to get this out there.
if you think of something to add or an existing rule to be cut you can say it.
What if we had an board for an in forum fantasy war game:
game settings:
There will be 5 kingdoms of different races (humans, elves, dwarfs, goblins and daemons). All of them wil be separated into a drawn hexagonal map of the world.
This game will happen in the span of a week wich with in the world of the game will be in the span of a year and a half, if necessary this time will be expanded into the next week wich will be an aditional year and a half.
Sunday will be outside of the game and will be a day of set up for the game, wich we will chose the each player's class and kingdom they belong in. (classes wil be seen further).
Each day will be a different season:
monday | thuesday | wednesday | thursday | friday | saturday |
spring of the first year | summer of the first year | fall | winter | spring of the second year | summer of the second year |
All until next week's sunday where we will decide wich kingdom won.
races and turns:
Each race will have their pre game afiliations to the other races, wich are: dwarfs will dislike elves, the elves will menosprize goblins, goblins distrust humans, humans hate daemonkind and daemonkind are anoyed by dwarven mining operations.
The races in conflict with each other will be harder to make aliances with.
each race should have an advantage and a weakness, however i have not planned it all yet.
All of the races have the same time for planning their turn, each kingdom will have 20 hours to plan their entire turn, the turns wil happen at the same time at the end of the day.
Each turn all of the players will have 8 free actions coresponding to an in game week, however sertain actions can take 2 or more free actions to complete.
depending on your class you can do only make certain actions.
at the end of the turn all players need to take an amount of food from the kingdom, if this need cannot be acomplished all players that were not fed will suffer from starvation and only have 4 free actions the next turn.
classes:
at sunday has stated prior all players will be assined a class, each class can only do certain actions.
Such has king, one to be army generals, one to be royal advisor, one to be builder, one to be researcher, and if a player wants so they can choose to be a wandering trader with no afiliation to any kingdom;
To be more in deph about the classes:
king: doesn't have any actual physical actions, their role is directing their servants and subjects to make certain actions and for diplomacy. kings have controll over 4 of their servants free actions, if your king says for you to make an action you are obligated to do it however you can choose to plead for the king against it, but who would go against their own king, if your king hasn't used their comanding actions over you they eill be considered free actions. kings will also be in charge of diplomatic outings, sich has making peace with the other kingdoms.
army generals: they are in command of the military and armament, they are the ones making the advance on the the kingdom's boarders, and the frontlines, they can use an free action to command the troops to advance into two open spaces in the map, if any of theese spaces are ocupied by an different kingdom at the end of the turn the fight will be decided by an chess match against the general of the kingdom beeing invaded.
royal advisor: they are in charge of the kingdom's suplies and acounting, the main suplies of food and money of the kingdom is only shown to both the king and the royal advisor, the royal advisor has the job to ditribute the kingdom with suplies, they can divert the suplies to a certain player to give them extra actions, however, doing so may make others starve for the next turn.
builder: theese players are able to generate buildings that affects one tile on the map, they can be seen has buffs for the kingdom has a whole, buildings can boost production of food on that space, or boost mining operations on a tile, so on and so fourth.
researcher: theese players are in charge of researching science or magic, dooing so will unlock new buildings, equipment, and a fast travel system through the kingdom.
wandering trader: theese players are not afiliated with any kingdom, they can freely go from kingdom to kingdom selling and buying suplies in general, theese suplies sold to them wil remain within their inventory and on to the next kingdom they visit, where it can be bought by that kingdom.
how to win:
the game ends once the war ends
The winning kingdom is the one that at the end of the game has: the most land aquired, the most gold/monetary funds, has the most resources in general.
now that i got some more time to think about the extent of this game i don't really think it's possible for this forum to... well... play it has i intended it, though i had to get this out there.
if you think of something to add or an existing rule to be cut you can say it.