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The Borderworlds Campaign - Printable Version +- Discovery Gaming Community (https://discoverygc.com/forums) +-- Forum: Discovery General (https://discoverygc.com/forums/forumdisplay.php?fid=3) +--- Forum: Server Events (https://discoverygc.com/forums/forumdisplay.php?fid=411) +---- Forum: Community (https://discoverygc.com/forums/forumdisplay.php?fid=28) +---- Thread: The Borderworlds Campaign (/showthread.php?tid=61094) |
The Borderworlds Campaign - Cawdor - 06-07-2011 ![]() [[[[[[color=#33CC00]Basic Rules]]]]] - Same-Time Turn-Based Strategy Game (like Diplomacy or Risk 2) - All players plot their turn in secret and discretely submit it to the current game master - The game master puts all turns onto a new map, leaving the old one in turn history - The Turn will be completed once all movement-clashes and defense battles are done - A faction is obligated to play three of their matches Ingame, if possible by rules. . Once three matches were fought Ingame, a faction may request dices as substitute. - Only balanced battles will be fought in game - After the game was won by either LN or RM, it will be started over [[[[[[color=#33CC00]Goals]]]]] RM, LN, LSF, BDM: Conquer a gate IN Hamburg or Texas. Or utterly annihilate your foe. VF, LR, AU, XA: Conquer all unlawful bases TAZ: Survive / completely annihilate any aggressor _______________ Alliances - LN & LSF & XA - RM & BDM & VF - LR & AU - Alliances may not be broken _______________ TAZ - Anyone may attack the TAZ - The TAZ are not allowed to leave the Freeport unless attacked. - After being attacked, their goal is to destroy their attacker by any means necessary _______________ Planetform - They were evacuated. Their base is abandoned. [[[[[[color=#33CC00]Units]]]]] _______________ Fighter Squad - Consists of Fighters and Bombers - Strength in numbers: 100% - May perform one action per turn - Deployable by: anyone but RM & LN _______________ Adv. Fighter Squad - Consists of Fighters and Bombers - Strength in numbers: 100% - May perform two actions per turn - may perform only one attack and one move - Deployable by: LSF & BDM _______________ Fleet - Consists of anything but Battleships and Repairships - Strength in numbers: 150% - May perform one action per turn - May attack unlawful bases with only 100% strength in numbers - May not use Jumpholes - Deployable by: anyone _______________ Adv. Fleet - Consists of any ship - Strength in numbers: 200% - May perform one action per turn - May not attack unlawful bases - May not use Jumpholes - Deployable by: LN, RM, TAZ _______________ Unlawful Base - Has a defence force of Fighers and Bombers - Strength in numbers of defence force: 100% - Cannot move _______________ Free Port 2 - Has a defence force of anything but repair vehicles - Strength in numbers of defence force: 100% - Defense force only functional for zoners - Cannot move [[[[[[color=#33CC00]Actions]]]]] _______________ Attack - An attack must be played out in game, reflecting all circumstances from the board such as involved factions, ship-access and strength in numbers - Players may give up if outnumbered to high in order to speed up the process - An attack may be performed by any unit - only adv. fleets are not allowed to attack unlawful bases - Only one attack per unit per turn is allowed - A unit that has lost a battle, is forced to retreat to a friendly territory of the retreating player's choice. - If a unit has no friendly territory left to retreat to, it will be destroyed. - Units cannot retreat through Jumpgates - (Adv.) Fighter Squads may retreat through the Bering-Hudson Jumphole if possible - If a unit is outnumbered by more than 1:2 in 'Strength in Numbers' it's automatically forced to retreat - Residual base defenders must always fight their last stand Ingame _______________ Move - Any unit may move to a neighbouring territory - Moving into a territory occupied by any own, friendly or neutral unit is not allowed (Consequently: A territory cannot be occupied by more than one unit at a time) - Moving into a territory occupied by an enemy unit, is an attack (duh) - A unit that can't move as it was cut off from its territory, is allowed to move to a friendly, neighboring territory _______________ Support - A unit may support one neighbouring friendly unit. If the supported unit would be attacked, The attacker would face both the attacked and the supporting units in battle - A unit may support one attack on a neighbouring territory The Defender would face both the attacking and the supporting units in battle - The Support-Action does not need to be announced to rivalling players - the game master keeps this information confidential until needed. - A unit's support is disrupted once it's attacked. _______________ Using a Jumphole - Only (Adv.) Fighter Squads may use Jump Holes - Using a Jumphole is basically like a 'Move' _______________ Using a Jumpgate - Anyone may use a Jumpgate - Using a Jumpgate is basically like a 'Move' - Jumping between Hudson and Bering requires the performance of three actions (Jumping out, Moving to the other gate, Jumping back in) - You can only switch system via Jumpgates by using those owned at the start of the game _______________ Using a Tradelane - Using a tradelane will result in a move to either the Base or the Jumpgate the trade lane is connected to or to one of the two territories a trade lane occupies - the player chooses his target - A trade lane may be used from any neighbouring territory _______________ Sabotaging a Tradelane - A trade lane may be sabotaged by any unit occupying any of its two territories. - Sabotaging a Tradelane costs 10 res _______________ Repairing a Tradelane - A trade lane may be repaired by any unit occupying any of its two territories. - Repairing a Tradelane costs 10 res _______________ Sabotaging a Unit - A Secret Service (adv.) fighter squad may sabotage any enemy unit on a neighbouring territory once it has the intel necessary (infos about 'intel' to be found under Adv. Rules) - A sabotaged unit may not move for two turns - A sabotaged unit is not capable of retreat and will be destroyed once it lost a battle - Sabotaging a unit costs 20 res [[[[[[color=#33CC00]Economy]]]]] _______________ Generation of Resources (Short: res) - Every territory generates a fixed amount of res - it's written in white on black on the board's territories - Any territory on which you had a unit at some point, will generate res for you - As a result, any territory will stop generating res for you, once an enemy unit has entered it - Only Territories connected to your Jumpgate by other own territories will count as yours. Watch your Supply Lines! - The accumulated res of all your territories will be credited to your bank account at the start of every round - BDM & RM as well as LN & LSF share their res pool - All other factions have an individual res pool - Bought units will be deployed at the spawning points (Jumpgates or Unlawful Bases) - Allied factions may exchange res among each other as long as their territories are connected _______________ Unit costs Fighter Squad: 50 res Adv. Fighter Squad: 75 res Fleet: 75 res Adv. Fleet: 150 res _______________ Action costs Sabotaging a Tradelane: 10 res Repairing a Tradelane: 10 res Sabotaging a Unit: 20 res [[[[[[color=#33CC00]Advanced Rules]]]]] _______________ LSF & BDM Sabotaging Supply Lines in Texas & Hamburg - Once a Fighter Squad of either BDM or LSF jumped into an enemy home system, they are allowed to perform an attack on a House Company convoy next turn - only Adv. Fighter Squads may jump & attack the convoy in the same turn - In game, this convoy will be defended by a possible accumulation of any House Company Escorts - this Escort Squad is a Fighter Squad - There may not be more than two trade vehicles present in game - The Secret Service Squad is only allowed to open fire on the transport vessels, once 50% of the escort pilots are toasted. - If the convoy is destroyed, enemy units will not be allowed to move, perform jumps or to use a trade lane for one turn - After the attack, the Secret Service squad must jump back in the following turn - whether it succeeded or not - If the field with the Jumphole is blocked by any other unit when it comes back, it will be destroyed - Jumping to the enemy home system is only allowed after intel about the JH location was gathered _______________ Capturing an enemy officer - Once either RM or LN have captured any base, they are able to capture an enemy officer - An officer will be automatically captured, once an enemy fleet was defeated by own forces located in the system with the captured base - An officer can be freed by capturing the base in the system were the officer was captured - Holding an enemy officer for three turns results in the gain of intel about the JH location that leads to the enemy home system - Holding an enemy officer for six turns, will enable Secret Service Squads to use the unit-sabotage action once. - Holding an enemy officer for further 12 turns, will enable the unit-sabotage action again - Holding an enemy officer for 20 turns will result in his death - Only one officer can be held captured at a time - An officer must be a player character. _______________ Bribery, Treason and other Shady Deals - LR, XA, AU, VF, BDM, LSF and TAZ may come to any kind of business agreement that they see fit to bring them closer to their goals - These factions may bribe, deceive and betray each other at their own likening - Any payment to any other faction can only be made at the beginning of your turn - Payments must be reasonable to some extend - Evidence of the negotiation must be submitted either as forum diplomacy or ingame screenshots of discrete negotiations - Any faction is not forced to pay for anything they ordered someone to do - Any faction does not need to perform an action it was paid to perform - Beware the possible consequences of betrayal. _______________ Conquering the Gate in Hamburg/Texas - By using the support action, a player is allowed to jump three fleets at once into either Hamburg or Texas - Both gates IN Texas/Hamburg have a defense force of a Heavy fleet with 250% strength in numbers - The Defense Forces of the Home Systems cannot be used by the player - they are mere guardians _______________ Random Events - The game master may introduce any kind of random event as he sees fit _______________ Territories - Any territory that isn't connected to the home base (JG, unlawful base respectively) is automatically lost - If a faction loses its only/last base in a system, all the territories it was connected to, will be lost. - If a unit was cut off from friendly territory, it is not allowed to move and may be destroyed upon losing a battle The Borderworlds Campaign - Cawdor - 06-11-2011 [[[[[[color=#33CC00]Changelog]]]]] 6/11/11 _______________ Added
6/12/11 _______________ Changed
6/14/11 _______________ Added
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