• Home
  • Index
  • Search
  • Download
  • Server Rules
  • House Roleplay Laws
  • Player Utilities
  • Player Help
  • Forum Utilities
  • Returning Player?
  • Toggle Sidebar
Interactive Nav-Map
Tutorials
New Wiki
ID reference
Restart reference
Players Online
Player Activity
Faction Activity
Player Base Status
Discord Help Channel
DarkStat
Server public configs
POB Administration
Missing Powerplant
Stuck in Connecticut
Account Banned
Lost Ship/Account
POB Restoration
Disconnected
Member List
Forum Stats
Show Team
View New Posts
View Today's Posts
Calendar
Help
Archive Mode




Hi there Guest,  
Existing user?   Sign in    Create account
Login
Username:
Password: Lost Password?
 
  Discovery Gaming Community Discovery General Server Events Community
« Previous 1 … 50 51 52 53 54 … 67 Next »
The Borderworlds Campaign

Server Time (24h)

Players Online

Active Events - Scoreboard
Kusari Super Alloy Shipments - 70,650 / 2,000,000
LSF Arms Shipments - 30,250 / 2,000,000
LSF Munition Shipments - 26,230 / 2,000,000
Pirate Black Market Shipments - 33,100 / 1,000,000
Dragon Bounties - 1 / 10,000
KOI Bounties - 1 / 10,000
LSF Bounties - 8 / 10,000
Samura Bounties - 0 / 10,000

Latest activity

The Borderworlds Campaign
Offline Cawdor
06-07-2011, 06:51 PM, (This post was last modified: 06-14-2011, 08:15 PM by Cawdor.)
#1
Member
Posts: 1,859
Threads: 211
Joined: Mar 2008

[Image: Unbenannt-3a.jpg]








[[[[
[[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

.

[Image: Norway.png]

.
  Reply  
Offline Cawdor
06-11-2011, 04:28 PM, (This post was last modified: 06-14-2011, 08:16 PM by Cawdor.)
#2
Member
Posts: 1,859
Threads: 211
Joined: Mar 2008


[[[[
[[color=#33CC00]Changelog]]]]]


6/11/11

_______________ Added
  • - 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.
_______________ Changed
  • - Same-Time Turn-Based Strategy Game (like Diplomacy or Risk 2)
    - Only balanced battles will be fought in game
    (Goals) RM, LN, LSF, BDM: Conquer a gate IN Hamburg or Texas. Or utterly annihilate your foe.
    - 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
    (Adv. Fighters) - May perform two actions per turn - may perform only one attack and one move
_______________ Removed
  • - /dices will be utilized in order to find out who's first to turn
.


6/12/11

_______________ Changed
  • Fighter Squad: 50 res
    Adv. Fighter Squad: 65 res
    Fleet: 75 res
    Adv. Fleet: 150 res
_______________ Removed
  • - May attack unlawful bases without penalty (reason: redundant)
.


6/14/11

_______________ Added
  • - (adv. rules) The game master may introduce any kind of random event as he sees fit
    - (territory) Any territory that isn't connected to the home base (JG, unlawful base respectively) is automatically lost and will not generate any res anymore.
    - (territory) If a faction loses its only/last base in a system, all the territories it was connected to, will be lost.
    - (territory) If a unit was cut off from friendly territory, it is not allowed to move and may be destroyed upon losing a battle
    - (Move) A unit that can't move as it was cut off from its territory, is allowed to move to a friendly, neighboring territory
    - Adv. Fighter Squad: 75 res
.

.

[Image: Norway.png]

.
  Reply  


  • View a Printable Version
  • Subscribe to this thread


Users browsing this thread:
1 Guest(s)



Powered By MyBB, © 2002-2025 MyBB Group. Theme © 2014 iAndrew & DiscoveryGC
  • Contact Us
  •  Lite mode
Linear Mode
Threaded Mode