I am thinking of running a campaign...
Posted: Thu Jun 09, 2011 3:46 pm
I am thinking of running a campaign, game played a little like risk.
It would use “ROR DAG” armies between the 280BC to 200BC; and require a minimum of 8 players, to a maximum of 12 players.
Thought I test the water before I go any farther.
Jotted a few ideas down, would be interested in comments and in anybody interested in joining in.
The map I used would be a simply boxed map around the Mediterranean, with coloured pins to highlight the armies.
Points to show who, or which empire was winning at the end of each turn.
Domination...
Idea of the game is to conquer and dominate all the countries on the map, timeline 280BC to 200BC (Rise of Rome).
Each player goes into the hat, are drawn an army and its country. He takes charge of that army and he then proceeds to attack or defend himself from those countries around him.
Each country starts with three armies pieces; one must always remain in that country to guard the capital. The others are allowed to exploit or defend.
A country is allowed a maximum of three army’s pieces, plus one for each country's capital in its empire that it controls.
Each army piece has a DAG point value of 500 points. Only one army moves per country, per a turn.
Any country that has its capital taken, becomes part of that countries empire, and from there on that player has to take orders from his new rulers. A conquered country is allowed a maximum build of only two army’s pieces, and may move one, per season as directed.
There are four moves per a year. At the end of each turn a country is rewarded with 200 points. A conquered country is rewarded with 150 points, 100 for its own administration, and 50 points as tribute to its rulers.
Any ruler or captured general within an empire can choose which “DAG army type” to battle with, from within that empire.
Loose a battle, loose that army piece.
To attack a capital, attacker must have two army’s pieces in that country. Loose and you lose an army and 250 points.
Movement
One Army piece moves per country per turn. A move is from country to country.
Movement can cost points depending upon the season and the location.
Local sea crossings 30 points, doubled in spring and autumn i.e. Gibraltar straights, Sicily to Tunisia.
Other sea crossing 60 points doubled in spring and autumn.
All sea crossings require a dice throw, “1-8” successful crossing.
“9” blown off course, returned to port. “10” blown off course docks in the country to your left, “11” docks to your country to your right, “12” army lost at sea.
Dock outside your Empire and it is classed as an act of war.
Desert: spring and Autumn 20 points, Summer 50 points i.e. Egypt.
Mountains: Spring and Autumn 25 points, Winter 50 points may be uncross able on some winter turns if the weather is severe (6 on dice) i.e. Alps.
Crossing from the mountains, or the desert cost no points if moving from one friendly country to another.
New armies pieces start from their country of origin.
Other points
Only the ruler of an Empire or ruler of a single domain can replay against the same player on the following move.
A ruler who has been reduced to a general must if possible be rotated to another front, with another general.
Points are banked, and removed from your account. When an army is lost, you lose those points.
Armies are just replaced, deducted from your points, but replaced, that is as long as you have those points in the bank. Points must be available prior to any movement, or attack that costs points.
It would use “ROR DAG” armies between the 280BC to 200BC; and require a minimum of 8 players, to a maximum of 12 players.
Thought I test the water before I go any farther.
Jotted a few ideas down, would be interested in comments and in anybody interested in joining in.
The map I used would be a simply boxed map around the Mediterranean, with coloured pins to highlight the armies.
Points to show who, or which empire was winning at the end of each turn.
Domination...
Idea of the game is to conquer and dominate all the countries on the map, timeline 280BC to 200BC (Rise of Rome).
Each player goes into the hat, are drawn an army and its country. He takes charge of that army and he then proceeds to attack or defend himself from those countries around him.
Each country starts with three armies pieces; one must always remain in that country to guard the capital. The others are allowed to exploit or defend.
A country is allowed a maximum of three army’s pieces, plus one for each country's capital in its empire that it controls.
Each army piece has a DAG point value of 500 points. Only one army moves per country, per a turn.
Any country that has its capital taken, becomes part of that countries empire, and from there on that player has to take orders from his new rulers. A conquered country is allowed a maximum build of only two army’s pieces, and may move one, per season as directed.
There are four moves per a year. At the end of each turn a country is rewarded with 200 points. A conquered country is rewarded with 150 points, 100 for its own administration, and 50 points as tribute to its rulers.
Any ruler or captured general within an empire can choose which “DAG army type” to battle with, from within that empire.
Loose a battle, loose that army piece.
To attack a capital, attacker must have two army’s pieces in that country. Loose and you lose an army and 250 points.
Movement
One Army piece moves per country per turn. A move is from country to country.
Movement can cost points depending upon the season and the location.
Local sea crossings 30 points, doubled in spring and autumn i.e. Gibraltar straights, Sicily to Tunisia.
Other sea crossing 60 points doubled in spring and autumn.
All sea crossings require a dice throw, “1-8” successful crossing.
“9” blown off course, returned to port. “10” blown off course docks in the country to your left, “11” docks to your country to your right, “12” army lost at sea.
Dock outside your Empire and it is classed as an act of war.
Desert: spring and Autumn 20 points, Summer 50 points i.e. Egypt.
Mountains: Spring and Autumn 25 points, Winter 50 points may be uncross able on some winter turns if the weather is severe (6 on dice) i.e. Alps.
Crossing from the mountains, or the desert cost no points if moving from one friendly country to another.
New armies pieces start from their country of origin.
Other points
Only the ruler of an Empire or ruler of a single domain can replay against the same player on the following move.
A ruler who has been reduced to a general must if possible be rotated to another front, with another general.
Points are banked, and removed from your account. When an army is lost, you lose those points.
Armies are just replaced, deducted from your points, but replaced, that is as long as you have those points in the bank. Points must be available prior to any movement, or attack that costs points.