Showing posts with label Map Campaign. Show all posts
Showing posts with label Map Campaign. Show all posts

Friday, March 1, 2013

So We are starting up a campaign

I tried to be creative, while keeping this not only simple but allowing everyone to play everyone else.  Basically not letting the map dictate who can fight who, but being a little restrictive to army lists.  I think I was successful (pats self on back).  I know there will be some kind of issue at some point, because, well I can not think of everything.

Campaign Proposal

Hero/Army selection

A player may pick an army from any of the currently available source books, with the following exceptions/additions(basically including The Hobbit armies into the sourcebooks profiles):

Angmar list: Azogs hunters, The trolls
Moria List: Goblin town
Durins Folk: Army of Thror
Eregion and Rivendell: Elrond's Household
Wanderers in the wild: Thorin's company, radagast's alliance
Rohan: Men of Dale

Once a player picks an army list, they may play any hero in that army and may ally with any other army list IN THAT SOURCE BOOK.  Ex.  If I pick Harad and Umbar, I may ally with any other list in the Fallen Realms source book, but not out of Mordor ( unless you have enough Kingdom Points, which we will cover later ).

The goal, like it is every thursday night, is to take over the world!  How do we do this?
Expansionism, Imperialism and Conquest!  The lands to the east and south of Mordor are ripe for the picking!  It is time to build your empire abroad and bring wealth and honor to your western kingdom.
The people who inhabit this eastern land are drawn to power, you must defeat your competition in combat in order to earn their trust, and more importantly their trade.  Every western lord is on a stealth campaign to gather as many trading partners as they can, without going to all out war with their neighbors back home.  To that end you are secretly fighting battles in the east, and, the politics in the western lands are tricky so neighbors come in and out of alliances as everyone strives to become the imperialist power in the east.

Each player starts out with a three hex area on the western side of “known” middle earth, these may never be lost to or annexed by another player.  To gain renown, and lands, your secret army must defeat your “friends” to gain hex tiles in the east.  Every hex tile brings one Kingdom Point, which are calculated every week, and are not cumulative.  You may freely swap tiles with other players,  negotiate at your own risk.

A win will allow players to claim up to three hex tiles that are unclaimed, a loss means you gain nothing.  If there are no free hex tiles that you wish to claim, you may annex up to 2 of another players hex tiles.   Players may also do both, a win will allow a player to annex 1 tile and grab 1 unclaimed tile.  That is it though, a ? v1(win) allows:
1)Grab up to 3 free tiles
2)Annex 2 of another players tiles
3)Annex 1 tile and claim 1 free tile

a 2(win)v ? allows:
1)The winners may grab up to 2 free tiles each
2)The winners may annex 1 tile

Hex tiles MUST be in groups of three or more to be stable.
But why annex then Jobu?  Well, if you win the next week after annexing tiles from another player, then you can annex another two or grab free tiles that connect to the annexed tile(s).  If the player does not win, or somehow negotiate a tile swap, those tiles revert back to free tiles.  Only tiles with some land on them may be claimed.  Open water may not be claimed unless it is an inland lake.

Each tile in your favor gains you 1 Kingdom Point (KP), at the end of the campaign the player with the most KP's win.  Kingdom points are calculated once a week, on friday.



What do KPs bring you?
They allow allies, they allow buying priority once a game, they allow an extra fate to be given to a unnamed/named hero, they allow you to deploy a specific terrain piece, and maybe something else if I can think of it.  You may only pick two of the following and they may not be from the same list:

1)A force of renown(based on # of models, no points values) allows allies outside the sourcebook, still limited to good with good and evil with evil:
Spend 3 KP's and you may ally up to 25% (or one warband, whichever is larger) with another force using only unnamed heroes.
Spend 9 KP's and you may ally up to but not over 50% with another force using only unnamed heroes.
Spend 15 KP's and you may ally up to 25%(or one warband, whichever is larger) with another force using a named hero.
Spend 30 KP's and you may ally up to 50% with a named hero.

2)I swear it was Deja-Vu:
Spend 6 KP's and you may automatically have priority for one turn, must be used before priority dice are rolled – NO EXCEPTIONS
Spend 30 KP's and you may do it after the dice are rolled.

3)Luckiest Red Shirt:
Spend 3 KP's to give an unnamed hero an extra fate
Spend 20 KP's and give a named hero an extra fate
May only be given to native heroes. i.e. no allies

4)Brick in the wall:
Spend 3 KP's and you may remove one piece of native terrain from the table before armies have been deployed.
Spend 6KP's and you may place one small ( about the size of a DVD) non-native terrain piece anywhere on the board.
Spend 9 KP's and you may place one medium ( about 2x DVD ) non-native piece of terrain in your deployment area.


Fortunes/Fates
Hero of renown-You may nominate one hero in your army, that hero now acts as a banner for native troops( not allied ones).

Heroic Intervention-One nominated hero may call heroic fights without using any might.

Courageous charge-You may nominate one hero, during the game all units who begin the turn within 6 inches of that hero will automatically pass all courage tests.

War Chant- You may nominate one hero, during the game all models who begin the turn within 6 inches of that hero cause terror.

Faltering nerve-Before priority and for the duration of the game you may nominate one enemy hero, if that hero wishes to use might the controlling  player must role a d6, on 4+ nothing happens and the might is used normally, on a 3- the might does nothing and is lost.  This is only effective on the first might that hero spends each turn.

Ancient Lore-If a model or hero is the victim of a magical power, any native or allied hero within 12 inches may expend will points to help the model resist, the dice are added to the regular resist roll.  This is only allowed to be spent to resist magical powers.

Good Counsel- Before priority and for the duration of the game you may nominate one friendly hero, if that hero wishes to use might the controlling  player must role a d6, on 3- nothing happens and the might is used normally, on a 4+ the might is free.  This is only effective on the first might that hero spends each turn.

Counterspell-Nominate an enemy spellcaster, during the game if a spell is successfully cast that caster must reroll all the dice used to cast.  The second roll stands.

Mithril Coat-At the beginning of a turn declare this fortune/fate.  All wounds during the turn may be rescued on a roll of 5+.   Use this before rolling fate on heroes.







Wednesday, December 22, 2010

2011 Spring Map Campaign Rule Discussion: Part VI Campaign Turn Resolution

VI.A. When and Who. At the end of each campaign game night, the players present must resolve all activities together. They must also do so for any players unable to be present that night. Any player not present may select a designee to represent his or her interests, or leave it to the group to act in a fair manner.
VI.B. Realm Army Battles.
VI.B.1. Uncontested Battle: one army invade an undefended tile. An undefended tile is any tile that does not have an army, tower, fortress, town, or citadel belonging to another player. For uncontested battles, the sole player army involved in the activity automatically win the battle.
VI.B.2. Open Field Battle: when one realm army invade a defended tile that does not have a fortress, city, or a citadel belonging to another player. A defended tile is any tile that has an army, tower, fortress, town, or citadel belonging to another player. Each standard realm army is 1000 points. Each player rolls a D6 for each 500 points of army participating. If the player has one army acting, then 2D6 are rolled. If the player has two armies in the battle, then that player rolls 4D6.
Each D6 is modified as followed:
+1 if the player has earned one tactic point that turn.
+2 if the player has earned two tactic points that turn.
+1 if the player earned his tactic points from a WotR game.
+2 if the player actually used that army, fielding that particular named realm general along with his army.
+1 if at least one of the player’s army has a guard mission in the map tile being invaded or the player tile as a tower within the tile.
+1 for the player defending a mountain tile
The player rolling the highest wins the battle. In event of a tie, the defender wins. The winning player now control the tile. The loser must withdraw into an adjacent tile under friendly control. If there are multiple tiles the army can withdraw to, the army must withdraw to a tile currently with a friendly army, realm or garrison. If there are no eligible tile for withdrawal, the army is considered destroyed and the realm general lost to the game. Any mine in the tile is considered destroyed.
VI.B.3. Siege Battle: when one realm army has a siege order against a defended tile that has a fortress, town, or a citadel belonging to another player. Each standard realm army is 1000 points. Each player rolls a D6 for each 500 points of army participating. If the player has one army acting, then 2D6 are rolled. If the player has two armies in the battle, then that player rolls 4D6. Note that a fortress, town, or a citadel has a 500 points garrison army, thus yielding the owning player an extra D6.
Each D6 is modified as followed:
+1 if the player has earned one tactic point that turn.
+2 if the player has earned two tactic points that turn.
+1 if the player earned his tactic points from a WotR game.
+2 if the player actually used that army, fielding that particular named realm general along with his army.
+1 for the player controlling the town
+2 for the player controlling the fortress or citadel
+1 for the player defending a mountain tile
The player rolling the highest wins the battle. In event of a tie, the defender wins. The winning player now control the tile. The loser army is considered destroyed and the realm general lost to the game. The town or citadel is now downgraded to a fortress and the fortress is now downgraded to a tower. Any mine in the tile is considered destroyed.
VI.C. Fleet Battles.
VI.C.1. Sea Battle: when one fleet on a “to sea” mission from a port that is currently being blockaded by another player’s fleet. Each standard fleet is 500 points. Each player rolls a D6 for each fleet participating.
Each D6 is modified as followed:
+1 if the player has earned one tactic point that turn.
+2 if the player has earned two tactic points that turn.
+1 if the player earned his tactic points from an Uncharted Seas game.
The player rolling the highest wins the battle. In event of a tie, the defender wins. If the winning player controls the port, the losing must return to the closest friendly port and cannot take any activities for a turn. If the winning player was blockading the port, the losing player must return to port. If there are no friendly port to return to, the fleet is considered destroyed.
VI.C.2. Uncontested Sea Assault: when a “sea assault” mission is assaulting an undefended tile. An undefended tile is any tile that does not have an army, tower, fortress, port town, or citadel belonging to another player. The player conducting the Sea Assault automatically wins control of the tile. Any mine in the tile is considered destroyed.
VI.C.3. Contested Sea Assault: when a “sea assault” mission is assaulting a defended tile. A defended tile is any tile that has an army, tower, fortress, port town, or citadel belonging to another player. Each fleet can transport one realm army of 1000 points. Each player rolls a D6 for each 500 points of army participating. If the player has one army acting, then 2D6 are rolled. If the player has two armies in the battle, then that player rolls 4D6. Note that a fortress, town, or a citadel has a 500 points garrison army, thus yielding the owning player an extra D6.
Each D6 is modified as followed:
+1 if the player has earned one tactic point that turn.
+2 if the player has earned two tactic points that turn.
+1 if the player earned his tactic points from a WotR game.
+2 if the player actually used that army, fielding that particular named realm general along with his army.
+1 for the player controlling the town
+2 for the player controlling the fortress or citadel
+1 for the player defending a mountain tile
The player rolling the highest wins the battle. In event of a tie, the defender wins. The loser army is considered destroyed and the realm general lost to the game. The town or citadel is now downgraded to a fortress and the fortress is now downgraded to a tower. Any mine in the tile is considered destroyed.
VI.D. Raids. Each player’s raiding army rolls a D6. This is the number of Empire Points the target of the raid will lose. This D6 is modified as followed:
+1 if the player has earned one tactic point that turn.
+2 if the player has earned two tactic points that turn.
+1 if the player earned his tactic points from a LotR SBG game.
VI.E. Force Maintenance. Determine how many realm armies and fleet compared to how many fortress, citadel, and ports the player has. Any excess realm army or fleet must be disbanded if there are not enough citadel, fortress, or ports. The named hero leading the army to be disbanded will be lost to the player and will be available to be recruited again later by any player.
VI.F. Hero Recruitment. All players recruiting named heroes use the same process as drafting generals and heroes. See II.C. and II.D.
VI.G. Empire Points
VI.G.1. Each player starts with 6 empire points in their treasury.
VI.G.2. One empire point is collected each campaign turn per tile controlled
+1 per fortress controlled
+2 per citadel controlled
+3 per town (+4 for town in a river tile) controlled
+D3 per mine tile (D3+1 for mine in a river tile) controlled
+D6 for mine in a mountain tile controllled
VI.G.3. No empire points are collected if a controlled tile is currently interdicted.
VI.H. Map Tile Upgrade.
VI.H.1. Allowed only as long as the pieces are available.
VI.H.2. Build a mine. Not allowed in swamp tile. Costs 2 empire points in a mountain tile but only 1 empire point elsewhere.
VI.H.3. Build a tower. Allowable in any tile, even swamp. Costs 3 empire pointS.
VI.H.4. Upgrade a tower to a fortress. Not allowed if the tower is in a swamp tile. Costs 6 empire points.
VI.H.5. Upgrade a fortress to a town. Allowed only if the fortress is in a farm tile. Costs 6 empire points.
VI.H.6. Upgrade a fortress to a citadel. Costs 6 empire points. Note each player may only control one citadel at a time as it represents his capital.

2011 Spring Map Campaign Rule Discussion: Part V the Campaign Game

V.A. Campaign Night. All campaign games are to be played on campaign game night. Games on other nights can be arranged if announced ahead of time.
V.B. Campaign Game. Each campaign game can be with any of the three approved game systems: LotR SBG, WotR, Uncharted Seas. Only one game per campaign week will count as a campaign game.
V.B.1. LotR SBG. The player must field his Raid General. Total points will be at least 500 points and up to 700 points. The game must adhere to the rules of Strategy Battle Game and Legion of Middle Earth. Scenario to be played is up to the player. There are no restrictions as to who the player plays against as long as it is against another campaign player.
V.B.2. LotR WotR. The player must field one of his Realm General. Total points will be at least 1000 points. The game must adhere to the rules of WotR and most recent GW FAQ. Scenario to be played is up to the player. There are no restrictions as to who the player plays against as long as it is against another campaign player.
V.B.3. Uncharted Seas. The player must field at least the starter set from Spartan Games Uncharted Seas and up to 1000 points. Scenario to be played is up to the player. There are no restrictions as to who the player plays against as long as it is against another campaign player.
V.C. Tactic Points. Regardless of which game is played, a Major victory earns the player 2 Tactic Points and a Minor victory earns the player 1 Tactic Points. Tactic Points will be used to determine battles outcome. Tactic Points cannot be saved from one campaign turn to the next.

Monday, December 20, 2010

2011 Spring Map Campaign Rule Discussion: Part III Revised as Forces and Part IV as Campaign ActivitiesCampaign Activities

III. The Forces
III.A. Realm army.
III.A.1. A realm army must be led by a Realm General. Each realm army consists of the named hero and additional models to total 1000 points. Each realm army must be of the player’s faction. Up to 25% of the realm army may be of an allied force per WotR.
III.A.2. Only a realm army can conduct guard, invade, besiege, or interdict missions.
III.A.3 A realm army may not conduct a raid mission.
III.B. Raid army.
III.B.1. A raid army must be led by a Raid General. Each raid army consists of the named hero and additional models to total 500 points using Strategy Battle Game rules. The additional models must be of the same faction as or an ally of the named hero per Legions of Middle Earth.
III.B.2. A raid army may only conduct a raid mission.
III.C. Garrison army.
III.C.1. Garrison army composition is based on the player’s primary faction.
III.C.2. Each controlled tile with a fortress or a citadel has a garrison strength of 500 points of troops.
III.C.3. Each controlled tile with a town has a garrison strength of 500 points of troops.
III.C.4. Garrison armies do not have a named hero or any allies.
III.C.5. Garrison army are in addition to any realm armies currently located in the tile.
III.C.6. A garrison army can only guard its tile.
III.D. Unnamed hero limits. There are no limits to unnamed heroes.
III.E. Realm fleet. Each port may support a fleet.
III.E.1. Fleets may be chosen from any Uncharted Seas factions.
III.E.2. Each fleet is 500 points constructed per the Uncharted Seas rules.
III.F. Models note. Each player only needs the model he intends to play with on the table top. Player do not need to have the actual model for any named hero he has recruited. Player do not have to have Uncharted Seas models to have fleet actions in the campaign. Needless to say, if a player does not have the specific model required, he cannot play with what he does not have on the table top. See section V. and VI. for army and fleet action resolutions.

IV. Campaign Activities.
IV. A. Submit activities plan. At each gaming session and prior to actual game play, each player must submit his realm’s activities plan. Plans are revealed at the beginning of the gaming session prior to game determination.
IV .B. Army activities. Each army must be given a mission each turn. If no mission is specified for an army, it is by default holding in the current tile and continue its previous order. A mission must include the tile where the mission is to be performed.
IV.B.1. A guard mission is for an army to defend a controlled tile against possible invasion.
IV.B.2. An invade mission is for an army to enter an adjacent uncontrolled tile and win control.
IV.B.3. An interdict mission is for an army to enter an adjacent enemy controlled tile, surround and blockade an enemy fortress, citadel, or town. An interdicting army does not gain control of the tile it interdicts but the controlling player gains no economic value for the tile.
IV.B.4. A siege mission is for an army enter an adjacent enemy controlled tile containing a fortress, citadel, or town, fight a battle and win control of the tile.
IV.B.5. A raid mission is for a raid army to distrupt economic activities of a specified player’s realm.
IV.C. Navy activities. (optional) Each fleet must be given a mission each turn. If no mission is specified for a fleet, it will default stay in or return to its home port.
IV.C.1. A to sea mission is for a fleet to sail for open water. The fleet may also include one army of 1000 points.
IV.C.2. A sea assault mission is for a fleet, to invade a tile with its transported army.
IV.C.3. A blockade mission is for a fleet to blockade a port city. The owner of the port city retain control of the city but receives no economic income for the city.
IV.C.3. A raid mission is for a fleet at sea to distrupt economic activities of a specified player’s realm that has a port city.
IV.D. Maintenance activities
IV.D.1. In addition to its garrison, each player’s citadel can support one realm army and one raid army.
IV.D.2. In addition to its garrison, each player’s fortress can support one realm army.
IV.D.3. Each city can support its own garrison. In addition, each port city can support one fleet,
IV.D.4. Any excess realm army or fleet must be disbanded if there are not enough citadel, fortress, or ports. The named hero leading the army to be disbanded will be lost to the player and will be available to be recruited again later by any player.
IV.D.5. Note that realm hero cannot be lost due to maintenance activities.
IV.E. Recruiting activities. Activities plan may also include any “Recruit Named Hero” plan and how much “Empire Points” to be deducted from the players treasury.
IV.E.1. If the total number of a player’s realm armies is less than the number of fortress and citadel the player has, the player may recruit additional named hero to lead new realm armies to the number the realm may support.
IV.E.2. If the total of realm hero is less than the number of non-port cities the player has, the player may recruit additional named hero to become realm hero to the number the realm may support.
IV.E.3. All players recruiting named heroes use the same process as drafting generals and heroes. See II.C. and II.D.
IV.F. Collect empire points. Activities plan must also include “Empire Points” collected that turn and the total amount in the player’s treasury.
IV.G. Tile upgrade activities. Activities plan may also include any “Upgrade” plan and how much “Empire Points” to be deducted from the players treasury.

Sunday, December 19, 2010

2011 Spring Map Campaign Rule Discussion: Part III Campaign Activities

and addendum to Part II the Realm.
II.D. Drafting realm heroes. For each city not on the coast (a city on the coast is also referred to as a port) within a player’s realm, the player may recruit an additional named hero. However, this named hero does not come with an army and must be attached to an existing realm or raid army. He is considered a realm hero. The named hero may be either an epic hero or that of a legendary formation from the WotR book. Note that a few legendary formation requires two named heroes to be fielded. All players roll a die to establish an order, highest first and lowest roll last. Resolve ties with a roll off.


III. Campaign Activities.
III. A. Submit activities plan. At each gaming session and prior to actual game play, each player must submit his realm’s activities plan. Plans are revealed at the beginning of the gaming session prior to game determination.
III.B. Army activities. Each army must be given a mission each turn. If no mission is specified for an army, it is by default holding in the current tile and continue its previous order. A mission must include the tile where the mission is to be performed.
III.B.1. A guard mission is for an army to defend a controlled tile against possible invasion.
III.B.2. An invade mission is for an army to enter an adjacent uncontrolled tile and win control.
III.B.3. An interdict mission is for an army to enter an adjacent enemy controlled tile, surround and blockade an enemy fortress, citadel, or town. An interdicting army does not gain control of the tile it interdicts but the controlling player gains no economic value for the tile.
III.B.4. A siege mission is for an army enter an adjacent enemy controlled tile containing a fortress, citadel, or town, fight a battle and win control of the tile.
III.B.5. A raid mission is for a raid army to distrupt economic activities of a specified player’s realm.
III.C. Navy activities. (optional) Each fleet must be given a mission each turn. If no mission is specified for a fleet, it will default stay in or return to its home port.
III.C.1. A to sea mission is for a fleet to sail for open water. The fleet may also include one army of 1000 points.
III.C.2. A sea assault mission is for a fleet, to invade a tile with its transported army.
III.C.3. A blockade mission is for a fleet to blockade a port city. The owner of the port city retain control of the city but receives no economic income for the city.
III.C.3. A raid mission is for a fleet at sea to distrupt economic activities of a specified player’s realm that has a port city.
III.D. Maintenance activities
III.D.1. In addition to its garrison, each player’s citadel can support one realm army and one raid army.
III.D.2. In addition to its garrison, each player’s fortress can support one realm army.
III.D.3. Each port city can support one fleet,
III.D.4. Any excess realm army or fleet must be disbanded if there are not enough citadel, fortress, or ports. The named hero leading the army to be disbanded will be lost to the player and will be available to be recruited again later by any player.
III.D.5. Note that realm hero cannot be lost due to maintenance activities.
III.E. Recruiting activities. Activities plan may also include any “Recruit Named Hero” plan and how much “Empire Points” to be deducted from the players treasury.
III.E.1. If the total number of a player’s realm armies is less than the number of fortress and citadel the player has, the player may recruit additional named hero to lead new realm armies to the number the realm may support.
III.E.2. If the total of realm hero is less than the number of non-port cities the player has, the player may recruit additional named hero to become realm hero to the number the realm may support.
III.E.3. All players recruiting named heroes use the same process as drafting generals and heroes. See II.C. and II.D.
III.F. Collect empire points. Activities plan must also include “Empire Points” collected that turn and the total amount in the player’s treasury.
III.G. Tile upgrade activities. Activities plan may also include any “Upgrade” plan and how much “Empire Points” to be deducted from the players treasury.

Saturday, December 11, 2010

2011 Spring Map Campaign Rule Discussion: Part II the Realm

Establish the Player's Realm.
II.A. Choose realm location. All players roll a die to establish an order, highest roll selects first and lowest roll selects last. Resolve ties with a roll off.
II.A.1. The first player chooses a fortress as his capital and replaces it with a citadel. Then the next player in descending order.
II.A.2. Once all players have chosen their citadels, each player may add an adjacent tile to his realm. This selection is performed in reverse order of citadel placement. Roll a D6, on a 6, map tile selection ends.
II.A.3. On a 5 or less, each player may select an additional map tile in descending order. Roll a D6, on a 5 or a 6, map tile selection ends.
II.A.4. On a 4 or less, each player may select an additional map tile in ascending order. Roll a D6, on a 4, 5 or a 6, map tile selection ends.
II.A.5. On a 3 or less, each player may select an additional map tile in descending order. Roll a D6, on a 3, 4, 5 or a 6, map tile selection ends.
II.A.6. On a 2 or less, each player may select an additional map tile in ascending order. Roll a D6, on a 2, 3, 4, 5 or a 6, map tile selection ends.
II.A.3. On a 1 or less, each player may select an additional map tile in descending order. Map tile selection ends.
II.B. Declare your primary faction.
II.B.1. The factions are based on War of the RIng: Arnor & Gondor, Rohan, Dwarves, Elves, Isengard, Mordor, Angmar, Fallen Realns, and Misty Mountain.
II.B.2. Two or more players may select the same faction.
II.C. Drafting the generals. All armies must be led by a named hero. Named hero may be either an epic hero or that of a legendary formation from the WotR book. Note that a few legendary formation requires two named heroes to be fielded. All players roll a die to establish an order, highest first and lowest roll last. Resolve ties with a roll off.
II.C.1. The highest pick his first named hero first, then the next player in descending order. Once chosen, a named hero cannot be chosen by another player.
II.C.2. Your first named hero must belong to your primary faction. He will be categorized as a Realm General.
II.C.3. Once all players have drafted one named hero, the last to choose will then draft his second named hero, then the next player in ascending order.
II.C.4. Your second named hero does not need to be from your primary faction or even an ally of your primary faction. However, if not of your primary faction or an ally of your primary faction, this hero will be categorized as a Raid General and can only lead Raid attacks and cannot augment the defense of your realm.
II.C.2. For each fortress within a player’s realm, the player may recruit an additional named hero. The order of recruitment of the 3rd hero should be in descending order. The order of recruitment of the 4th hero should be in ascending order.


Alternative to size of the realm would be for all to agree to the number of tiles each realm will start out with.

Update: 20101219:
II.D. Drafting realm heroes. For each city not on the coast (a city on the coast is also referred to as a port) within a player’s realm, the player may recruit an additional named hero. However, this named hero does not come with an army and must be attached to an existing realm or raid army. He is considered a realm hero. The named hero may be either an epic hero or that of a legendary formation from the WotR book. Note that a few legendary formation requires two named heroes to be fielded. All players roll a die to establish an order, highest first and lowest roll last. Resolve ties with a roll off.

Sunday, December 5, 2010

2011 Spring Map Campaign Rule Discussion: Part I the Map

I. The World
I.A. The map set
I.A.1. Map tiles are hexagonal pieces that interconnect with other tiles.
There are six hexagonal mountain map tiles
There are 54 double sided hexagonal map tiles of 18 types.
I.A.2. There are 48 tile upgrade pieces
There are 6 citadel upgrades
There are 12 town upgrades
There are 12 fortress upgrades
There are 12 mine upgrades
There are 6 tower upgrades
I.A.3. There are 96 player flags in 8 colors (yellow, orange, red, purple, blue, green, stone, and granite).
I.B. Generating the map. All players participate in creating the campaign map. All players roll a die to establish an order, highest first and lowest roll last. Resolve ties with a roll off.
I.B.1.Take the six mountain tiles and attach them together into a ring. These tiles form the center of the map. Compile all the other tiles into a pile to be selected one at a time at random.
I.B.2. One player then take one tile at random from the stack. That player then add that tile to the map in any location he chooses with any side facing up.
I.B.3. Note the following stipulation. Rivers can only be placed with one end connecting to a mountain or to another river, and must be placed such a way that the other end of the river is not blocked by another tile. The only thing that can connect to an already placed river is another river tile or a marsh. If it is impossible to place a river then flip it to the other side and add that side to the map instead.
I.B.4. Each player takes turn placing tile till all tiles have been placed.
I.B.5. The end result is an island with surrounding ocean.
I.C. Populating the map. The order of placement is reverse of that tile selection and placement.
I.C.1. First place towns. Towns can only be placed in tiles with farms. Towns in a coastal tile are also ports.
I.C.2. Once all towns have been placed, then place fortress. Fortress cannot be placed in in swamps.
I.D. Orienting the map. The map is oriented such that there are parallel, though slightly off setting, columns of hexagonal tiles.
The left most column is denoted as “A”
Individual tile is denoted by is column designation and the number of tile down from the top most tile.