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Rules of Battle:
- Each turn is two days unless otherwise noted.
- Units and player characters may only be moved one space per round.
- Once a unit enters enemy territory, a battle shall break out in that zone.
- Battles are decided by comparing the POWER of the opposing forces' troops. The greater POWER shall always be victorious with ties going to the defending force.
- Movement and placement of troops shall be roleplayed out IN-CHARACTER in the "War Tent" or "War Room" threads for each side. Please only post in the side your character is in. The name of the game here is to convince your leader [Lady Bresee or Queen Karaliene] of troop movement, so be convincing.
- The movement of a player character is decided upon solely by that character's player. As such, a character may move and act independently of what was decided within the courts.
- A player may instantly return to their base if they are within an uncontested allied space surrounded by other allied spaces.
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Player Character [PC] Battles:
- Player characters have a POWER of 5.
- When a PC enters into a space occupied by an opposing PC, they may choose to roleplay the battle so as to determine a victor. Otherwise the side with the highest total POWER wins. The defending PC's side wins in the case of a tie.
- When multiple PCs from opposing sides are engaged in a single battle and choose to roleplay, opponents should be divvied up so as to create as evenly matched skirmishes as possible. One versus one fights are to be considered optimal. Whichever side wins the majority of these skirmishes will be the overall victor of the battle.
- The troops who enter into a battle alongside a PC shall fight in the background. Whichever side's troops have the highest overall POWER shall be awarded one bonus skirmish victory.
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Rules of Resources:
- Every space generates one resource per turn.
- Resources may be stockpiled up to a maximum of 15 resources.
- Reinforcements may be purchased with resources and shall arrive at the beginning of a turn so that they may move on the same turn they are placed.
- Reinforcements may only be placed within the main bases to start.
- The cost of a unit is listed beside its description in brackets.
- Powers may only be played within areas with player characters in them. The cost of these powers shall be listed beside its description in brackets.
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Court of Spring Units:
[4] Council Soldiers ~ Normal unit. POWER is 1.
[5] Aquatic Fae ~ POWER is 1.
Unit may travel through 2 allied spaces per turn so long as they are connected by a river.
[5] Plains Fae ~ Units POWER is increased from 1 to 2 in plains spaces.[5] Forest Fae ~ Units POWER is increased from 1 to 2 in forest spaces.
Court of Lilacs Units:
[4] Red Hand Soldier/Infected ~ Normal unit. POWER is 1.
[5] Hunters ~ POWER is 1.
Gain one more hunter unit upon victory is Fae were in this combat.
[6] Golems ~ POWER is 2.[7] Knights ~ POWER is 3.
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Powers:
[2] Counterintelligence - Remove 1 POWER from the opposing force.
[2] Military Coordination - All Council or Red Hand Soldiers in a combat gain +0.5 POWER for this turn.
[2] Tactical Retreat - Upon defeat, protect one unit and move to adjacent allied space.
[3] Reinforce - Move player or unit from adjacent space into that being fought over.
[5] Guerrilla Tactics - Prevents a unit within an adjacent enemy space from moving this turn.
Court of Lilacs Powers:
[2] Infect - Create an Infected unit within a city.
[5] Desecrate Land - Change the type of a region to desecrated. This removes any type bonuses an enemy unit might have gained based upon the environment. May only be used after taking the region.
Court of Spring Powers:
[3] Bingo Bomb - Remove 1 POWER from each enemy Golem in a combat.
[5] Purify Land - Restore the type of a desecrated region. May only be used after taking the region.
[5] Create Portal - Creates a portal from the current location of Charles to a targeted allied space. Portals allow units to travel instantly from one land to the other. This counts as their movement for the turn and enemies may also use portals. Portals stay open for two turns before closing.
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Getting Started:
- Each side starts with one unit of each type.
- The Court of Spring starts in sector 2.
- The Court of Lilacs starts in sector 18.
((RULES ARE SUBJECT TO CHANGE AS THE GAME IS BALANCED!))
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