Post by Lady on Jan 16, 2015 20:23:03 GMT
Turf wars is a game where you get to be the mob boss of your own little slice of Skaia. You have a crew of (mostly) loyal minions at your beck and call and to direct how you see fit. The aim of the game is to control Skaia, either by force or politics. This game will be somewhat complicated so I'll be doing a fair amount of explaining even after this post, just to reiterate things!
You start play with a territory and a crew. Your crew consists of 12 players (one for each class. We're leaving aspects out of things for this run of the game.) Each member of your crew has their own unique skills and abilities but what those are starts off as a mystery. You have to use your people to find out what they're made of. As play progresses, you'll likely build up your crew, giving you more strategic options.
I've (very arbitrarily) assigned an ATTACK and DEFENSE value to each class. It works a little like stratego. For example the Prince has the highest attack value. It can kill any player. Attacking its defensive counterpart, the Knight (highest defense value) means a double KO and both players are lost.
Here are the rankings:
So if a Page ATTACKS a Bard, the page, will win. But if a Bard ATTACKS a Page, the Bard will win.
You can send each of your players on your crew to ATTACK a territory, DEFEND one of your territories, or RECRUIT to gain more units. Each player class has a unique effect while Recruiting as well.
Prince/Bard: Terrorizes the populace in their search for a new crew member. You gain 1 player but the population where they recruit goes down.
Thief/Rogue: Lines their pockets while recruiting. You gain 1 player but the population gives only half as much money for 2 turns.
Maid/Sylph: Settles down in the population and sends someone to take their place. You gain 1 player, but lose your Maid/Sylph.
Knight/Page: Looks for an apprentice. You gain 1 player, but the new player can't be used for 2 turns while they learn the ropes.
Witch/Heir: Greases palms, spreads rumors, and manipulates someone into joining you. You gain 1 player, but your Witch/Heir can't be used for 2 turns while they rest.
Mage/Seer: Uses information to leverage someone into working for you, but everything is give and take. You gain 1 player, but some information about your organization leaks out to the general populace (all the other bosses) to know.
When we start play I will have a grid map detailing where everyone's territory is and how many people are in that territory. At the start of each turn, you gain money from the people under your territory; bribes, "insurance" payments, taxes, etc. Uncolored squares are open territory free to grab. Send in players to ATTACK the square. If you go unopposed or you have more firepower in the territory than any competitors, the territory falls under your sway.
You can also grab territory from other bosses. Send in your players to ATTACK territory owned by other bosses. If it's unprotected, you'll snag it right from under them! But if they have people stationed to DEFEND the territory, a fight erupts. Depending on who's got the stronger amount of people, you either grab the territory or limp home bleeding, but either way, you're both going to lose some people and the population might go down too.
You might be able to persuade people to give in and work for you. Alliances are one thing, but if you can persuade another boss to SWEAR LOYALTY to you, they effectively become your people. All their territory is now your territory and all their crew is now your crew. Whether or not you give your former enemy any say on how you run things is entirely between you and them, but consider victory a team effort.
Some people prefer to fight more with money and information. That's where money comes into play! You can choose to BRIBE people into working for you by targeting a territory (claimed or unclaimed). You can PAY OFF your own players to make sure that they stay loyal to provided someone doesn't try to Bribe them for more. And you can also PAY FOR INFORMATION; how much you learn depends on how much moola you're willing to dish out in exchange. The game starts out without you knowing much else but what's within your own borders. You'll have to find ways of discovering what units are what classes (I will be randomly generating names for all our little NPC goons) and how they're being deployed.
If you run out of territory, money, crew, or population, you lose! your territory goes up for grabs.
To Join The Game: Just sign up saying you join and pick your colors. You must pick TWO colors and no two bosses can share the same exact color scheme. Sign ups close on 1/23 or after we have 10 bosses (so as not to get too crazy on the map.) ((If you want you can put hex codes but please also put color names so people can tell at a glance what's taken))
You start play with a territory and a crew. Your crew consists of 12 players (one for each class. We're leaving aspects out of things for this run of the game.) Each member of your crew has their own unique skills and abilities but what those are starts off as a mystery. You have to use your people to find out what they're made of. As play progresses, you'll likely build up your crew, giving you more strategic options.
I've (very arbitrarily) assigned an ATTACK and DEFENSE value to each class. It works a little like stratego. For example the Prince has the highest attack value. It can kill any player. Attacking its defensive counterpart, the Knight (highest defense value) means a double KO and both players are lost.
Here are the rankings:
Attack | Defend |
Prince (12) | Knight (12) |
Bard (11) | Seer (11) |
Thief (10) | Sylph (10) |
Witch (9) | Maid (9) |
Rogue (8) | Mage (8) |
Knight (7) | Witch (7) |
Page (6) | Heir (6) |
Heir (5) | Page (5) |
Mage (4) | Prince (4) |
Seer (3) | Bard (3) |
Maid (2) | Rogue (2) |
Sylph (1) | Thief (1) |
So if a Page ATTACKS a Bard, the page, will win. But if a Bard ATTACKS a Page, the Bard will win.
You can send each of your players on your crew to ATTACK a territory, DEFEND one of your territories, or RECRUIT to gain more units. Each player class has a unique effect while Recruiting as well.
Prince/Bard: Terrorizes the populace in their search for a new crew member. You gain 1 player but the population where they recruit goes down.
Thief/Rogue: Lines their pockets while recruiting. You gain 1 player but the population gives only half as much money for 2 turns.
Maid/Sylph: Settles down in the population and sends someone to take their place. You gain 1 player, but lose your Maid/Sylph.
Knight/Page: Looks for an apprentice. You gain 1 player, but the new player can't be used for 2 turns while they learn the ropes.
Witch/Heir: Greases palms, spreads rumors, and manipulates someone into joining you. You gain 1 player, but your Witch/Heir can't be used for 2 turns while they rest.
Mage/Seer: Uses information to leverage someone into working for you, but everything is give and take. You gain 1 player, but some information about your organization leaks out to the general populace (all the other bosses) to know.
When we start play I will have a grid map detailing where everyone's territory is and how many people are in that territory. At the start of each turn, you gain money from the people under your territory; bribes, "insurance" payments, taxes, etc. Uncolored squares are open territory free to grab. Send in players to ATTACK the square. If you go unopposed or you have more firepower in the territory than any competitors, the territory falls under your sway.
You can also grab territory from other bosses. Send in your players to ATTACK territory owned by other bosses. If it's unprotected, you'll snag it right from under them! But if they have people stationed to DEFEND the territory, a fight erupts. Depending on who's got the stronger amount of people, you either grab the territory or limp home bleeding, but either way, you're both going to lose some people and the population might go down too.
You might be able to persuade people to give in and work for you. Alliances are one thing, but if you can persuade another boss to SWEAR LOYALTY to you, they effectively become your people. All their territory is now your territory and all their crew is now your crew. Whether or not you give your former enemy any say on how you run things is entirely between you and them, but consider victory a team effort.
Some people prefer to fight more with money and information. That's where money comes into play! You can choose to BRIBE people into working for you by targeting a territory (claimed or unclaimed). You can PAY OFF your own players to make sure that they stay loyal to provided someone doesn't try to Bribe them for more. And you can also PAY FOR INFORMATION; how much you learn depends on how much moola you're willing to dish out in exchange. The game starts out without you knowing much else but what's within your own borders. You'll have to find ways of discovering what units are what classes (I will be randomly generating names for all our little NPC goons) and how they're being deployed.
If you run out of territory, money, crew, or population, you lose! your territory goes up for grabs.
To Join The Game: Just sign up saying you join and pick your colors. You must pick TWO colors and no two bosses can share the same exact color scheme. Sign ups close on 1/23 or after we have 10 bosses (so as not to get too crazy on the map.) ((If you want you can put hex codes but please also put color names so people can tell at a glance what's taken))