Post by Lady on Jun 27, 2015 6:07:18 GMT
It's that time again: Turf Wars! Below you'll find a comprehensive explanation of the game, but this year there will be a few changes so players who were involved in the last game will be learning new things too. Fortunately it's not too much!
MINIONS: You cannot exceed 36 minions in your employ.
PAY FOR INFORMATION: Paying for information is now in three set increments: 50b - Small rumors, like whether or not someone will be in a specific square. 100b - Medium rumors, like specific classes of certain minions or a rough estimate of how many minions another player controls. 500b - Major rumors, such where an enemy boss might be moving a great deal of their people, or which territories might be unguarded. You can only purchase one rumor per round!
Maid/Sylph have a new recruiting feature.
We will also be using a smaller map.
The bottom information has been tweaked to include how combat works to help your planning.
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.
If two crews are both attacking the same property, it's assumed that the first player's crew to arrive there (aka, the person who sent me their strategy first) is DEFENDING and the enemy crew is ATTACKING. If multiple crews are converging on the same territory, subsequent crews are ATTACKING the crew before them.
Combat flow goes as follows: Attacker - Defender - Attacker - Defender, etc. Until all minions have had a chance to react. Crews will fight until obliterated or until the enemy has nobody left standing. The order in which your minions attack or defend goes by the order you send them in on your round's actions. (So for example if you choose to have Chad (mage), Lala (Prince), and Mary (Seer) attacking, Chad will attack the first defender, Lala will attack the second, and Mary will attack the third.)
Crew members sent to RECRUIT will not engage in combat. They will remain in the territory unless your crew secures/defends it (at which point they will resume recruiting) or until your crew in that territory dies (at which point the recruiters will flee to safety. Maid and Sylph are the exception, detailed below.)
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 permanently.
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: Revives dead crew members. You gain 1 player of your choice amongst your dead crew. The Maid/Sylph can be killed while 'recruiting' as they are too focused to flee!
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. Usually about the class of one of your crewmembers.
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.
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 (up to the cap; anything over the cap is let go.) All their money is your money. 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. Territory formerly owned will now be changed to your colors.
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 an enemy boss ("I'm going to offer bribes of 10b to 5 of his people!") 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 ("I'm paying off my crew with 5b each member.") 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.
You PAY FOR INFORMATION before the round starts, and BRIBES don't take effect until all the map activity is done! (That means you might lose money on bribes if the units you were bribing die! But that's the risk you take.)
So to recap:
1. Pay for information.
2. Plan, strategize, and send where you want to move your crew and what they're doing on the map.
3. Strategies go into effect. The board is updated. Attacks, Defends, and Recruit actions take place.
4. Money is gained from your owned territories.
5. Bribes go into effect.
Your territories will give you money each round = half your population. So if your territory has 500 people, each round it'll give you 250b! (In game money. Not real money.)
If you run out of territory, money, or crew, 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 after 10 bosses. If we close due to a full sign up sheet, I give full permission for someone else to run a game alongside this one if they're interested. ((If you want you can put hex codes but please also put color names so people can tell at a glance what's taken)) Game updates every 2-3 days both to give people time to plan and scheme and to give me time to rest between updates.
MINIONS: You cannot exceed 36 minions in your employ.
PAY FOR INFORMATION: Paying for information is now in three set increments: 50b - Small rumors, like whether or not someone will be in a specific square. 100b - Medium rumors, like specific classes of certain minions or a rough estimate of how many minions another player controls. 500b - Major rumors, such where an enemy boss might be moving a great deal of their people, or which territories might be unguarded. You can only purchase one rumor per round!
Maid/Sylph have a new recruiting feature.
We will also be using a smaller map.
The bottom information has been tweaked to include how combat works to help your planning.
INTRO
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 (aka the board), 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:
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.
If two crews are both attacking the same property, it's assumed that the first player's crew to arrive there (aka, the person who sent me their strategy first) is DEFENDING and the enemy crew is ATTACKING. If multiple crews are converging on the same territory, subsequent crews are ATTACKING the crew before them.
Combat flow goes as follows: Attacker - Defender - Attacker - Defender, etc. Until all minions have had a chance to react. Crews will fight until obliterated or until the enemy has nobody left standing. The order in which your minions attack or defend goes by the order you send them in on your round's actions. (So for example if you choose to have Chad (mage), Lala (Prince), and Mary (Seer) attacking, Chad will attack the first defender, Lala will attack the second, and Mary will attack the third.)
Crew members sent to RECRUIT will not engage in combat. They will remain in the territory unless your crew secures/defends it (at which point they will resume recruiting) or until your crew in that territory dies (at which point the recruiters will flee to safety. Maid and Sylph are the exception, detailed below.)
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 permanently.
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: Revives dead crew members. You gain 1 player of your choice amongst your dead crew. The Maid/Sylph can be killed while 'recruiting' as they are too focused to flee!
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. Usually about the class of one of your crewmembers.
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.
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 (up to the cap; anything over the cap is let go.) All their money is your money. 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. Territory formerly owned will now be changed to your colors.
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 an enemy boss ("I'm going to offer bribes of 10b to 5 of his people!") 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 ("I'm paying off my crew with 5b each member.") 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.
You PAY FOR INFORMATION before the round starts, and BRIBES don't take effect until all the map activity is done! (That means you might lose money on bribes if the units you were bribing die! But that's the risk you take.)
So to recap:
1. Pay for information.
2. Plan, strategize, and send where you want to move your crew and what they're doing on the map.
3. Strategies go into effect. The board is updated. Attacks, Defends, and Recruit actions take place.
4. Money is gained from your owned territories.
5. Bribes go into effect.
Your territories will give you money each round = half your population. So if your territory has 500 people, each round it'll give you 250b! (In game money. Not real money.)
If you run out of territory, money, or crew, 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 after 10 bosses. If we close due to a full sign up sheet, I give full permission for someone else to run a game alongside this one if they're interested. ((If you want you can put hex codes but please also put color names so people can tell at a glance what's taken)) Game updates every 2-3 days both to give people time to plan and scheme and to give me time to rest between updates.