
This tourney will be played in teams of 3. There will be a Prime Minister/President/Dictator whatever you want to call it. There will be a Minister of Finance and there will be a Minister of War.
The President will be in charge of making the decisions on what actions will be made each round. They will also represent the Infantry unit in combat. The president can use all short edged weapons other than Vorpal Blade. The president cannot use any ranged weapons other than sling, staff sling, and light crossbow. The president cannot use any DD. The president may use all enchant offenses. The president can use the giant strength, haste and steel skin enchant defenses. The president can use the Unarmed Combat, Evasion, Phantom Link and Armor Proficiency skills. The President can use all body armors except for Adamantite Cuirass, Mithril Cuirass, Elven Hauberk, Trollskin Armor, and Breastplate of Expertise; all Cloaks except Shadow Cloak and Cloak of the Istari; all footwear except chain mail leggings, boots of fortitude, and spellboosters; all gloves except tulkas' gauntlets, alatar's gloves, and noldorin spellcasters; all headgear except Cornuthaum, and Helm of Clearsight; all shields except mithril shield, mage shield and shield of capacity; all amulets except amulet of junction, amulet of invisibility and amulet of focus. The President can use the tattoo of augmentation, tattoo of endurance, rune of solitude, and rune of enlightenment.
The Minister of Finance will be in charge of the economy, anything that has to decide on how much will be spent, where the funds will come from where the damage to funding will be allocated is this person's jurisdiction. They represent the aircraft unit in combat. The Minister of Finance cannot use any weapon other than a dagger. The minister of Finance can use fireball and cone of cold. The Minister of Finance may use all enchant offenses. The minister of finance can use the ablative shield and haste enchant defenses. The Minister of Finance can use the Evasion, Phantom Link and Armor Proficiency Skills. The Minister of Finance can use the mithril chain mail, banded mail, chain mail, ring mail, leather scale mail, and leather armor body armors; the Elven Cloak, Robe and Cloak; the elven boots spellboosters, leather boots, and displacement boots; elven gloves, leather gloves, and alatar's gloves; the hard leather cap, and cornuthaum; the buckler, kite shield and tower shield; and all amulets except the amulet of might, amulet of focus, and amulet of leadership. The Minister of Finance can use any mage familiar as well as the tattoo of endurance, rune of solitude, rune of balrog flame and rune of enlightenment.
The minister of War will be in charge of battles. It is their responsibility to manage what units are placed in the front lines and how and where battles will be fought. They are also in charge of the operation of the special bombing run action as well as the submarine Commerce Raiding action. The Minister of War will represent tanks and artillery in battle. The Minister of War can use any melee weapon except for any of the big 6 (VB, BoTH, ELS, BoNE, MoD, MH). The Minister of War can use all ranged weapons other than elven long bow, mageseeker, enforcers crossbow, and sling of death. The minister of war cannot use any DD. The Minister of War can use all enchant offenses. The Minister of War can use all skills. The Minister of War can use the giant strength, haste and steel skin enchant defenses. The Minister of War can use all body armors except Adamantite Cuirass and Trollskin Armor; all cloaks except the Cloak of the Istari; all footwear except chain mail leggings and spellboosters; all gloves except alatar's gloves and noldorin spellcasters; all headgear except cornuthaum and helm of clearsight; all shields except the mithril shield and mage shield; all amulets except the amulet of invisibility and amulet of focus. The minister of war can use the halidon familiar, jigorokano familiar, tattoo of augmentation, tattoo of endurance, rune of solitude, and rune of enlightenment.
Each round will last 24 hours (this is my goal, not necessarily absolute). In each round teams can play as many actions as they want to and can afford. There are several different types of actions that can be performed and will be explained later.
There will be 3 types of currencies in this game, each one can be exchanged at certain rates for another with the trade action. The first is obviously CBD. The second form of currency is production points or PP for short. This can be exchanged for cbd at a rate of 1pp=100k cbd. PP are used for producing new units, researching new technologies and biding for trade routes. The third type of currency is Oil. Oil can be exchanged for cbd at a rate of 1 oil = 1 mil cbd. Oil is necessary for using actions. The first action of each round will cost 1 oil to do. The second action will cost 2 additional oil, the third action of the round will cost 3 more oil and so on.
Each territory you start with and gain will come along with an economics card. These cards have 5 types. Population, minerals, railroads, factories and oil. For all cards other than population they can range in size from 1-4. Population is always 1. At the end of each round you will receive pp equal to the amount on your cards. Oil is special in that you can choose to produce either pp or oil. If you have a full set of all 4 types excluding population you can use them as a set and gain double for those cards. If you choose to use them as a set the oil must produce pp.
Additionally there is 1 more type of economics card. This is the trade route. It will range from 3-6. It can be used as a replacement for any other type of resource in creating a set as well as it can be used to create oil. Trade routes are associated with specific places on the map and they can be destroyed by another team using a submarine commerce raid. The only way to get a trade route is by winning one in an auction.
Each team will randomly have 1 government type chosen for them before the start of the game. There are 4 types of governments: Communist - Democracy - Monarchy - Fascist. This also serves as the political spectrum so Communist is 3 away from Fascist and likewise Monarchy is 1 away from Democracy and Fascist. This is relevant to political action cards and the Diplomatic blitz action. Every unowned territory will also have a government type and is called a minor neutral.
Each team starts out with 4 political action cards which can be used with a play political action cards action or at another time if specified with the card. You gain a political action card at the end of each round and also any time you conquer a minor neutral territory, gain a territory through diplomatic blitz, or gain a territory that was a minor neutral through a political action card.
At the start of the game:
Each team starts with a color (decided by the President), 4 territories with 1 infantry placed in each (decided by the president), 30 production points, 30 oil, 4 economic cards, 4 political action cards, 8 infantry, 6 tanks, 4 artillery, 2 aircraft, 1 battleship, 2 destroyers, and 2 submarines (to be placed by the Minister of War in the 4 territories that team owns and all the naval units are to be placed in a sea zone adjacent to the land territories. If there is a conflict with the sea zones I will randomly determine which team gets to place their units in that sea zone, the other team then chooses another sea zone adjacent to their units.). In addition each team starts with a capitol (placed by the president after the units have been placed. The capitol grants 10 production points at the end of the round, if you have more than one you get 10 pp per capitol.).
There are 4 types of land units and 4 types of naval units:
Land:
Infantry: costs 5pp to produce. movement range: 1. Has no special abilities.
Tank: costs 12pp to produce. movement range: 2. Has 2 attacks in battle and can ignore infantry when making attacks.
Artillery: costs 8pp to produce. movement range: 1. Each successful attack against infantry kills 2 instead of 1.
Plane: costs 15pp to produce. movement range: 2. Can fly over enemy or neutral territories. Amphibious moves cannot be blocked. Can attack any unit in combat. Is used in strategic bombing runs.
Naval:
Destroyer: costs 5pp to produce. Movement range: 2. Can attack subs that have raided commerce in that territory. Gains 2 bonus when attacking subs.
Submarine: costs 5pp to produce. Movement range: 2. Can occupy sea areas that contain enemy naval units. Cannot be attacked unless they raid commerce. Can raid commerce. Gains 2 bonus when attacking battleships.
Battleship: Costs 10pp to produce. Movement range: 2. takes 2 hits to sink. Gains 2 bonus when attacking destroyers.
Carrier: costs 20pp to produce. Movement range: 2. Gives 1 bonus to adjacent ships. Can attack subs that have raided commerce.
Land Combat:
When there is a battle on land first the attacker will choose 4 units from their attacking units as the frontal assault force. The defenders will then choose 4 units (or less if there aren't enough available) as their defending fighters. The defender then makes an attack with each unit against whatever targets are available to them. After the defeated units have been removed from the attacking force, the attacking side can reinforce their units back up to 4 with whatever they have in reserve and make an attack with each one. Then the defending side removes casualties and can reinforce up to 5 units and make an attack with each. The attacker removes casualties and reinforces to 5. Each round the amount of total units that can be in the battle at once increases by 1.
The standard attacking route available is infantry, then tank, then artillery, then aircraft. However tanks can choose to attack as if there were no infantry targets available and aircraft can choose whatever target it wants.
In combat the way it will resolve is that the fighting unit's representative will make an attack against the respective target's representative and if they have a victory in one battle, no double taps or the like, then they have killed that unit. Targets will be chosen by the Minister of War and attacking will take place following that. As targets are chosen beforehand whether or not a kill will be made please have secondary and tertiary targets as the need may be. For example a tank can only target an artillery if there are no tanks left alive, if the enemies have 1 tank and you declare that as the target for your infantry then you declare the artillery as your tanks target. The tank should have a secondary target of the enemy tank. You can only have secondary and tertiary targets moving down on the hierarchy of targets. That is you can only have a secondary target of infantry if your primary target is a tank or higher. If you have a primary target of infantry you cannot have a secondary target of any kind.
Please note there are is no retreating with land combat so choose your battles and defend wisely.
If you are attacking a minor neutral as part of your move action I will declare the defending force and assign 1 other team randomly to represent these forces.
Naval Battles:
At the start of a naval battle each side declares if and how many subs will be committed to the fight. If one side has only subs a battle does not have to occur. Once the amount of ships are known each side will CM me a list of the order of their ships for battle. Hits will occur from the start and move up. Once I have both sides ship orders they are matched up correspondingly and I will declare which one scores a hit for each side. Destroyed ships are removed and another round occurs unless one side decides to retreat.
Any side can retreat before any round. Subs can remain in the same sea zone. All other naval units on the retreating side must move into an adjacent zone that either contains no units or their own units. If this cannot be done, retreat is not an option. Each team also starts with a government type randomly chosen.
Menu of Actions:
Each action will take place simultaneously in order of action. That is all the first actions for each team will take place at once and then all the second actions, ect. Each team's set of actions is locked in at the start of the round, as decided by the President, but what occurs in each action is determined as they come up.
Move:
This action is allowed only once per turn. With this action the Minister of war can move any and all units, both land and naval up to their movement range. These units can be moved into enemy territories which will result in battles at the end of the move action. When moving over sea lanes with land units that sea zone's controller can decide whether or not the movement is allowed. Planes however are not subject to this. Planes may also move through an enemy occupied territory, into a friendly territory or enemy territory which will result in a battle.
When you capture a territory from a minor neutral you gain an economics card and a political action card. When you capture a territory from an opposing team you randomly capture one of that teams economics cards.
If two forces each move into the other respective team's territory each attacking force will miss the other and they will be attacking whatever forces each territory left behind for defense.
Strategic Move:
This action is a long distance move action for land units only. Units from 1 territory can be moved to any other territory owned by that team provided they are connected through territories owned and the move is allowed through any sea lanes. No battles can result from this action.
Build New Units:
Your Minister of Finance builds new military units and your minister of war places these units on the map.
Diplomatic Blitz:
This action can only be used once per turn. Your president makes an attempt to bring a minor neutral territory under your control through diplomatic means. I will declare if this attempt succeeds or fails. You get 1 penalty for each government type away from yours the minor neutral is on the political spectrum. you get 2 penalty if the territory is not adjacent to any territory that your team owns. For a reference, you a bit over 70% chance to succeed without any penalties, and if you could somehow get a total penalty of 7 you would automatically fail. Your chance of success will decrease by near half with each successive penalty. If you succeed on the diplomatic blitz that territory becomes yours, you place 1 new infantry on that territory, gain an economics card, and gain a political action card.
Play Political Action Cards:
You may play as many political action cards as you have available to play, you do not have to play any if you do not wish to.
Begin Auction for a Trade Route:
Your team starts a bidding war for a trade route. The Minister of Finance starts the bid with at least 20 pp or more. Then other teams Ministers of Finance may declare counter bids for the trade route. If another team has bid you may bid again and vice versa until the matter is settled. I will then award the winning team with 1 trade route. There is a total of 9 trade routes.
Research New Technology:
Your team makes an attempt to discover a new technology. The Minister of Finance can choose to spend from 0 to 40 pp in the research attempt. Each 5 pp will grant 1 bonus to the research attempt. At 8 bonus the research is automatically successful. With no pp invested you have slightly over 15% chance of success. New technologies will
provide various bonuses to your team. There is a total of 24 different technologies available.
Trade:
You may trade any of the following with other teams: Production Points, Economics Cards, Oil, Political Action Cards, and/or Favors. In order to trade with another team you must have an unobstructed path from your teams capitol to theirs. Minor neutrals are not considered obstructions. In creating a path you may use any land territories as well as any sea zones, the arctic circle does not count as a sea zone. Your Minister of Finance may also exchange currencies pp to cbd or vice versa and oil to cbd and the reverse. You cannot chance pp straight into oil however you may change pp into cbd and if you have existing cbd you may change that into oil. The same goes with oil to pp. CBD is added to and drawn from any amount of players on your team as chosen by the Minister of Finance. The amounts added or taken from each is also decided freely by the Minister of Finance. You may not make a trade action if you do not have a capitol.
Strategic Bombing:
Your team may bomb another team's economy using any/all of your teams aircraft irregardless of where they are on the map. Your minister of war declares which aircraft will be used in the bombing and how many of those will be used as fighters and how many will be used as bombers. Then the defending team's Minister of War will decide how many of their teams aircraft will be used as fighters. I will declare how many hits the defending team has scored. The defending team's Minister of War can then decide which planes of the attackers will be destroyed. I will then declare how many of the attacker's remaining fighters score hits on the defending players fighters. I will also declare how many of the attacker's remaining bombers score hits on the defending team's economy. The attacking team's minister of Finance then chooses which economy cards of the defending team's will be knocked out for that round. One card for each hit. The knocked out economic cards will not be available for use in pp or oil production at the end that round, however they will be available again the round after that. The chances of each plane scoring a hit in all parts of this action are slightly over 15% provided there are no other factors in play (technology).
Commerce Raiding:
Your team attacks another team's trade route with your submarines. You can only choose this action if your team has submarines in one or more sea zones that correspond with another team's trade route/s. The attacking team's Minister of War decides how many submarines in each raid will be used and then I will declare how many hits in each zone is made. The attacking team's Minister of Finance then chooses where the hits go on available trade routes in each zone, as there may be more than 1 trade route in 1 sea zone. 1 hit on a trade route will knock it out for the round. 2 hits on a trade route will destroy it completely. This trade route can be gained again by a team with another trade route auction action.
After the attacking team's Minister of Finance has allocated all hits, if any, any other team with destroyers and/or aircraft carriers in a sea zone that has been commerce raided may make a counter attack against the subs. I will declare each hit for them. Each destroyer has slightly over 30% chance of making a successful hit and each aircraft carrier has a 50% chance of making a successful hit.
End of Turn:
At the end of each turn the Minister of Finance will decide how all of the available economic cards will be used in regards to producing oil and pp. Each team receives 1 political action card.
Win Conditions:
The tourney ends if any team is completely eliminated from the game, at which point the winning team is the one with the most territories (land only). The game will also end if all teams agree to end it at which point I will declare a winner based on a hidden agenda (note that this will not be based on who has the most territories). I will not except the second ending way before a reasonable amount of rounds have passed first.
This tourney shall have a 1000% bonus and last indefinitely until a winning team is declared. I shall declare the prizes for this tourney at a later time, but they will roughly be 5 mil per member on the winning team and a participation prize of 500k-1mil per player. These prizes are subject to chance depending on both how long the tourney runs and how much interest there is in this tourney overall. That means it could be significantly more or it may be less. I'm hoping it can be more ^_^
At this point I believe that I have covered pretty much all of the bases for this tourney. Please as me questions to help get clarification on any points, which I'm sure you all will have some. And otherwise sign up for the tourney here so we can start getting teams setup. There can be up to 8 teams, if we get more than 24 players I will start adding a fourth member to each team and change the rules slightly to compensate. Teams will be chosen a couple days before the start of the tourney so that we can get things setup. You may still join later on though.
Please keep in mind that I am not sure how well this all will work out. It is very complicated and I cannot guarantee how balanced this will work out to be. In any case just try to have fun.
As for the start date.... I am setting it tentatively for Sept 3rd.
Team 1 Unit Piece color: Red Government Type: Fascist
President: Dirty Tree and a Turd
Minister of War: Duke
Minister of Finance: Shoot im noob
Team 2 Unit Piece Color: Blue Government Type: Communist
President: Xenogard
Minister of War: Josh
Minister of Finance: Fish Poop
Team 3 Unit Piece Color: Green Government Type: Monarchy
Prime Minister: Joel
Minister of War: Titan
Minister of Finance: moskel
Team 4 Unit Piece Color: Gray Government Type: Democracy
President: Nayab
Minister of War: Nayab
Minister of Finance: Gohan