Balance of Power AAR
Posted: Sun Nov 01, 2009 4:32 pm
Ok, we are up. Thank you Tom for fixing ingame issues. I need someone, outside the game, to roll a die for each player to determine the house/regime they receive. Any takers please? After this transpires the game begins. Any help appreciated.
Player regimes are:
Lord Marlborough
Earl of Orkney
Baron Arundel
Blanton's Fiefdom
Duke of Burgundy
Players are:
Arditi
Jay Doubleyou- Archduke replaced him
Tweber
Casus Belli
Barthheart
1. A player loses if they have ALL their 5 (level 4) staff/family killed. Protect them from potential bombers or air attacks.
2. Research can be expensive, but all regimes/families have upper level units to control initially.
3. Flags are placed strategically to encourage tension, deal making and attacks.
4. A player can be on the losing end, but possibly end up with some good random die rolls to control 1 or all 3 of the governmental entities to support their family/regime.
5. Locations are named for scenario/world flavor.
6. Screen shots and some play-acting encouraged ingame.
7. The five initial player families/regimes will be rolled(6 sided die), but time zones will be taken into account to encourage fast turn making.
8. Level 4 staff cannot be researched nor made.
9. Each 15 turns, the 1st and 2nd majority flag owners will determine where they want their +2 and +1 addtional points aded to which governmental dept. die roll. Each die roll for each family for the particular dept. will be made known. If two families/regimes tie in a high die roll...a reroll will be made for the two high die rolls. It is possible for a family/regime to have more than one dept. under their control for the 15 turns.
10. I highly encourage the players to backstab or reduce the majority flag controller to reduce their +2 modifier on die rolls. This modifyer can be powerful.
11. It will be important to have control of the sea lanes to bring in the pp's/production from overseas interests.
12. A regime's homelands are the most powerful and the most at risk, since they border the other regime's homelands. Good game tension possible here.
13. The gamemaster(me) will control the governmental entities for the first 15 turns. They may not attack nor be attacked for the first 10 turns...for that matter no regime may attack a player regime the first 10 turns. Protect your colonies and flags. Neutrals may be attacked.
14. Various types of peoples are ingame. There are the Helots(weak people reduced in combat efficiency) and the Sparticists(enhanced neutral peoples in combat).
15. If a player controls a governmental dept. he may not voluntarily have the dept. give up land nor cities to the controlling family regime. A player must wrest control of Dept. cities and land from another regime/player.
Player regimes are:
Lord Marlborough
Earl of Orkney
Baron Arundel
Blanton's Fiefdom
Duke of Burgundy
Players are:
Arditi
Jay Doubleyou- Archduke replaced him
Tweber
Casus Belli
Barthheart
1. A player loses if they have ALL their 5 (level 4) staff/family killed. Protect them from potential bombers or air attacks.
2. Research can be expensive, but all regimes/families have upper level units to control initially.
3. Flags are placed strategically to encourage tension, deal making and attacks.
4. A player can be on the losing end, but possibly end up with some good random die rolls to control 1 or all 3 of the governmental entities to support their family/regime.
5. Locations are named for scenario/world flavor.
6. Screen shots and some play-acting encouraged ingame.
7. The five initial player families/regimes will be rolled(6 sided die), but time zones will be taken into account to encourage fast turn making.
8. Level 4 staff cannot be researched nor made.
9. Each 15 turns, the 1st and 2nd majority flag owners will determine where they want their +2 and +1 addtional points aded to which governmental dept. die roll. Each die roll for each family for the particular dept. will be made known. If two families/regimes tie in a high die roll...a reroll will be made for the two high die rolls. It is possible for a family/regime to have more than one dept. under their control for the 15 turns.
10. I highly encourage the players to backstab or reduce the majority flag controller to reduce their +2 modifier on die rolls. This modifyer can be powerful.
11. It will be important to have control of the sea lanes to bring in the pp's/production from overseas interests.
12. A regime's homelands are the most powerful and the most at risk, since they border the other regime's homelands. Good game tension possible here.
13. The gamemaster(me) will control the governmental entities for the first 15 turns. They may not attack nor be attacked for the first 10 turns...for that matter no regime may attack a player regime the first 10 turns. Protect your colonies and flags. Neutrals may be attacked.
14. Various types of peoples are ingame. There are the Helots(weak people reduced in combat efficiency) and the Sparticists(enhanced neutral peoples in combat).
15. If a player controls a governmental dept. he may not voluntarily have the dept. give up land nor cities to the controlling family regime. A player must wrest control of Dept. cities and land from another regime/player.