Urr
Urr
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We will have two maps in the hall. The first is a representation the land of Ur, while the other is much more detailed representing the town of Ur and its direct surrounding fields. The latter map should have a scale of 1:1000. Thus one square of 5 x 5 cm represents 50 x 50 m2. The scale of the first map should be decided soon. The city of Ur is a rough octagon of about 1km x 1km, so this will need about 20 x 20 squares on the City table.
The game will be played in turns of 1 hour, each of which represents a day. The period in which the game takes place (Spring, Summer or Autumn) still has to be decided. The first turn is a special one, devoted entirely to diplomacy and the approach of the Dark Prince and his (mostly) living troops. During this turn, the Dark Forces are not yet on the City table. In the night after the start of the siege, the Dark Prince's Grand Necromancer may use his magic to raise undead troops out of the five graveyards that lie just outside the city gates along the roads towards the city.
Turn timing:
Venue open | 09.00 - 09.30 | Game organisation present |
Setting up | 09.30 - 10.00 | Arrival and booking in |
10.00 - 10.15 | Introduction and opening remarks | |
Turn 1 | 10.15 - 11.15 | Diplomacy and approach of Dark Forces |
Turn 2 | 11.15 - 12.15 | Siege starts |
Turn 3 | 12.15 - 13.15 | Zombies active |
Turn 4 | 13.15 - 14.15 | Outer wall breach? |
Turn 5 | 14.15 - 15.15 | Outer wall breached |
Turn 6 | 15.15 - 16.15 | |
Turn 7 | 16.15 - 17.15 | Game end |
If the Dark Prince captures city center (Palaces and Ziggurat) before or in turn 7, he is the victor and his Imperial Guard will occupy the city. Independent of the outcome of the game, his mercenaries and raised undead will leave him afer the game. If the Dark Prince wins, the next megagame will be 'The rebellion of Ur'