User Tools

Site Tools


ur:team-long:long_beards_briefing

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
Next revision
Previous revision
ur:team-long:long_beards_briefing [2018/01/12 13:22]
daniel [Food]
ur:team-long:long_beards_briefing [2018/01/22 19:46] (current)
marcs [Weapons and armor]
Line 20: Line 20:
  
   * The First turn of the game is an extended 4 week turn. So that is 12 food tokens for turn 1.    * The First turn of the game is an extended 4 week turn. So that is 12 food tokens for turn 1. 
-  * If the Kingdom gains a large amount of guests, those must fed as well1 food token for each 1000 guests.+  * If the Kingdom gains a large amount of guests, these must fed as well, consuming 1 food token per 1000 guests in one week. 
 +  * It is harvest time at the start of the game.
   * Dwarven food is a bit different from human food. Have fun explaining what you are selling, if you are selling food tokens to another party. Also have fun complaining when non-dwarves try to sell food to you.   * Dwarven food is a bit different from human food. Have fun explaining what you are selling, if you are selling food tokens to another party. Also have fun complaining when non-dwarves try to sell food to you.
  
 +=== Available food ===
  
 +The list of available food at the start of the game: 
 +   * Emergency reserves: 15 
 +   * Normal stocks: 12
 +   * Mushrooms: 10
  
 +Every turn you receive 10% extra mushrooms. If you eat them all it will take a long time before you can grow them again.
 +
 +==== Available gold ====
 +
 +The list of available gold:
 +   * Gold: 600
 +   * Treasures: 600
 +
 +Urr will probably want to sell some of its treasures to you to get extra money. It's not bad to buy stuff back from them for an under the current circumstances reasonable price*.
 +
 +You could produce 5 gold pieces worth of treasure every week if you dedicate your workforce to it.
 +This will stop if you are forced to activate your army, or go out to hunt for food. War is hell.
 +
 +*That means very cheap.
 +
 +==== Weapons and armor ====
 +You have the following weapons in stock for sale:
 +   * 70 Dwarven armour +2
 +   * 35 Dwarven hamers and 35 axes +2
 +   * 100 human armour +1
 +   * 200 swords +1
 +   * 1 Trebuchet 3*D6
  
 ===== The Longbeard forces ===== ===== The Longbeard forces =====
Line 73: Line 101:
 ==== Strategic Turn Ritual Magic ====  ==== Strategic Turn Ritual Magic ==== 
  
-  * **Dwarfs' Culinary Bounty (red mana)** An enormous feast is created, worth 4 Food Tokens for each red mana. Special: This originated as a a Dwarven spell. Dwarven cuisine is wonderful, but a lot of it is very different from what everybody else eats. Side effects from Jokers usually manifest as a high portion of the meal consisting of traditional Dwarven delicacies.+  * **Dwarfs' Culinary Bounty (red mana)** An enormous feast is created, worth 4 Food Tokens for each red mana. Special: This originated from a Dwarven spell. Dwarven cuisine is wonderful, but a lot of it is very different from what everybody else eats. Side effects from Jokers usually manifest as a high portion of the meal consisting of traditional Dwarven delicacies.
  
   * **We Speak the Will of Kings (unique)** Prior to the casting of this spell the high king writes a proclamation, warning the world they will get involved with the current conflict and prophesying that if a certain thing comes to pass there will be dire consequences. Then a herald goes out to circulate this proclamation amongst the 'kings of the world'. Meaning it must be signed as seen by: The Comrade Prince, The Goddess Empress, A captain regent of Urr, The Dark Prince and an Elven envoy. This document is a vital material component of the spell. Hand it over to the magic umpire when actually casting the spell. Mana is gathered the usual way and send into the future. If the thing the High King warns about actually comes to pass (the magic umpire decides, possibly creatively interpreting the text), in the next magic phase a ritual spell receives that mana as a bonus. The recipient is the spell that is going to punish the faction that causes the event the most. This spell can only be cast **once**.   * **We Speak the Will of Kings (unique)** Prior to the casting of this spell the high king writes a proclamation, warning the world they will get involved with the current conflict and prophesying that if a certain thing comes to pass there will be dire consequences. Then a herald goes out to circulate this proclamation amongst the 'kings of the world'. Meaning it must be signed as seen by: The Comrade Prince, The Goddess Empress, A captain regent of Urr, The Dark Prince and an Elven envoy. This document is a vital material component of the spell. Hand it over to the magic umpire when actually casting the spell. Mana is gathered the usual way and send into the future. If the thing the High King warns about actually comes to pass (the magic umpire decides, possibly creatively interpreting the text), in the next magic phase a ritual spell receives that mana as a bonus. The recipient is the spell that is going to punish the faction that causes the event the most. This spell can only be cast **once**.
ur/team-long/long_beards_briefing.1515763358.txt.gz · Last modified: 2018/01/12 13:22 by daniel