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ur:turns [2016/10/29 12:16]
marcs [Turns 2]
ur:turns [2016/12/24 15:58] (current)
marceln [Strategic turn]
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   * Strategic turns   * Strategic turns
      * Represent a week of real time      * Represent a week of real time
-     Payment of troops/food +     Require payment of troops and/or food for the population 
-     Siege turn +     May encompass siege during the turn 
-     Raids (strategic combat)+     May encompass raids (strategic combat) 
 +     * May encompass the firing of the Gnomish cannon
   * Tactical turns   * Tactical turns
      * Tactical turns are part of the upcoming strategic turn.      * Tactical turns are part of the upcoming strategic turn.
         * The first tactical turn you get your new magic energy (for the complete strategic turn).         * The first tactical turn you get your new magic energy (for the complete strategic turn).
-        * The gnomisch team canon may fire only once during this strategic turn (which could be in this tactical turn). +        * The Gnomisch cannon may be fired only once during this strategic turn (which could happen in this tactical turn). 
-     Represents a short real time (half a hour) +     Represent a short real time (half a hour) 
-     * Army combat turn+     Represent an Army combat turn
  
-The Prince of Darkness triggers Tactical turns when he storms the city.+The Prince of Darkness triggers tactical turns when he storms the city.
  
 ==== Turns ==== ==== Turns ====
  
-turn start description comments ^+Turn Start Description Remarks ^
 |   - | 09:30 | Reception and booking in || |   - | 09:30 | Reception and booking in ||
 |   - | 10:00 | Welcome & Briefing || |   - | 10:00 | Welcome & Briefing ||
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 ==== Strategic turn ==== ==== Strategic turn ====
  
-phase time  description location    comments +Phase Time  Description Location    Remarks 
-| 1     | 0-8   time time   team table    | Payment of troops/food, receive magic energy (1) | +| 1     | 0-8   Administration       Team table    | Payment of troops/food, receive magic energy (1) | 
-| 2     | 8-10  | magic       team table    | Magic results are determined | +| 2     | 8-10  | Magic                Team table    | Magic results are determined | 
-| 3     | 10-25 diplomatic  Free          Players are free to discuss anything +| 3     | 10-14 Raids (d)            Map           Raid events are played 
-| 4     25-29 raid (d)    | Map           Raid events are played |+| 4     14-15 Trebuchet (d)        | Map           
 +| 5     | 15-29 | Diplomacy            | Free          | Players are free to discuss anything |
  
-(d): None combat players are busy with diplomatic missions and preparing the following turn.+(d): Non combat players are busy with diplomatic missions nor can they be preparing the next turn.
  
 (1): This will be done in the first tactical turn if there is one or more tactical turns this strategic phase. (1): This will be done in the first tactical turn if there is one or more tactical turns this strategic phase.
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 ==== Tactical turns ==== ==== Tactical turns ====
  
-phase time  description  location      comments +Phase Time  Description  Location      Remarks 
-| 1     | 0-8   time time    team table    | Receive magical energy on the first tactical turn  | +| 1     | 0-8   Administration  Team table    | Receive magical energy on the first tactical/start of strategic turn  | 
-| 2     | 8-10  | magic        team table    | Magic results are determined | +| 2     | 8-10  | Magic           Team table    | Magic results are determined | 
-| 3     | 10-15 | Movement (d) | Map           | Placement of stack markers | +| 3     | 10-15 | Movement (d)    | Map           | Placement of command markers and resolution 
-| 4     | 15-20 | Combat 1 (d) | Combat table  | | +| 4     | 15-20 | Combat 1 (d)    | Combat table  | | 
-| 5     | 20-23 | Combat 2 (d) | Combat table  | | +| 5     | 20-23 | Combat 2 (d)    | Combat table  | | 
-| 6     | 23-26 | Combat 3 (d) | Combat table  | | +| 6     | 23-26 | Combat 3 (d)    | Combat table  | | 
-| 7     | 26-29 | Map cleanup  | Map           | Central results of combat |+| 7     | 26-29 | Map cleanup     | Map           | Central results of combat |
  
 === Movement phase === === Movement phase ===
  
-The attacker places commander tokens on the table in a area (e.g. wall segment).+The attacker places command/stack tokens on the table in a area (e.g. wall segment).
  
-These tokens represent a stack of troops between 1 and 8 units. For 5 ore more troops big stack token should be used. This represents the fact that the bigger troop density is visible from the walls. Every stack should also contain the name of the player which is responsible for the fight in this area.+These tokens represent a stack of troops between 1 and 8 units. For 5 or more units large stack token should be used. This represents the fact that the bigger troop density is visible from the walls. Every stack should also contain the name of the player who is responsible for the fight in this area.
  
 The exact number of troops is still hidden from the defender. The exact number of troops is still hidden from the defender.
  
-After that the defender places his commander tokens and divides the troops over the locations.+Next, the defender places his command/stack tokens and distributes his troops over the locations.
  
-Then the map umpires will point to a combat table where both players should go to fight the battle in that area.+The map umpires will then indicate to each pair of players intending combat to a combat table where both should go to resolve the outcome of the battle in that area.
  
-In this area the attacker and defender will open there stacks and the 3 fighting rounds start.+In this areaattacker and defender will open their stacks and three fighting rounds are resolved.
  
 == Reason for combat tables == == Reason for combat tables ==
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    * There is not enough space on the central map for 8 battles on 8 wall segments.    * There is not enough space on the central map for 8 battles on 8 wall segments.
    * The attacks on the wall segments are independent.    * The attacks on the wall segments are independent.
-     * The decision to retreat or fight a other round shouldn'be based on the results of a other segment.+     * The decision to retreat or fight another round should not be based on the results of a other segment.
    
 === Combat phase === === Combat phase ===
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 Each of the players may open his/her personal briefing. Each of the players may open his/her personal briefing.
  
-The Black Prince(ss) holds his war council and receives a specific amount of money from game control. Based on this amount, the council must decide on the mixture of troops. The Dark Prince must pay his mercenaries for every turn during siege (We may assume that each turn will represent something like a full week as long as the siege is continuing). If the Black Council makes really foolish decisions, we can intervene by letting the skirmishers of the Black Prince find gold hidden in a farm in the valley.+The Black Prince(ss) holds his war council and receives a specific amount of money from game control. Based on this amount, the council must decide on the mixture of troops. The Dark Prince must pay his mercenaries for every week marching onto Urr and for every **strategic** turn during siege. If the Black Council makes really foolish decisions, we can intervene by letting skirmishers of the Black Prince find some gold hidden in a farm in the valley.
  
 In the city, a party is held for the newly elected council, which may then decide on tolls, trade, etc. One of the Temple Hermits gets a warning by dream. In the city, a party is held for the newly elected council, which may then decide on tolls, trade, etc. One of the Temple Hermits gets a warning by dream.
  
-The Red Beards Commisjun confirms its representative on the city grand council. By convention, this is usually someone living in the city aka. the Chief Mason. They have heard some rumors and may decide their initial stance.+The Red Beards Commisjun confirms its representative on the city Grand Council. By convention, this is usually someone living in the city aka. the Chief Mason. They have heard some rumors and may decide their initial stance.
  
 The Long Beards receive a bitter briefing about the relation between the city and the Long Beards. They know about a secret tunnel between the Metal Mountains and the city. The Long Beards receive a bitter briefing about the relation between the city and the Long Beards. They know about a secret tunnel between the Metal Mountains and the city.
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 The Gnomes keep themselves busy with repairing Steam Valves and other things. TBD. The Gnomes keep themselves busy with repairing Steam Valves and other things. TBD.
  
-It is also a Festival time for the Free Folk, followed by their favourite pastime, raiding. During this and following turns, some raiders may also encounter early recon skirmishers of the Black Prince. Some time is also spent in the Council of the Free.+It is also a Festival time for the Free Folk, followed by their favourite pastime, raiding. During this and following turns, some raiders may also encounter early reconnaisance skirmishers of the Black Prince. Some time is also spent in the Council of the Free.
  
 ==== Turn 2 ==== ==== Turn 2 ====
-The siege starts. Troops of the Black prince take positions around the city and place the trebuchet(s) around the city.+The siege starts. Troops of the Black prince take positions around the city and place their own trebuchets around the city.
  
-The prince can start the negotiations about the trebuchet of the dwarves.+The prince may start the negotiations with the Longbeard Dwarves about hiring their sublime trebuchet.
  
-==== Turns 3 ==== +==== Turn 3 ==== 
-Standard trebuchet start shooting at the city.+Standard trebuchets may start shooting at the city.
  
-Dwarven trebuchet is placed if the negotiations where successfully.+The Longbeard trebuchet is placed if the negotiations were successful.
  
 ==== Turns 4-7 ==== ==== Turns 4-7 ====
ur/turns.1477743363.txt.gz · Last modified: 2016/10/29 12:16 by marcs