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Turns

Introduction

Every turn is played in 30 minutes. There are two types of turns:

  • Strategic turns
    • Represent a week of real time
    • Require payment of troops and/or food for the population
    • May encompass siege during the turn
    • May encompass raids (strategic combat)
    • May encompass the firing of the Gnomish cannon
  • Tactical turns
    • 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 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)
    • Represents an Army combat turn

The Prince of Darkness triggers tactical turns when he storms the city.

Turns

turn start description comments
- 09:30 Reception and booking in
- 10:00 Welcome & Briefing
1 10:15 Extended turn 1 Settle, no surprises, rumors
2 11:00 Turn 2 Preparations
3 11:30 Turn 3 Siege
4 12:00 Turn 4 Siege
5 12:30 Turn 5 Siege
6 13:00 Turn 6 Siege
7 13:30 Turn 7 Siege
8 14:00 Turn 8 Storm city
9 14:30 Turn 9 Storm city
10 15:00 Turn 10 Siege, inner city
11 15:30 Turn 11 Storm inner city
12 16:00 Turn 12 Siege of Citadel
- 16:30 Game end & public discussion
- 17:00 Cleanup
- 17:30 Meeting in the bar of location
- 19:00 After game diner

Strategic turn

phase time description location comments
1 0-8 time time team table Payment of troops/food, receive magic energy (1)
2 8-10 magic team table Magic results are determined
3 10-25 diplomatic Free Players are free to discuss anything
4 25-29 raid (d) Map Raid events are played

(d): None combat players are busy with diplomatic missions and preparing the following turn.

(1): This will be done in the first tactical turn if there is one or more tactical turns this strategic phase.

Tactical turns

phase time description location comments
1 0-8 time time team table Receive magical energy on the first tactical turn
2 8-10 magic team table Magic results are determined
3 10-15 Movement (d) Map Placement of stack markers
4 15-20 Combat 1 (d) Combat table
5 20-23 Combat 2 (d) Combat table
6 23-26 Combat 3 (d) Combat table
7 26-29 Map cleanup Map Central results of combat

Movement phase

The attacker places commander 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 a 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.

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.

Then the map umpires will point to a combat table where both players should go to fight the battle in that area.

In this area the attacker and defender will open there stacks and the 3 fighting rounds start.

Reason for combat tables
  • 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 decision to retreat or fight a other round shouldn't be based on the results of a other segment.

Combat phase

The actions in a combat round:

  1. Defender declares if he wants to retreat
  2. Attacker declares if he wants to retreat
  3. Ranged weapons attack
  4. Melee attack

General intents

Part of the game is about resource allocation of three kinds: money, food and magic. Each of these must be collected and consequently spent. This will provide us with ways to influence the game during the day.

Extended turn 1

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.

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 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 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.

Turn 2

The siege starts. Troops of the Black prince take positions around the city and place the trebuchet(s) around the city.

The prince can start the negotiations about the trebuchet of the dwarves.

Turn 3

Standard trebuchet(s) start shooting at the city.

Dwarven trebuchet is placed if the negotiations where successfully.

Turns 4-7

Shooting with trebuchet at the city.

Turns 8/9

Storm of the city

Turns 9/10

Strategic turn inner wall

Turn 10/11

Storm of the inner city

ur/turns.1478044227.txt.gz ยท Last modified: 2016/11/01 23:50 by marcs