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urhb:mechanisms [2018/01/09 22:41]
daniel [Diplomatic missions and when they go wrong]
urhb:mechanisms [2018/01/15 11:40] (current)
marcs [Tactical turns]
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 ^ Phase ^ Time  ^ Description ^ Location    ^ Remarks ^ ^ Phase ^ Time  ^ Description ^ Location    ^ Remarks ^
-| 1     | 0-10  | Administration       | Team table    |Payment of troops/food| +| 1     | 0-10  | Administration       | Team table    | Payment of troops/food | 
-| 1     | 0-10  | Magic                | Magic table   | Magic results are determined|+| 1     | 0-10  | Magic                | Magic table   | Magic results are determined 
 +| 2     | 10-20 | Movement             | Map           | Troops are moved onto central map |
 | 2     | 10-14 | Raids (d)            | Map           | Raid events are played | | 2     | 10-14 | Raids (d)            | Map           | Raid events are played |
 | 3     | 14-15 | Trebuchet (d)        | Map           | | | 3     | 14-15 | Trebuchet (d)        | Map           | |
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 === Movement during strategic turns === === Movement during strategic turns ===
-**??Question: we  must clarify what is possible in a whole week. What happens if two units stumble upon each other??**+Since movement in a strategic turn covers a whole week, you would be able to march all over the central map. Note that trebuchets cannot shoot while on the move. If you want to move troops onto the central map, you should inform the map umpires before doing so. A large force that is within an hour distance can be spotted by scouts. This rule holds for all parties wanting to move onto the central map.
  
  
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   * During the tactical turn, **3 combat rounds** takes place. Combat may happen everywhere on the City map.   * During the tactical turn, **3 combat rounds** takes place. Combat may happen everywhere on the City map.
  
-The Prince of Darkness decides when a tactical turn should start by ordering his troops to storm the walls of the City. If he does so, it will be announced, as every wall militia can easily see the preparation of troops for battle. At the next turn or turns he may decide to start another tactical turn, if the previous one was not sufficient enough for storming the walls. At the moment that he decides that tactical turns should stop, the remainder of the upcoming strategic turn is played.+The Prince of Darkness decides when a tactical turn should start by ordering his troops to storm the walls of the City. If he does so, he must inform the map umpires during the administration phase of a turn, as it will be announcedevery wall militia can easily see the preparation of troops for battle. At the next turn or turns he may decide to start another tactical turn, if the previous one was not sufficient enough for storming the walls. At the moment that he decides that tactical turns should stop, the remainder of the upcoming strategic turn is played.  
 + 
 +Note that it is possible that the Prince of Darkness initiates a first tactical turn and that other parties intend to march onto the central map at the same moment: the map umpires will then judge the actual situation.
  
 We introduced this concept of strategic and tactical turns because in medieval times, siege could continue for weeks (or even months) in a row. However, when an enemy committed his troops to fighting on the walls, battles usually finished in a couple of hours.  We introduced this concept of strategic and tactical turns because in medieval times, siege could continue for weeks (or even months) in a row. However, when an enemy committed his troops to fighting on the walls, battles usually finished in a couple of hours. 
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 However, it might be that a unit enters the fields around the city at some specific time However, it might be that a unit enters the fields around the city at some specific time
 to attack sieging forces from the rear. At this point it is a judgement by the map umpire to attack sieging forces from the rear. At this point it is a judgement by the map umpire
-who will be the attacking and who will be the defending unit(s).+who will be the attacking and who will be the defending unit(s). Note also that a tactical 
 +turn is only half an hour and that you cannot march the whole central map in that time frame. 
 +So you must think ahead in a previous strategic turn how your forces are spread on the central 
 +map.
  
 First, the attacker places a stack/command token on the table in an area on the map (for instance a wall segment, in the case that he wants to storm the wall at this point). Simultaneously he will put a stack of units face down, with the same stack/command token in his appropriate troop box on the map or aside the map (It might be that his appropriate box on the map is too small for all of his forces). Basically, this is his attack commitment to that specific area. If he wants to attack more than one area, he should continue setting up his allocation until he has declared all his attack commitments. First, the attacker places a stack/command token on the table in an area on the map (for instance a wall segment, in the case that he wants to storm the wall at this point). Simultaneously he will put a stack of units face down, with the same stack/command token in his appropriate troop box on the map or aside the map (It might be that his appropriate box on the map is too small for all of his forces). Basically, this is his attack commitment to that specific area. If he wants to attack more than one area, he should continue setting up his allocation until he has declared all his attack commitments.
  
-These tokens represent a stack of troops between 1 and 8 (not more, this is the **stacking limit**) units. For 5 or more units a **large** stack token should be used. This represents the fact that a big troop density is visible from the walls, but the actual composition of the attacking forces should remain unclear. You must note that there is a separate stacking limit for troops actually going into combat.+These tokens represent a stack of troops between 1 and 8 units. For **open** combats we have a **stacking limit** of **8** units on either side. For combats to **storm** the wall or **on** the wall, a stacking limit of **4** will be used (There is not so much space on top of a wall). For 5 or more units a **large** stack token should be used. This represents the fact that a big troop density is visible from the walls, but the actual composition of the attacking forces should remain unclear. You must note that there is a separate stacking limit for troops actually going into combat.
  
 Next, the defender places his commitments while he distributes his troops over the locations, he wants to defend. Next, the defender places his commitments while he distributes his troops over the locations, he wants to defend.
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 //An army marches on its stomachs//, a saying attributed to two human generals of past times, attests to the importance of forces to be well provisioned. This is also quite important for a City under siege. In our //An army marches on its stomachs//, a saying attributed to two human generals of past times, attests to the importance of forces to be well provisioned. This is also quite important for a City under siege. In our
 game, we will keep track of food storage by means of coloured (not yellow) tokens. One token represents the game, we will keep track of food storage by means of coloured (not yellow) tokens. One token represents the
-amount of food that is generally eaten by **1000 people** in a **week** time.+amount of food that is generally eaten by **1000 people** in a **week** time. As a general rule, a City under 
 +siege must be able to feed its population, otherwise unrest will spread. While an army is marching, it does 
 +**not** have the time to live from the land (or march very very slowly). So an army on the march must feed its 
 +soldiers.
  
-We keep track of gold by means of yellow tokens. One unit of gold, represented by a small yellow token, is the equivalent of **100 gold pieces** (To give you some comparison: one Roman aureus had about 8 grams of gold or in modern day currency valued about 300 euro). Large yellow tokens will be used to represent 5 units of gold. We have estimated that one food token will roughly cost one unit of gold. Of course, when the need for food rises, so may its price.+We keep track of gold by means of yellow tokens. One unit of gold, represented by a small yellow token, is the equivalent of **100 gold pieces** (To give you some comparison: one Roman aureus had about 8 grams of gold or in modern day currency valued about 300 euro). Large yellow tokens will be used to represent 5 units of gold. We have estimated that **one food** token will roughly cost **one unit** of gold. Of course, when the need for food rises, so may its price
 + 
 +==== Death of a character ==== 
 +It is not impossible that your character dies in the game. If so, you should go to the Game umpire and check with him what to do. It is most likely that you will be recast in the same team, but possibly with other capacities and options
  
  
 ==== Diplomatic missions and when they go wrong ==== ==== Diplomatic missions and when they go wrong ====
-A lot of the game is people engaging in diplomatic negotiations. There are no extended rules for that.  +A lot of the game is about people engaging in diplomatic negotiations. There are no specific rules for adjudicating negotiationsbut they are also an essential part of this gameThere are 2 basic principles to observe: 
- +
-Just 2 basic ones:  +
- +
-I. Diplomacy only takes place if everybody involved can actually meet each other. There is a war going on. It should be clear at all times where the meeting iswho is involved and how they all got there.   +
- +
-II. You should document the outcome of your negotiations, because a lot of stuff only goes into effect if you can prove to the right umpires something has been agreed on. +
- +
- +
-__The rules below cover what happens, when diplomats lose their composure and draw their weapons at the negotiating table.__ +
- +
-**Beforehand.** +
-The nearest umpire referees the conflict. +
- +
-**First.** +
-Is your character an Elf, the Dark Prince, or a Temple Hermit? Ignore these rules, use your personal magic to avoid a fight, either by fleeing, or by disabling your opponent. The umpire decides which power goes first if needed. +
- +
-**Second.** +
-The Follow Through test. Both sides roll a d6. If at least one of them rolls a 6 the fight is actually on, otherwise there is a lot of shouting and waving swords in the air, but no actual combat. +
- +
-//Modifiers// +
- +
-Does your character use the **Loathsome weapon** power? The other character rolls 1d6 less on the  Follow Through test. +
- +
-Does your character think he is a great warrior? (player decides) Roll an extra d6, keep the best result.+
  
-Does your character have a name in the briefing and not just a title? You can proclaim: "will not start this fight...". And automatically fail this test.+  * I. Diplomacy only takes place if everybody involved can actually meet each otherThere is a war going onIt should be clear at all times where the meeting is, who is involved and how they all got there 
  
-**Third.** +  IIYou should document the outcome of your negotiationsbecause lot of stuff only goes into effect if you can prove to the right umpires something has been agreed on.
-The combat test. Both sides roll a d6. On a tiethe fight is broken up without clear result, otherwise the highest result wins. The umpire decides if the loser is dead, or has simply lost the fight and has sustained only minor injuries. If the loser is dead, the umpire provides that player with a new character.+
  
-//Modifiers// 
  
-Is your character a great warrior? (umpire decides)  Roll an extra d6, keep the best result. This can theoretically stack with the modification below. Granting a character 3d6 keep the best result+**The rules below cover what happens, when diplomats lose their composure and draw their weapons at the negotiating table.** 
 +Since this is something when the parties are in direct contact with each other, it involves interaction which **must** be refereed by an umpire. If this happens locate the nearest to referee the conflict. 
 +  * **First**\\ Is your character an Elf, the Dark Prince, or a Temple Hermit**?** Ignore these rules, use your personal magic to avoid a fight, either by fleeing, or by disabling your opponent. The umpire decides which power goes first if needed.  
 +  * **Second**\\ In other cases the Follow Through test takes place. Both sides roll a D6. If at least one of them rolls a 6 the fight is actually on, otherwise there is a lot of shouting and waving swords in the air, but no actual combat.\\ \\ **Modifiers for the Follow Through test** 
 +    * Does your character use the **Loathsome weapon** power**?** The other character rolls 1D6 less on the  Follow Through test. 
 +    * Does your character think he is a great warrior**?** (player decides) Roll an extra D6, keep the best result. 
 +    * Does your character have a name in the briefing and not just a title**?** You can proclaim: "I will not start this fight..." and automatically fail this test.
  
-Does your character have a name in the briefing and not just a title? And has the character deliberately failed the Follow Through test? You can proclaim: "...But I will finish it!"  Roll an extra d6, keep the best result. +  * **Third: The actual person to person combat**\\ Both sides roll another D6. On a tie, the fight is broken up without a clear result, otherwise the highest result wins. Does your character have his own personal raiding unit with him**?** You will survive the fight. Otherwise the umpire decides if the loser is dead, or has simply lost the fight and has sustained only minor injuries. If the loser is dead, the umpire provides that player with a new character. \\ \\ **Modifiers for the actual combat**\\  
 +    * Is your character a great warrior**?** (umpire decides)  Roll an extra D6, keep the best result. This can theoretically stack with the modification below. Granting a character 3D6 keep the best result.  
 +    * Does your character have a name in the briefing and not just a title**?** And has the character deliberately failed the Follow Through test**?** You can proclaim: "...But I will finish it!"  Roll an extra D6, keep the best result. 
urhb/mechanisms.1515537717.txt.gz · Last modified: 2018/01/09 22:41 by daniel