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urhb:mechanisms [2018/01/10 16:15]
marcs [Economics]
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     | 10-20 | 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 ===
-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.+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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 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 ==== ==== Death of a character ====
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 ==== Diplomatic missions and when they go wrong ==== ==== Diplomatic missions and when they go wrong ====
-A lot of the game is about people engaging in diplomatic negotiations. There are no specific rules for adjucating negotiations as they are also an essential part of this game. There are 2 basic principles to observe: +A lot of the game is about people engaging in diplomatic negotiations. There are no specific rules for adjudicating negotiations, but they are also an essential part of this game. There are 2 basic principles to observe: 
  
   * 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 is, who is involved and how they all got there.     * 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 is, who is involved and how they all got there.  
urhb/mechanisms.1515600905.txt.gz · Last modified: 2018/01/10 16:15 by marcs