Warlords of Antiquity

Rules and Player sign-up

In this game of conquest set in 272 BCE, players control the decisions of their nation and may engage in diplomacy, warfare, and skullduggery to achieve victory!

VICTORY CONDITION: First player to own 100 regions wins the game.

Starting World Map:

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I recommend opening world map image in a new browser tab for clarity. You will also be able to zoom in.

The Regions on this map will be filled with different colors depending on which faction/country owns it.

This is the starting map on Turn 0, where each faction/country owns 1 region to start with.


Map Legend (Factions)

Map Legend (Factions)

These are the available factions you can play as in this game. I’ve included a zoomed-in image of the factions’ starting locations to help you find them on the world map.


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  • Athens = Light Yellow
  • Sparta = Brown
  • Pergamon = Hot Pink
  • Macedon = Dark Blue

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  • Getae = Dark Brown

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  • Scythia = Gold

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  • Egypt = Light Purple
  • Seleucid = Blue-Gray

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  • Aorsoi = Green

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  • Parthia = Purple

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  • Baktria = Sky Blue

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  • Suebi = Salmon Pink

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  • Boii = Aqua

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  • Rome = Red
  • Carthage = Gray

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  • Epirus = Tan

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  • Gallaeci = Cream
  • Arverni = Dark Green

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  • Pontus = Orange

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  • Iceni = Blue

Turns

Turns

This will be a turn based game, where each turn is 24 hours. All players will post their moves once per day, and the GM (me) will post an updated Map every 24 hours with the result of attacks/movements/new territory conquered/etc.

You can win the game by owning 100 regions.

Please note: if a player does not post a move in time (in the 24-hour window) he/she will basically skip that turn.


How to Join, and GM-controlled Factions

How to Join, and GM-controlled Factions

To join the game, you need to choose a faction. Simply comment here with the faction you’d like to play, and I will add you to the game. Scroll up to the “Map Legend (Factions)” section to see the list of factions.

GM-controlled factions

If not all factions are claimed by players when the game starts (sometime next week, perhaps June 28th or 29th), the Game Master (GM - which is me) will control the unclaimed factions to balance the map. New players can still join at any time! When a new player joins the game, they can choose any (one) GM-controlled faction to take, and that faction will be given to that new player.

Factions controlled by the GM:

- Cannot win the game!
- Cannot perform Assassination or Rebellion missions with Secret Agents
- Can engage in diplomacy
- Plays passively (cannot attack a player unless attacked)

Additionally:

  • A player can only switch factions if their faction owns less than 5 regions.
  • A GM-controlled faction with 75 or more regions cannot be taken over by a player because it is too close to the 100 region victory condition. Again, GM-controlled factions cannot win the game.

Map: some rules

Map: some rules

As mentioned before, this is the starting map. Regions will be colored in as the game progresses depending on which faction owns it:

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I recommend opening this map image in a new browser tab for clarity.

The thick black lines are mountain ranges, and are impassable. If you want to attack a region on the other side of the mountain, you will have to go around the mountain. There are 14 sea zones. Sea zones are labeled, and separated by black lines.

A white area of 14 pixels or bigger with black borders around it is considered a region. A white area smaller than 14 pixels is considered part of the nearest region to it.

To attack a region on a map, simply color in that region with your faction’s color, and post the map. Alternatively, you can just say something like “Attack the northern regions of my empire”, or “Attack Crete [just an example]” and that is also fine.

Depending on your dice rolls (more on this later) you may or may not be successful in capturing a region. I will post the updated map at the end of each turn.

Your starting region is your capital. You will find out how to build the other structures (cities, fortifications) below.


Prestige

Prestige

Your faction’s Prestige is a big factor in the game. The more Prestige your faction has, the more Moves you will be able to perform each turn.


1-25 Prestige: 1 move per turn

26-60 Prestige: 2 moves per turn

61-65 Prestige: 3 moves per turn

(65 is the maximum Prestige)

All factions start off with 1 Prestige at the beginning of the game.

Your Prestige can increase (or decrease!) depending on what actions you take in the game.

Throughout the rules you will see specifically how much Prestige you gain or lose by certain these actions.


Moves and Dice Rolls

Moves

A player can do a certain amount of Moves per turn. The amount of moves allowed is determined by that player’s “Prestige”.

Things that count as “Moves”:

  • Moving your Capital (New players, meaning players that have played for less than 5 turns, can move their capital for FREE)
  • Attacking a Region (by land or sea)
  • Attacking a fleet
  • Building something (Great City, Fortification, or fleet)
  • Repairing a fleet
  • Moving a fleet from one sea zone to another

Diplomatic actions (making alliances, declaring war, etc.) are FREE. You do not need to use Movement points on those.

Dice Rolls

For each Move you wish to perform, the GM (me) will roll the dice to see how successful you were.

All dice rolls are public and will be performed using https://rolz.org, so there can be no cheating. I will post the link to the Dice Room with every turn so it is public record. Only some Secret Agent dice rolls will be kept hidden, and even those will be revealed once the game ends.


Now for the fun stuff


Regions and Invasions

Regions and Invasions

Attack by Sea

To attack a coastal region by sea, you first need to have a fleet in that naval zone. Naval zones are labeled, and are divided by black lines on the map (Ex: Eastern Mediterranean, West Mediterranean, Black Sea, etc.).

Attack by Land

You can only attack a region that you are in contact with (meaning, one of your regions is touching the enemy region that you want to attack).

The GM will roll a virtual 6-faced dice (https://rolz.org) to see how successful you were in your attack.


[0] = Crushing Defeat (You are unable to attack this region next turn)(-2 Prestige)

[1] = Clear Defeat (-1 penalty for your next attack on this region. Penalty expires after the next turn.)(-1 Prestige)

[2] = Average Defeat

[3] = Close Defeat (+1 bonus for your next attack on this region. Bonus expires after the next turn.)

[4] = Pyrrhic Victory

[5] = Average Victory (+1 Prestige)

[6] = Clear Victory (+1 Prestige)

[7] = Heroic Victory! (+2 Prestige)

[8] = Legendary Victory! (+3 Prestige)

If your final score is 4, 5, 6, or 7 congratulations! You have taken the region, and depending on what you rolled, maybe you even got a Prestige bonus!

However if you got a 0, 1, 2, or 3, you were not able to take the region, and maybe even got an Prestige penalty.

If you got a 0 or 1, the enemy has a chance to counter-attack! The GM will roll the dice again to see if the counterattack was successful (counterattack has a 50% success rate):

  • [1, 2, or 3] = Counterattack fails. You are safe.
  • [4, 5, or 6] = Counterattack is successful, and the enemy takes YOUR region that you attacked from. (If you attacked by sea, your fleet is destroyed.)

Importance of Capital region

Normally it takes a Move to change your Capital from one region to another. New players (those who have played less that 5 turns) can change their Capital without using a Move.

If you lose your capital region you will lose 3 Prestige. However, if your capital is taken by another player, or you lose it due to rebellion, you can assign a new capital without using a move.

If you don’t assign a new capital you lose 3 Prestige every turn.

Losing all of your regions

A player who loses all his/her regions to another player will be able to make a revolt once every two turns in the province they last owned. The GM will roll to determine the results of the attempted revolt. A player who doesn’t have any regions in 4 turns will be eliminated.



Rules (Parts 2-4) continued in the comments below (due to character limitation for Posts)

  • @Rogue_GeneralOPM
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    1 year ago

    Rules Part 4 - FINAL


    Diplomacy (Gifts, Alliances, and Oath-breaking)

    Diplomacy & Gifts

    Diplomatic actions can have a positive or negative affect on your faction’s Prestige. Back-stabbing, breaking alliances, and general skulduggery is allowed… but be warned that it will cause Prestige penalties.

    On the other hand, entering into alliances and other “positive” diplomatic actions will increase your Prestige.


    Some terms to know before we proceed:

    Ceasefire: A temporary pause in military action between 2 warring factions. No military actions can be taken against a faction if you have a ceasefire with that particular faction. Secret Agents can still be used. Players must negotiate how many turns the ceasefire lasts. Players cannot declare war with a faction they have a ceasefire agreement with, or they will lose 15 Prestige. The 2 factions are automatically at war with each other when the ceasefire expires.

    Peace Treaty: An agreement between 2 warring factions. This treaty immediately resets the 2 factions into a “neutral” stance towards each other.

    Non-aggression pact: An agreement between 2 neutral factions. They agree to not engage in hostilities for a certain number of turns.

    Alliance: Allied factions have Military Access over each other. This means that when allies share borders, one ally can “travel” through the other ally’s territory and attack an enemy region on the other side.


    The following list shows the bonuses (or penalties) a player gets for each Diplomatic action:

    Diplomacy with Neutral Factions:

    
    - Establishing an Alliance: [+3 Prestige] Both factions involved in alliance get this bonus. (If you were allied with a faction previously but later broke your alliance, you are allowed to become allies with them again. However, you will NOT get the +3 Prestige bonus the second time. Also, after your first 5 alliances you will no longer gain prestige for establishing additional alliances.)
    
    - Attacking a neutral faction, without declaring war in the previous turn: [-5 Prestige]
    
    - Declaring war on a neutral faction and attacking the next turn: [No Prestige effect]
    
    - Announcing a Non-Aggression Pact for "X" number of turns, where "X" is a number agreed upon by the 2 Faction leaders: [No Prestige Effect]
    

    Diplomacy with Allied Factions:

    - Terminate an Alliance using diplomacy = [-10 Prestige] (only the faction that terminates the alliance gets this penalty)
    
    - Standing by an Ally if they are attacked: [+1 Prestige] (You join an ally in a defensive war by declaring war on the aggressor. Defensive war means that your Ally was attacked by another faction. If your ally was the aggressor, you will not get this Prestige bonus)
    
    - Refusing to join a defensive war: [-5 Prestige] (Defensive war means that your Ally was attacked by another faction. If your ally was the aggressor, you are not obligated to join the war and you will not get any penalty for refusing to help)
    

    Diplomacy with Hostile (at war) Factions:

    - Announce a Ceasefire until ___ turns ( fill in __ with the number you agreed on with the other faction) [No Prestige Effect]. While a Ceasefire is in affect, both factions cannot perform military actions against each other, or declare war on each other. If a faction breaks a Ceasefire agreement, they will lose 15 Prestige.
    
    - Announce a Peace Treaty [No Prestige Effect]. This treaty immediately resets the 2 factions into a "neutral" stance towards each other. If you declare war on a faction within 10 turns of signing a Peace Treaty with that faction, you will lose 15 Prestige. Declaring war on a faction after 10 turns of the Peace Treaty have passed is allowed, and you will not get any penalties.
    

    Oath-breaking

    Penalties of violating diplomatic norms:

    - Betraying an alliance (attacking your allies without breaking Alliance first) = [Your Prestige is reset to 1]
    
    - Violating the terms of a Non-Aggression Pact or Ceasefire: [-15 Prestige]
    

    Casus Belli

    “Casus Belli” is an act or situation that can be used to justify war. If you get a Casus Belli on another faction, you will get a Prestige bonus if you declare war on them. You can even get a Casus Belli against an ally! If this happens, you will receive no penalty for breaking the alliance, and in fact you will gain certain bonuses if you decide to declare war on them.

    There are 2 ways to get a Casus Belli:

    1. A player fails in an assassination attempt against your faction, and is revealed.
    2. A player fails when trying to incite a rebellion in one of your regions, and is revealed.

    If either of those 2 events occur you will gain a Casus Belli against the opposing faction, and if you declare war on them in the next 2 turns, you will:

    - Gain +2 Prestige.
    - All military actions that you take against them for the next 3 turns will receive a +1 bonus.
    

    Note: You cannot gain a Casus Belli on a faction that you are already at war with.

    Gifts

    • You can gift up to 3 regions every 5 turns.
    • You can gift up to 3 fleets every 5 turns.
    • If you send a gift to a faction that you are at war with, the gift must be part of an Ceasefire/Peace Treaty agreement.
    • You cannot gift a region if your faction has 5 or fewer regions.
    • Gifts can be a part of other negotiations, such as Alliances. The 3 region/fleet limit every 5 turns still applies.

    To negotiate Alliances, Non-aggression pacts, Peace treaties, etc, you may communicate privately or publicy with the owner of another faction to establish an agreement.

    But to make the agreement official you must publicly announce it on the main game thread.


    Join the Game

    Ready to join? Post a comment here saying which faction you want to play, and I’ll add you to the player list. Choose a faction from the list below:

    Please note, if you’re using Jerboa or another mobile app you may not be able to see the tables formatted correctly. Please open this post in a regular web brower (firefox, chrome) to read the table below

    Faction Current Player
    Aorsoi
    Arverni
    Athens
    Baktria
    Boii
    Carthage
    Egypt
    Epirus
    Gallaeci
    Getae
    Iceni
    Macedon
    Parthia
    Pergamon
    Pontus
    Rome
    Scythia
    Seleucid
    Sparta
    Suebi

    I’ll be starting this game on June 28th or 29th.

    New players may still join after the game has started.