The Lord Protector has cwoaked.
It is a thousand turns since the end of the first great Erfwican wars. That conflict came to an end when Escotian forces, assisted by House Ordos, occupied Arkadia, breaking the power of Andwoidia.
For a thousand turns, the Lord Protector has kept the Pax Escotia, ruling a vast Empire and subduing the other nations in this part of the Erf.
Now, the Lord Protector has cwoaked, dwowned in a storm, and the power of the Empire is shattered. Now, rival factions compete for preeminence in Erfwica.
Do you have what it takes to rule the known world?
Erfwican Wars is a game of Armies, Fleets, Diplomacy, Trade, and Spies.
It is set in the Erfworld universe, but the action occurs at a Strategic rather than Tactical Level. You control broadly, and let your Warlords fight the battles.
Control 3 capitals at the end of a turn, and you are the winner.
The map is divided into sea and land. Land is then further divided into Capitals, Villages (represented by circles), and impassable terrain (Mountains, Woods). The rivers are just for decoration.
Fleets move on Sea, Armies on Land. Armies can be transported across sea by Fleets (one Army is Transported by one Fleet, regardless of the units involved). In General, a Fleets moves as far on the map as the GM determines – i.e., it sails until it reaches the end of the world, an unknown land mass, or encounters another Fleet.
Armies can move up to two villages in a turn. Armies control an area around them, so opposing Armies cannot get past without engaging.
Treasury & Trade
The primary resource of the Game is Schmuckers. First on each turn, players collect revenue, and pay maintenance on existing units.
Revenue is 50 Schmuckers per capital, and 10 Schmuckers per village controlled.
In addition, Players receive 30 Schmuckers per Trade Agreement (See Diplomacy).
Secondly per turn, Players create new Units, Characters, Armies, and Fleets. Armies and Fleets are represented on the map by flags and ships respectively. An Army or Fleet may never have more than 8 units assigned to them. Capitals have an automatic garrison of five infantry units, but may never have more than 8 units beyond this 5 assigned to them. Units must be either in a Capital, or assigned to an Army or Fleet. Only ships can be assigned to Fleets. Other units must be assigned to Armies.
Units are created in your capital. No more than 8 units can be created in a turn. Any number of Characters can be created per turn.
Movement and Combat
Third per turn, Players give orders to their Armies and Fleets to accomplish goals. These are broad and narrative (eg, Move West and attack the Enemy; Sail North and explore...). The GM then takes these orders, and determines outcomes and resolves any battles.
Spies & Counter-Spies
Fourth per turn, Players assign their special characters to accomplish missions. Lookamancers are used to spy on other players information, be it units in Armies or Fleets, or amount of Schmuckers in the treasury. Foolamancers are used to confuse the Lookamancers, and protect information from being stolen. A report will be received of Intelligence gathered or denied to the enemy.
Diplomacy & Trade
Via the forum, Players may make Diplomatic Maneuvers and declare War, Alliances, Peace, and Trade Deals.
War – A Player must declare War on the forum before their units will attack the units of another player. A Player may not declare War on a Player with whom they are Allied.
Alliance – Players may agree to an Alliance. In effect, this is a formalized “Non-Aggression Pact”. Players who are Allied may not declare War on each other. To declare War on an Ally, the Alliance must be broken in one turn, and War declared in the next.
A Player may only ever have one Alliance at a Time.
Peace – Players may agree to end a War by declaring Peace. The Units of both sides will no longer engage in combat. Peace may be sweetened by a gift of Schmuckers or Territory.
Trade – Players may agree to Trade with each other if they are at Peace or Allied. To trade, players must have adjacent territories – villages or capitals – or have a Fleet adjacent to the other Player’s territory. A Player may only Trade with two players at a time. Trade deals are automatically ended by a declaration of War, or can be cancelled by either party during the Diplomacy phase.
Capital – A Capital produces 50 Schmuckers per turn. Capitals have a Garrison of 5 Infantry Units. The Garrison does not need to be paid wages, and any casualties are automatically replaced each turn. Capitals hold your Characters (Foolamancers and Lookamancers). If your capital is lost, so are your Characters.
Village – A village produces 10 Schmuckers per turn. Other than this, it simply represents an area of the map. Villages remain controlled by the side that last occupied them.
Armies – An Army is represented on the map by a flag, and costs 5 Schmuckers to create. An Army can contain up to 8 units (not ships). If an Army has no units, it is destroyed and removed from the map. Armies are given orders in the second phase of the turn. No more than one Army may be present in a Village. Armies may not remain in the Capital.
Fleets – A Fleet is represented on the map by a flag, and costs 5 Schmuckers to create. A Fleet can contain up to 8 ships. If a Fleet has no ships, it is destroyed and removed from the map. No more than one Fleet can be present in any area at a time.
Units – must be assigned to a Capital, Army, or Fleet. Units cannot move on the map unless as a part of an Army or Fleet.
Dwagons – cost 20 Schmuckers to build, and 4 per turn in wages. Dwagons hit first in combat.
Knights – cost 10 Schmuckers to build, and 2 per turn in wages. Knights hit second in combat.
Infantry – cost 4 Schmuckers to build, 1 per turn in wages. Infantry hit third in combat.
Ships – cost 10 Schmuckers to build, and 3 per turn in wages.
Land Combat – In battle between Units, a d6 is rolled for each unit. On a roll of 4+, an enemy unit is destroyed. First, Dwagons roll dice, and casualties are removed. Then Knights roll, and finally Infantry roll. A Player should specify which enemy units they wish to target – Dwagons, Knights, or Infantry. The Default is to target units that have not yet rolled, and then the most expensive units.
Example: An Army of 8 Dwagons attacks an Army of 5 Infantry. The 8 Dwagons roll first, and score 3 hits. Three of the Infantry are removed. There are no Knights, so next the Infantry roll. There are only two Infantry remaining, and they score 2 hits. Two Dwagons are removed.
The side that scores the most hits is victorious, forcing the other side to withdraw. If both sides score the same amount of hits, a second battle is immediately fought.
Naval Combat – is conducted the same as Land Combat, except that only Ships are involved. Ships score a hit on a roll of 4+. Fleets transporting Armies lose units in proportion to ships lost (So if a Fleet of two ships transporting an Army of 8 units loses 1 ship. 4 of the Army’s units are lost).
Lookamancers – cost 5 Schmuckers to build, and 2 per turn in wages. Each lookamancer may be given a mission to “spy” on any information in the game, and will succeed on a roll of 4+. (Valid targets for Information are: Treasury (Total Schmuckers and Wages Bill), Special Characters, Army or Fleet Composition – Each Army or Fleet is a separate target). More than one Lookamancer may be assigned to a target area.
Foolamancers – cost 5 Schmuckers to build, and 2 per turn in wages. Each foolamancer may be given a mission to “defend” information in the game, and will succeed in blocking a successful Lookamancer on a roll of 4+. (Targets to Defend are the same as for Lookamancers). More than one Lookamancer can be assigned to a target area.
The Turn – Players will have 72 hours to PM their orders to the GM. The GM will process and post results as quickly as life allows, and then another 72 hours will begin. The 72 hours is also the Diplomacy phase.
Drop Outs – Players who do not send in orders will be run by the GM on defensive orders only. Players who do not send in orders two consecutive turns will be replaced by another interested party.