Erfwican Wars

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Erfwican Wars

Postby LTDave » Wed Jan 05, 2011 11:38 pm

Erfwican Wars

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.

To Win
Control 3 capitals at the end of a turn, and you are the winner.

Map
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).

Unit Creation
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.
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Re: Erfwican Wars

Postby LTDave » Wed Jan 05, 2011 11:40 pm

So this is my Grand Strategy Game to be played on the map from the Matrix Campaign.

There is place here for each of the players from that game, but if any aren't interested, there will be room for others.

Post your interest here.

Thanks.
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Re: Erfwican Wars

Postby Twoy » Thu Jan 06, 2011 1:48 am

Interested.
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Re: Erfwican Wars

Postby thetobias » Thu Jan 06, 2011 5:24 am

Image

The New Arkadian State will be joining this game.
Capital: New Arcade
Side: The New Arkadian State
Short: New Arkadia
Adjective: Arkadian
Ruler: Munchking Ethan IV (Munchking has become a title in honor to the previous "Munchking")
Motto: Ludo ergo sum. (I game, therefore I am.)
Fluff:
The Arkadians were very resentful of their capture by Escotian "peace-forces" (more commonly known as "those filthy oppressing bastards") and over the first turns of occupation the Arkadian Rebels were formed. When the Lord Protector cwoaked the Arkadian peasants rose up and cwoaked the entire garrison with weapons provided to them by the Rebels.
In following turns other villages rose up and formed the New-Arkadian state.
Last edited by thetobias on Thu Jan 06, 2011 3:28 pm, edited 3 times in total.
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Re: Erfwican Wars

Postby Sihoiba » Thu Jan 06, 2011 6:59 am

Interested
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Re: Erfwican Wars

Postby Nihila » Thu Jan 06, 2011 7:02 am

The Sesun Federation will show up.
Capital: Hydrochloria
Side: Federated States of Old Risun
Short: Sesun
Adjective: Sesunese
Ruler: Doge Klor Eyde
Motto:
"Potestas est potestas"--Power is power.
Fluff:
After the collapse of the old Risunese Empire, the center of power moved from their grand coastal capital to a far city, on an island between two rivers. Over the course of 500 turns, the city-state of Hydrochloria, built on the ruins of Sesun--the first city was razed by Escotia--has used its deadly Acid Legions to re-conquer Old Risun...
Last edited by Nihila on Thu Jan 06, 2011 10:48 pm, edited 1 time in total.
"The Infantrymen of Erfworld have nothing to lose but their chains. They have Erfworld to win. Infantry of all sides: Unite!"--Kawl Mawx, Master-class Moneymancer
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Re: Erfwican Wars

Postby WaterMonkey314 » Thu Jan 06, 2011 9:38 am

I'm in, though I'll obviously need a new empire and theme. :P Poor Lord Protector, drowned in a storm...
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Re: Erfwican Wars

Postby BLANDCorporatio » Thu Jan 06, 2011 11:44 am

Heh. Ok, House Ordos returns for this one!
The whole point of this is lost if you keep it a secret.
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Re: Erfwican Wars

Postby Iylzara » Thu Jan 06, 2011 12:43 pm

Capital: Asyll
Side: The Syssypian Empire
Short: Syssypi
Adjective: Syssyp, Syssypir (plural)
Ruler: Chieftain Teotihuacaynapacazyllizuuluacapanapacuacapac II (Often referred to as Mighty Chieftain by baffled diplomats)
Motto: "Where one leads, many follow"
Fluff: -
The Syssypir are the remnants of the old Queendom of Frank after two civil wars, both provoked by distaste for the simplicity of the names of the characters, and Warlords who wished to have more impressive names turned coat and destroyed their home nation, only to build it up again, with a new capital built around the delta of the Syssypi river. The Syssypi river is often referred to as a beautiful, life giving titan by the infantry of Syssypi, calling 'her' "Miss Syssypi".
"Your actions affect so many others than yourself. You will come to realise how little choice you have. You will do what you must, become what you must, or others will pay for your cowardice."
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Re: Erfwican Wars

Postby Twoy » Thu Jan 06, 2011 2:07 pm

Capital: Emerald City
Side: Kingdom of Oz
Short: Oz
Adjective: Ozem
Ruler: King Oz
Motto: There's no place like home.
Description: Oz is roughly rectangular in shape, and divided along the diagonals into four countries: Munchkin Country in the East, Winkie Country in the West, Gillikin Country in the North, and Quadling Country in the South. In the center of Oz, where the diagonals cross, is the fabled Emerald City, capital of the land of Oz and seat to the monarch of Oz, King Oz. The regions have a color schema: blue for Munchkins, yellow for Winkies, red for Quadlings, green for the Emerald City, and purple for the Gillikins.
Attachments
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Last edited by Twoy on Fri Jan 07, 2011 3:06 pm, edited 6 times in total.
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Re: Erfwican Wars

Postby zilfallon » Thu Jan 06, 2011 4:47 pm

-Capital: Shardcastle
-Side: Gerardion
-Ruler: Sovereign
-Adjective: Zaelite
-Motto: "Assuming control..."
-Fluff: After ESCORKAND's grand victory, Escotia waged war on Gerardion. Croakamancer Zael Gerard and his minions were croaked in field, and Sovereign was left with only one choice: to abandon his empire and pull back to ancient coastal cities, which were occupied by Risun ten thousand turns ago, when the continent was named Koraz'ji. After Lord Protector's death and the rise of the new Risun empire, Sovereign used the opportunity; he recaptured Gerardion's ancient lands and rebuilt the castle, empowering its defences by using the last croakamancy shards created by Zael, thus naming the new capital "Shardcastle".
rkyeun wrote:Roses are red.
Violets are blue.

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Re: Erfwican Wars

Postby LTDave » Thu Jan 06, 2011 6:43 pm

Ok, so that's all nine players back on board - unless I can't count. No wait, Twoy has signed up, but we haven't heard from Daemonwelsh... or Sushagi.

If they don't join in the next 24 hours or so, Twoy can take a place. Sigh. No more Dominaria. And we might have one more place open...

Watermonkey, you are welcome to assume control of the old Escotian state - that's where you'll be starting either way.

Thanks for your support on this one, folks. Very nice to have the ol' gang back together again.

I'm currently on holiday in sunny/flood ravaged Queensland, so the game won't start until I get back to my regular haunts, which means Sunday the 9th of January. I'll see if I can put a map together for now - but we'll see.

I'm going to make some minor changes to the rules - just some complications to be cleaned up.

Cheers
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Re: Erfwican Wars

Postby Nihila » Thu Jan 06, 2011 7:21 pm

Does an army or fleet count towards the max 8 units that can be produced per turn?
"The Infantrymen of Erfworld have nothing to lose but their chains. They have Erfworld to win. Infantry of all sides: Unite!"--Kawl Mawx, Master-class Moneymancer
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Re: Erfwican Wars

Postby Shusagi » Thu Jan 06, 2011 10:09 pm

I'm in. : D. Some sort of New Andwoidia or something.
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Re: Erfwican Wars

Postby BLANDCorporatio » Fri Jan 07, 2011 2:51 pm

Image

Ooooh pretty picture from wikipedia!

Capital: Sigma Draconis IV
Side: House Ordos
Short: Ordos
Adjective: Ordish
Ruler: Executrix Council (as before, a Money-Thinka-Stuffa-Warlord link, but really that's just game-inconsequential fluff)
Motto: Talk softly but carry a big stick
Fluff:

The fall of Arkadia under Escotian rule is still remembered with shame by House Ordos. Not for any altruism on their part, but because Pax Escotia was a severe spanner in the Ordos' plan for domination by trade network, as well as a diplomatic blunder that cost them an ally in Arkadia. The Ordos have since resolved to make sure, through any machinations necessary, that no side will grow to match the Escotian Empire of Old. Apart from Ordos, of course.
The whole point of this is lost if you keep it a secret.
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Re: Erfwican Wars

Postby Twoy » Sat Jan 08, 2011 1:54 pm

1. How do you build new villages?
2. Are warlords just fluff?
3. Can you make a mixed stack of units, for example 2 Dragons, 2 Knights, and 4 Infantry?
4. Does a Foolamancer count as one of the 8 units in a stack?
5. Do Foolamancers get an attack if they are part of an Army?
6. Can a Foolamancer located in the capital city defend an Army or Fleet that is away from the capital city?
7. In a battle between 2 stacks of 8 dragons, do the attacking and defending dragons roll simultaneously or do attackers roll first and kill defenders before the defenders get a roll?
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Re: Erfwican Wars

Postby Shusagi » Sat Jan 08, 2011 7:21 pm

Also, are we to assume each unit has 1 hit and does 1 damage?
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Re: Erfwican Wars

Postby WaterMonkey314 » Sat Jan 08, 2011 10:33 pm

The Alkimian Confederation

Image*
*Dave, you might recognize something familiar about this flag. :P

Capital: Argenta
Side: The Alkimian Confederation (formerly the Commonwealth of Escotia)
Short Name: Alkimia or The Confederation (Escotia or The Commonwealth to Escotian loyalists)
Adjective: Alkimian (Escotian for loyalists)
Noun: Alkimists (Escotians for loyalists)
Ruler: The Lord Defender of the Alkimian Confederation (The Privy Council of the Commonwealth for loyalists)
Motto: "From ashes comes rebirth"; formerly "Semper progredi" - Always forward
Symbol: The Phoenix

Fluff: (This is just a small bit of the rather extensive fluff I invented. :P )
Few know the reason for the Lord Protector's ill-fated voyage from the Escotian capital of Auria (formerly Arkadia) to the old Escotian homelands. Fewer still know why he suddenly fled Auria, and none know how the freak storm defeated Escotia's vaunted shipwrights.

The Lord Protector and his flotilla - fifteen of the Commonwealth's finest vessels - vanished overnight, and with them the Commonwealth's power.

Across Erfwica, the Commonwealth's old enemies rose up again after a thousand turns of biding their time. As for the Commonwealth, it fragmented into a number of warring states.

One in particular - led by the "Alkimists" - almost immediately swept to prominence in old Escotia. After a spectacular victory over the Escotian Old Guard in the fields outside Argenta, the Alkimists seized the ancestral capital of the Commonwealth and declared the rise of the Alkimian Confederation.

The leader of the Alkimists declared himself the "Lord Defender" of the new nation of Alkimia. The new regime purged all mention of the old Escotian empire, except as a legend for Alkimia to aspire to. Thus did Escotia fade from the minds of most people...

Except, of course, for the old loyalists.
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Re: Erfwican Wars

Postby LTDave » Sun Jan 09, 2011 7:35 pm

1. How do you build new villages?

You don't.

2. Are warlords just fluff?

Yes.

3. Can you make a mixed stack of units, for example 2 Dragons, 2 Knights, and 4 Infantry?

Yes.

4. Does a Foolamancer count as one of the 8 units in a stack?

Foolamancers are Characters, not units. They are never in a Stack. They are always in the Capital.

5. Do Foolamancers get an attack if they are part of an Army?

See 4.

6. Can a Foolamancer located in the capital city defend an Army or Fleet that is away from the capital city?

Yes.

7. In a battle between 2 stacks of 8 dragons, do the attacking and defending dragons roll simultaneously or do attackers roll first and kill defenders before the defenders get a roll?

Simultaneously.

8.Also, are we to assume each unit has 1 hit and does 1 damage?

Yes.

Good Questions, keep them coming. I'll be starting the game tonight all going well (call it 12 hours from now).
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Re: Erfwican Wars

Postby Nihila » Sun Jan 09, 2011 7:37 pm

You missed mine:

Does an army or fleet count towards the max 8 units that can be produced per turn?
"The Infantrymen of Erfworld have nothing to lose but their chains. They have Erfworld to win. Infantry of all sides: Unite!"--Kawl Mawx, Master-class Moneymancer
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