Earth-World - The Musical
Welcome! welcome one and all!
to the mountain kings counting hall!
Earth worlders come
thy will be done!
did your side
have lots of fun?
Welcome to Earth-World! a game based loosely upon the Erfworld comic series by Robert T. Balder and Xin Ye, with special thanks to Jamie Noguchi for his contributions. Earth-World is a play-by-post strategy game which aims to give players the 'feel' of being an erfworld side caught in the struggles of turn based warfare. While this game shares many of the same fantasy elements as erfworld it is based more loosely on the real world, meaning some things like dance fighting have been removed for the sake of game play.
Special thank go to the creators of the 'New Erf' and 'Erfworld Empires' games, which I found helpful as base material for these rules. Any ideas used from them is attributed as such in footnotes.
*POP* - your first turn
Imagine you are a ruler in Earth-world. You have suddenly popped one sunny morning in your level 4 city. At this moment in time you are aware that this is the very first turn in this world, no side has yet come onto turn and that your side encompasses the capital, three ancillary cities (all level 3), an heir, two warlords and a caster.
You stand there for a moment thinking and looking at your 'empire'. It is not quite fully formed yet. You have decisions to make, like what weapons to give your soldiers? what sort of mounts to use? and what sort of casters do you want?.
UNITS
In Earth-world the bulk of your side will be units. There are six 'generic' unit types, each of which have 3 choices available (except for siege where all types are available but work slightly differently) for unit stats, and one 'specialized' unit for each side that is entirely designed by you the player.
All units have 3 statistics for you to keep track of. Attack, defence and finally movement, please note siege engines have only the defence and move stats. Attack and defence scores are used for combat, movement is how far on the world map a unit can travel. Beyond that some units will have special abilities that give them powers beyond regular soldiers.
The basic designs are: stabbers, archers, scouts, mounts, siege and knights. At the beginning of the game you will need to pick which version of these units you will be using. This decision is fixed and cannot be undone. Players may name their units whatever they wish and describe them as they see fit but these are the unit templates to follow.
FOR FULL DESCRIPTIONS OF SPECIALS NOTED PLEASE LOOK AT THE SPECIALS SECTION!
Stabber types
Sword Stabber - Basic swordsman, average attack, defence and movement. 2/2/4.
Spear Stabber - Strong anti-cavalry unit, come with a large shield, higher defence then attack. 1/3/4. (anti-cavalry)
Axe Stabber - Brilliant offensive unit against infantry. High offence, low defence. 3/1/4. (anti-infantry)
Archer types
Woodsman archer - Fast and nimble ranged combatant used for ambushes. 4/1/6 (ranged)
Longbow archer - Basic Archery unit. Average attack, defence and movement. 4/2/4 (ranged)
Crossbow archer - Strong offensive archer with heavy crossbow. High attack, low movement. 4/4/2 (ranged)
Garrison archer - Defensive archers, cannot move. 4/4/0 (garrison, ranged)
Mount types - paired with scout choice
Ground mount - a basic ground mount. 1/1/12 (ground mount)
Flying mount - a basic flying mount. 1/1/12 (flying mount, flying)
Scout types - paired with mount choice
Ground Mounted scout - a lone scout. 1/1/4 (ground rider, land scout)
Flying Mounted scout - a lone scout. 1/1/4 (flying rider, air scout)
Knight Types
Mounted Knight - A strong mounted knight, requiring either a flying or a ground mount. 3/3/4 ( ground rider OR flying rider at your choice)
Man-at-arms - A knight who fights on foot, often saved as a reserve guard due to their value. 4/4/4.
Siege Units
Siege Tower - a siege tower can be moved against a city wall (requires 2 infantry to push) and allow instant access to the outer wall zone. 2/1
Siege Ram - a siege ram allows attacks to bypass a city gate going straight to the court yard (requires 2 infantry to push). 1/1
Once these units have been picked you must turn your attention to developing your sides 'special unit'. Each side is given one choice of special. Just one. If you later regret it then you have no option to change it and must live with your decisions.
To design a special unit players are given a total of 16 points to distribute between attack, defence, movement and specials. Some specials will have an impact on these stats while others will be beneficial in different ways.
Units (all except siege) in these rules have 3 'levels'. When they are popped they are 'basic' level, meaning their stats are as advertised but after surviving 3 battles they 'level up' and go to 'experienced' level granting them +1 to attack and defence. If they then survive a further six battles they become 'advanced' level and gain a stacking +2 to attack and defence (+3 total). This encourages players to keep their units alive rather then throw away valuable units.



