You rule an Erfpire. Each day you can issue one order.
Build a City – Spend 5 smuckers to build new city. There must be an army in the hex you are building in, and no other cities within 2 hexes.
Build a Farm – Spend 2 smuckers to build a farm in a plains hex adjacent to a controlled city. Only one farm per hex.
Build a Fort – Spend 2 smuckers to build a fort either in a hex adjacent to a city, or in a hex with an Army.
Build a Dinglehoober - It doesn't do much, but it sure hoobs those dingles! Must be adjacent to a City in a clear hex.
Recruit – Spend smuckers to create a new Army, or add units to an existing army in a City. Only one army is permitted in a hex. An Army may not have more than 8 units. You may not pop units more than double the number of cities you control – if you control 3 cities, you may pop 6 units per turn (if you can afford them).
Build a Fleet - Spend 4 Smuckers to create a Fleet. Must be in an empty ocean hex adjacent to a City.
Move Army – Choose one Army to move two hexes. Armies may not enter Mountain hexes. Armies may enter an Ocean hex to board a friendly fleet. If an Army enters a hex with an Army from another force, battle ensues…
Move Fleet - Choose one Fleet to move 4 hexes. Fleets may only move on Water hexes.
Tax – Gain Smuckers from your Erfpire – 3 smuckers per city, and 1 per farm. A Tax order may only be issued once a week.
Trade – Gain Smuckers by Trading with another Erfpire – both sides must give a trade order in the same turn, and specify the other Erfpire as their trading partner. Only two Erfpires may trade in a given turn. Both gain smuckers equal to half of what they would from Tax, rounded down.
Tribute – Give a gift to another Erfpire equal to half your tax revenue. That Erfpire may not attack you for a week.
Infantry – Cost 1 Smucker, has 1 Attack and 1 Hit.
Flyer – Cost 3 Smuckers, has 3 Attack and 1 Hit.
Heavy – Cost 2 Smuckers, has 1 Attack, 1 Defence, and 1 Hit.
Fleet - Cost 4 Smuckers, has 4 Attack, 4 Defence, and 4 Hits.
When two Armies meet in the same hex, combat results…
Each side inflicts damage on the other.
Total Combat + d6 - total opposing Defence = hits inflicted.
The D6 result will be determined entering the minutes and seconds of the "move" post in Ronaldo Calliari's Super Simplifed Random Number Generator. The first d6 result is the attacked, the second the defender.
If an Army is in a Fort or City, it gains 3 Defence.
The side that the most hits must retreat one hex.
Neutral Cities are always defended by 4 Infantry Units.
Winning the Game
The Game will be won by the Erfpire that is first to control 5 cities.
Each turn when the GM posts the map, the minutes and seconds of the post will be used to generate a random event. Rolling 2d6:
2 - Rebellion! The Player with the most Cities has one rebel and act neutral. The other players vote to choose which.
3 - Hoob fire!The Player with the most dinglehoobers has one destroyed. If a tie, nothing happens.
4 - Elect a player - next turn, that player may not use a Move order. If a tie, ignore.
5 - Clear roads. All Trade deals gain an extra 2 Smuckers this turn.
6 - Corruption! All players lose 2 Smuckers to dodgy bureaucrats
7 - Dingles need Hoobing! The Player with the most Dinglehoobers immediately gains 10 Smuckers. If a tie, no one gets the Cash!
8 - Building costs overrun. All Build orders cost an extra smucker this turn.
9 - Famine. All recruit orders this turn are halved - only 1 unit per city.
10 - Elect a player to immediately gain 2 extra Smuckers next turn. If a tie, no one gets the cash.
11 - Storms at sea. Ships may not move this turn.
12 - Fifth Column. The Player with the least Cities chooses one city anywhere on the map to become theirs, including all units inside.