Mighty Erfpires

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Re: Mighty Erfpires

Postby The Colonel » Wed Jun 13, 2012 8:35 am

Forgot to bold
Army stationed in B City, move towards the neutral city north of B City
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Re: Mighty Erfpires

Postby LTDave » Wed Jun 13, 2012 8:47 am

Erfpires

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.

Units
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.

Combat
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.

Random Event
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.
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Re: Mighty Erfpires

Postby LTDave » Wed Jun 13, 2012 8:53 am

Hold your horses, The Colonel. Still working here.
Also, "move towards" is vague. Move 2 hexes, or 1? You can't make it in one move.

Meanwhile:
Post Time: 2020 Dice Result

2020 _________________ 4
2416 _________________ 5

Random result of 2d6 is 9. The Random event for the turn is:
9 - Famine. All recruit orders this turn are halved - only 1 unit per city.

So bear that in mind.
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Re: Mighty Erfpires

Postby LTDave » Wed Jun 13, 2012 8:56 am

Build a farm south of City A.
-2 Smuckers.


LTDave
The Womanians
White
8 Smuckers
A City +1 Farm Army 4 Infantry
B City Army 4 Infantry

Players have 22 hours to submit orders...
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Re: Mighty Erfpires

Postby The Colonel » Wed Jun 13, 2012 9:16 am

Army stationed in B City, move two hexes towards the neutral city north of B City

The Colonel
Red Raiders
Red
10 Smuckers
A City Army 4 Infantry
B City Army 4 Infantry (Attacking!)
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Re: Mighty Erfpires

Postby LTDave » Wed Jun 13, 2012 9:49 am

(being fully aware that Neutral cities are always defended by 4 Infantry...)
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Re: Mighty Erfpires

Postby Exate » Wed Jun 13, 2012 11:40 am

A rules clarification, please. A Tax order can be issued once a week; does this mean that it can be issued once in turns 1-7, once in turns 8-14, etc., or does it mean that if you issue a Tax order you cannot Tax again for the next six turns? Likewise, what's the timing on the Tribute order- after the tribute is given, it just applies to the next seven turns?
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Re: Mighty Erfpires

Postby ETheBoyce » Wed Jun 13, 2012 12:42 pm

Bastion Army moves 2 hexes South

ETheBoyce
Orderachracy
Grey
10 Smuckers
City A- Autocrat Army 4 Infantry
City B- Bastion Army 4 Infantry (2 hexes South)
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Re: Mighty Erfpires

Postby LTDave » Wed Jun 13, 2012 7:19 pm

Exate wrote:A rules clarification, please. A Tax order can be issued once a week; does this mean that it can be issued once in turns 1-7, once in turns 8-14, etc., or does it mean that if you issue a Tax order you cannot Tax again for the next six turns? Likewise, what's the timing on the Tribute order- after the tribute is given, it just applies to the next seven turns?


It cannot be issued again for six days. Same with the tribute - applies for the following seven days.
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Re: Mighty Erfpires

Postby turbler » Wed Jun 13, 2012 8:04 pm

LTDave wrote:
Exate wrote:A rules clarification, please. A Tax order can be issued once a week; does this mean that it can be issued once in turns 1-7, once in turns 8-14, etc., or does it mean that if you issue a Tax order you cannot Tax again for the next six turns? Likewise, what's the timing on the Tribute order- after the tribute is given, it just applies to the next seven turns?


It cannot be issued again for six days. Same with the tribute - applies for the following seven days.

Wait, as in 6(or 7, for tributes) IRL days?
Alright, then what's the day:turn Ratio?
When an Army takes Hits, how do we determine which units croak?
Also, when an Army attacks a Fort/City, does it count as being in said Fort/City? [I'd think not, but I thought I should ask]
Build a Farm on the Plains Hex SouthWest of A.
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Melpharia
Purple
8 Smuckers
A City Army 4 Infantry
B City Army 4 Infantry
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Re: Mighty Erfpires

Postby Exate » Wed Jun 13, 2012 8:45 pm

Right, then. Given that ruling, I will Tax this turn.

Exate
Franchise
Green
10 Smuckers +6 Smuckers
A City Army 4 Infantry
B City Army 4 Infantry
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Re: Mighty Erfpires

Postby ETheBoyce » Wed Jun 13, 2012 8:59 pm

Don;t forget Exate to subtract 2 for your armies
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Re: Mighty Erfpires

Postby Exate » Wed Jun 13, 2012 10:29 pm

ETheBoyce wrote:Don;t forget Exate to subtract 2 for your armies
Needing to pay for armies appears to have been removed from the latest version of the rules.
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Re: Mighty Erfpires

Postby WaterMonkey314 » Wed Jun 13, 2012 10:29 pm

Start:

WaterMonkey314
Escotia
Blue
10 Smuckers
A City Army 4 Infantry
B City Army 4 Infantry
Build a farm SE of A.

End:
WaterMonkey314
Escotia
Blue
8 Smuckers
A City Army 4 Infantry
B City Army 4 Infantry
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Re: Mighty Erfpires

Postby LTDave » Thu Jun 14, 2012 6:22 am

Image

Erfpire Information
Spoiler: show
The Colonel
Red Raiders
Red
10 Smuckers
A City Army 4 Infantry
B City
C Army 4 Infantry

HerbieRae
Win
Orange
10 Smuckers
A City Army 4 Infantry
B City Army 4 Infantry

Exate
Franchise
Green
16 Smuckers
A City Army 4 Infantry
B City Army 4 Infantry

LTDave
The Womanians
White
8 Smuckers
A City & 1 Farm Army 4 Infantry
B City Army 4 Infantry

ETheBoyce
Oderarchracy
Grey
10 Smuckers
A City Army 4 Infantry
B City
C Army 4 Infantry

turbler
Melpharia
Purple
10 Smuckers
A City & 1 Farm Army 4 Infantry
B City Army 4 Infantry

WaterMonkey314
Escotia
Blue
10 Smuckers
A City Army 4 Infantry
B City Army 4 Infantry
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LTDave
 
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Re: Mighty Erfpires

Postby LTDave » Thu Jun 14, 2012 6:45 am

Post Time: 2230 Dice Result

2230 _________________ 3
2527 _________________ 2

Random Event:
5 - Clear roads. All Trade deals gain an extra 2 Smuckers this turn.
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Re: Mighty Erfpires

Postby LTDave » Thu Jun 14, 2012 6:47 am

23 hours to post new orders...

Questions
Wait, as in 6(or 7, for tributes) IRL days?
YES.

Alright, then what's the day:turn Ratio?
One day is one turn.

When an Army takes Hits, how do we determine which units croak?
The Controlling Player chooses which are hit. If they don't post, Infantry, then Heavies, then Fliers.

Also, when an Army attacks a Fort/City, does it count as being in said Fort/City? [I'd think not, but I thought I should ask]
No - only the defenders get the bonus.
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Re: Mighty Erfpires

Postby LTDave » Thu Jun 14, 2012 6:50 am

LTDave
The Womanians
White
8 Smuckers
A City & 1 Farm Army 4 Infantry
B City Army 4 Infantry

Recruit in City A - 1 Flyer, 2 Defenders -8 Smuckers.

The Womanians
White
0 Smuckers
A City & 1 Farm Army 4 Infantry
B City Army 4 Infantry, 2 Heavies, 1 Flyer
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Re: Mighty Erfpires

Postby The Colonel » Thu Jun 14, 2012 6:55 am

I give four infantry to C Army

Before
The Colonel
Red Raiders
Red
10 Smuckers
A City Army 4 Infantry
B City
C Army 4 Infantry

After
The Colonel
Red Raiders
Red
6 Smuckers
A City Army 4 Infantry
B City
C Army 8 Infantry
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Re: Mighty Erfpires

Postby HerbieRai » Thu Jun 14, 2012 8:16 am

I'm a gambling man.

We build a Dinglehoob south of B

Side Info
Win
Orange
8 Smuckers
A City Army 4 Infantry
B City Army 4 Infantry
DingleHoob

Sorry, edited for a question: What is the movement speed of our units?
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