[hider=genericmedieval] You take the role of a feudal lord, king or warlord that has control over land, peasants, forts and castles. Each turn, you tell me what you want to do and then I post the results. [h3]Upkeep & Turns[/h3][hr] To simulate the passage of time, the game progresses in turns which count as 1 season of time. The seasons are as follows: (Harvest, Planning, War, Winter) Harvest is when your kingdom collects all resources. Planning is when battle orders are issued, War is the season for just that, and Winter is a time to repair, heal and lick wounds. Note that no action has to be given each turn and resources/healing occurs automatically. After you issue your orders for the season, an update will be posted in the main game thread. After the update, regular roleplaying may commence. This is the time to write your stories, interact In Character and add to the world lore. [h3]Regions & How They Work[/h3][hr] The game world is divided into geographical regions with different terrain features that determine how productive and easy to defend it is. Regions with mountains, rivers or coastline are especially productive and give [center][img]http://i.imgur.com/LS59bwvl.jpg[/img][/center] [h3]Combat[/h3][hr] [hider=Units] Each unit has a hit die assigned to them to simulate how much damage they can deal and how much damage they can take. Each unit has a standard Hit Point Value (the total number of hits they can receive before dying) that is [b]modified by a roll of their respective hit dice[/b]. . Basic units like militia have a low hit-die (militia is a d4) while powerful units like cavalry are assigned larger dice (cavalry is a d8). In combat, these dice are rolled against each other and calculated (along with some other modifiers like combat advantage, siege readiness and fatigue) the victor is the higher cumulative total. When combat commences the [b]Units with the highest initiative[/b] act first. Militia Your peasants will make great cannon fodder. Armed with whatever weapons they managed to scrounge up. Dice: (d4) Cost: 1g per season Initiative: 0 HP: 1/1 Infantry Infantry may be spearmen, swordsmen, pikemen etc. Dice: (d6) Cost: 2g per season Initiative: 1 HP: 2/2 Archers Expensive, but devastating at ranged attacks. Dice: (*d4) Cost: 3g per season Initiative: 2 HP:1/0 Crossbowmen Even more expensive than standard Archers, with equal measure in damage. Dice: (*d6) Cost: 4g per season Initiative: 2 HP: 2/0 Cavalry (d8) Knights armed with the best weapons money can buy. Dice: (d8) Cost: 5g per season Initiative: 3 HP: 3/3 Auxiliary Units: Priests: (X) Non-combat troops that give a morale bonus to your troops and aid in healing after combat. A note about religions/gods: Sorcerers: Siege Support (sappers etc.) Necessary for taking a fortress or castle. [/hider] [hider=Mercenaries] Mercenary Units may also be purchased for a non-negotiable fee. The units that actually show up to a battle may vary, however. Table of Mercenary Units: To determine the Mercenary Units that Show to Battle roll 1d20 Results: 1: You have been ripped off! No units show to battle. 2-5: Whether by cowardice or treachery, only a handful of mercenary units report for duty. 6-15: A sizable company of warriors has reported for duty. 16-20: The barbarian hordes have come! It would appear the entire troop has joined battle. *In case of a 20, the barbarians may attempt to take some of the loot and or land for themselves if victorious. If you are not victorious in battle, you may not hire mercenary/barbarian troops for 2 years (8 seasons). List of Mercenaries & Barbarians Goes Here [/hider] Game Terms & Definitions Combat Advantage Siege Ready Fatigue[/hider]