Map rule for kingdom game
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Map rule for kingdom game
Me and L been talking about a map game and doing one on the forum. This is a rough outline of the rules we have come up with and we have tried to keep them simple is. Some of the other rules we have discussed started to get rather complicated... big surprise with me.
Notes on the rules with discussion about them and for changes or new rules.
Notes on the rules with discussion about them and for changes or new rules.
Last edited by Highcouncilor on Sun Nov 25, 2018 12:01 pm; edited 1 time in total
Re: Map rule for kingdom game
Resources
Wood - Allows arches
Metal - Allows armour
Horse - Allows mounted warriors
Gold - Gives gold
Stone - For buildings
Internal buildings
Name Gold cost Needs Gives
Stables 2 horses allows mounted troops to be built
Blacksmith 2 Stone + Metal Allows armoured units to be build
Fletchers 2 Wood Allows you to build archer units
Barracks 2 none Allows warriors to be built
Siege workshop 3 Wood + stone Allows siege units to be built
External buildings
Name Gold cost Gives
Fort 5 Control over adjacent hexs
Farm 1 +1 pop
Resource 2 Gives access to whatever resource it is built on. Eg Metal if built on
Generator a hex with metal
Mine 3 +1 gold
A= Armour
R= Range
FP= Fight Power
HP= Hit points
G= Gold cost
M = Movement
BT = Build time
Name A R FP HP G M BT Requires Special
Peasants 0 0 1 1 1 3 1 Builder
Warrior 0 0 2 2 1 2 1 Barracks
Armoured Warriors 1 0 3 2 2 2 1 Blacksmith and Metal
Horsemen 0 0 2 4 3 4 1 Stables + Horses
Knights 1 0 4 4 4 3 2 Stables, Blacksmith, horses + metal
Archers 0 1 1/2 1 2 2 1 Fletchers + Wood 1 FP in Melee 2 for range
Mounted archers 0 1 2/2 2 3 4 1 Fletchers, stables, wood + horses 2 FP in Melee 2 for range
Armoured archers 1 1 1/2 2 3 2 1 Fletchers, blacksmiths, Metal + wood 1 FP in Melee 2 for range
Battering ram 2 0 1/5 5 4 1 2 Siege workshop, black smith + Metal 5 damage to buildings in melee
Catapult 0 2 0/4 2 4 1 2 Siege workshop, fletchers, wood + stone 0 FP in Melee 4 for range
Fort 1 1 2 10 5 - 1 Units garrison receive armour + 1 FP
Castle 2 1x2 3 20 - - - Units garrison receive armour + 2 FP


Wood - Allows arches
Metal - Allows armour
Horse - Allows mounted warriors
Gold - Gives gold
Stone - For buildings
Internal buildings
Name Gold cost Needs Gives
Stables 2 horses allows mounted troops to be built
Blacksmith 2 Stone + Metal Allows armoured units to be build
Fletchers 2 Wood Allows you to build archer units
Barracks 2 none Allows warriors to be built
Siege workshop 3 Wood + stone Allows siege units to be built
External buildings
Name Gold cost Gives
Fort 5 Control over adjacent hexs
Farm 1 +1 pop
Resource 2 Gives access to whatever resource it is built on. Eg Metal if built on
Generator a hex with metal
Mine 3 +1 gold
A= Armour
R= Range
FP= Fight Power
HP= Hit points
G= Gold cost
M = Movement
BT = Build time
Name A R FP HP G M BT Requires Special
Peasants 0 0 1 1 1 3 1 Builder
Warrior 0 0 2 2 1 2 1 Barracks
Armoured Warriors 1 0 3 2 2 2 1 Blacksmith and Metal
Horsemen 0 0 2 4 3 4 1 Stables + Horses
Knights 1 0 4 4 4 3 2 Stables, Blacksmith, horses + metal
Archers 0 1 1/2 1 2 2 1 Fletchers + Wood 1 FP in Melee 2 for range
Mounted archers 0 1 2/2 2 3 4 1 Fletchers, stables, wood + horses 2 FP in Melee 2 for range
Armoured archers 1 1 1/2 2 3 2 1 Fletchers, blacksmiths, Metal + wood 1 FP in Melee 2 for range
Battering ram 2 0 1/5 5 4 1 2 Siege workshop, black smith + Metal 5 damage to buildings in melee
Catapult 0 2 0/4 2 4 1 2 Siege workshop, fletchers, wood + stone 0 FP in Melee 4 for range
Fort 1 1 2 10 5 - 1 Units garrison receive armour + 1 FP
Castle 2 1x2 3 20 - - - Units garrison receive armour + 2 FP


Re: Map rule for kingdom game
Castles and forts.
Castles
generate 3 GP per turn.
Have 2 range attacks.
Garrisoned unit get 2 Armour if it is higher than the units armour and +2 FP and as long as not under siege regain full health.
Forts
Have 1 range attack
Garrisoned unit get 1 Armour if it is higher than the units armour and +1 FP and as long as not under siege regain full health.
On your turn can do the following actions.
Build internal buildings
Build an internal building in either your castle or one of your forts. Your castle and each fort can only build a single building each turn.
Build external buildings
In a hex within your sphere of influence can be built upon. You can set any number of external buildings to build.
Recruit troops.
You can set your castle or a fort to recruit a unit. Each castle or fort can only recruit a single unit each at a time and spawn at that location.
Give units orders.
You can give your units the following orders
Move – Move unit, if it moves into a hex with an enemy unit they fight. See fighting below.
Attack – Same as move but if you are on enemy land will destroy any buildings they have on the location.
Garrison – If on a friendly location they will garrison in. Garrison units gain the bonus to FP and Armour plus regain any lost health when garrisoned.
Siege – Lay siege to a castle or fort. Will attack the castle or fort and put it under siege, any location that is under siege may not build and any garrisoned units do not regain any health.
Build – Units with the build skill can build a building (currently only forts can be built)
Turn order form
Castle
Build external building “A” at coordinates X,Y
Build internal building “B”
Recruit unit “C”
Fort 1
Build external building “A” at coordinates X,Y
Build internal building “B”
Recruit unit “C”
Fort 2
Build external building “A” at coordinates X,Y
Build internal building “B”
Recruit unit “C”
Units
Unit “D” at “X,Y” coordinates is to:
Move to “X,Y”
Attack “X,Y”
Garrison Castle/fort at “X,Y”
Lay siege to Castle/fort at “X,Y”
Build a fort on its present location
Castles
generate 3 GP per turn.
Have 2 range attacks.
Garrisoned unit get 2 Armour if it is higher than the units armour and +2 FP and as long as not under siege regain full health.
Forts
Have 1 range attack
Garrisoned unit get 1 Armour if it is higher than the units armour and +1 FP and as long as not under siege regain full health.
On your turn can do the following actions.
Build internal buildings
Build an internal building in either your castle or one of your forts. Your castle and each fort can only build a single building each turn.
Build external buildings
In a hex within your sphere of influence can be built upon. You can set any number of external buildings to build.
Recruit troops.
You can set your castle or a fort to recruit a unit. Each castle or fort can only recruit a single unit each at a time and spawn at that location.
Give units orders.
You can give your units the following orders
Move – Move unit, if it moves into a hex with an enemy unit they fight. See fighting below.
Attack – Same as move but if you are on enemy land will destroy any buildings they have on the location.
Garrison – If on a friendly location they will garrison in. Garrison units gain the bonus to FP and Armour plus regain any lost health when garrisoned.
Siege – Lay siege to a castle or fort. Will attack the castle or fort and put it under siege, any location that is under siege may not build and any garrisoned units do not regain any health.
Build – Units with the build skill can build a building (currently only forts can be built)
Turn order form
Castle
Build external building “A” at coordinates X,Y
Build internal building “B”
Recruit unit “C”
Fort 1
Build external building “A” at coordinates X,Y
Build internal building “B”
Recruit unit “C”
Fort 2
Build external building “A” at coordinates X,Y
Build internal building “B”
Recruit unit “C”
Units
Unit “D” at “X,Y” coordinates is to:
Move to “X,Y”
Attack “X,Y”
Garrison Castle/fort at “X,Y”
Lay siege to Castle/fort at “X,Y”
Build a fort on its present location
Re: Map rule for kingdom game
Quick new rule idea.
An order for units. Forced March. Double movement but fight power reduced to 0 for turn.
An order for units. Forced March. Double movement but fight power reduced to 0 for turn.
Re: Map rule for kingdom game
Combat.
Range
Units deal damage equal to the units ranged FP to one unit equal to or less than the number of hex's of its R score. A units ranged FP is the number to the right of the / in its fight power box.
E.g. an archer has a R and a FP of 1/2 so to any unit 1 hex away it can deal 2 damage to with it’s range attack.
Melee attack
Any unit the moves into a hex with an enemy unit in then each unit deal damage to the other equal to it’s FP.
If the attacking unit kills the attacked unit the attacking unit is moved into that hex. If not it is placed on a adjacent hex that is nearest it’s starting location.
Dealing some damage.
When a unit takes damage it first deducts it’s A ( armour) from the damage if it has any and then it takes that number off it’s HP.. E.g Armoured warriors take 2 damage , the have a A of 1 and a HP of 2 so 2 Hp – (damage 2 – armour 1) = 1hp
Range
Units deal damage equal to the units ranged FP to one unit equal to or less than the number of hex's of its R score. A units ranged FP is the number to the right of the / in its fight power box.
E.g. an archer has a R and a FP of 1/2 so to any unit 1 hex away it can deal 2 damage to with it’s range attack.
Melee attack
Any unit the moves into a hex with an enemy unit in then each unit deal damage to the other equal to it’s FP.
If the attacking unit kills the attacked unit the attacking unit is moved into that hex. If not it is placed on a adjacent hex that is nearest it’s starting location.
Dealing some damage.
When a unit takes damage it first deducts it’s A ( armour) from the damage if it has any and then it takes that number off it’s HP.. E.g Armoured warriors take 2 damage , the have a A of 1 and a HP of 2 so 2 Hp – (damage 2 – armour 1) = 1hp
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