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 Post Posted: Wed Oct 19, 2011 5:14 am 
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This thread is for an "Open Game". Players can come and go as they wish.

The scenario and information are in the next post. This post explains how to play.

Players represent the various courtiers of the same nation, giving advice to the ruler. Players may post any advice they wish relating to the game, agree with other advice, or disagree with another player's advice, all with the goal of guiding the nation to success, security, and victory.

If players give conflicting advice, a die roll is made to decide which advice the ruler will follow. If players agree with advice, this will strengthen the chance of it succeeding.

For example, player 1 advises a new army to be built in the Northern City, with 3 Infantry. Two other players agree.
Another player disagrees, saying the army should be in the Southern City, with 4 Cavalry.

At the end of the turn, a random number is used to determine which advice is followed. There's a 3 in 4 chance of the first advice being used.

Players can jump in and out of the game at any time. New advice can be posted in the first 72 hours of the turn, then the next 24 hours only agreement or disagreements can be posted.

The GM will then process the orders, post a report, and then begin the next turn.

Should no one post advice, the ruler will do something random.


{This is an experiment. I would like to see how it goes}

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     Post Posted: Wed Oct 19, 2011 5:23 am 
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    Rise of the Redmark

    The Great King Sinclair has died in his sleep. There is some confusion about who is true heir. Those rebel dogs in the Blulend have named Duke Mikhel, whereas the noble and loyal courtiers of the Redmark support the claims of Prince Ruprecht.

    Of course, Prince Rurprecht is just a small boy, more interested in his toys and games than in reuniting the divided Kingdom. It is up to his loyal courtiers to advise Ruprecht on how to achieve greatness as the Redmark faces an uncertain future.

    Can you give helpful advice, and ultimately earn the title of Lord Protector? Or will the Redmark fall to the rebel Blulend dogs?

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    The Mighty Empire of the Redmark
    Turn: 0
    Starting Schmuckers: 5
    Total Income from Cities & Fleets: 9
    City Building and Upgrade Costs: 0

    Armies, Fleets, & Cities
    Red A
    Capital City Level 5
    Warlord Garneau, Level 3
    2 Infantry
    1 Flyer


    Red B
    City Blumberg Level 2
    Warlord Andrei, Level 2
    3 Infantry
    1 Flyer

    Red C
    City Grefford Level 1
    2 Infantry


    Red D Fleet - Gone Fishin' 1


    Maintenance of Characters -2
    Total Units 9
    Maintenance of Units -1
    Ending Schmuckers: 11

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     Post Posted: Wed Oct 19, 2011 5:47 am 
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    The mechanics of the game can be found in the signature of this post. Read the rules for an idea of how things work in this world.

    For this first turn of the game, players have 120 hours to post advice, then a further 48 hours to agree or disagree with that advice.

    Feel free to jump on in!

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     Post Posted: Wed Oct 19, 2011 9:52 am 
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    I propose we create another city one N - NE of Capitol city to gain more income.

    Your upkeeps aren't coherient in your rules. We should be generating 81 smuckers (50 from capitol, 20 from Blumberg, 10 from Grefford, and 1 from the fleet)
    upkeep from warlord should be 10, and units should be 39 (7 infantry x 3 = 21, 2 fliers x 9 = 18), leaving us with 81 + 5 - 49 = 37 smuckers
    This is according to the writing on the page, you seem to be following the text file's rules.

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     Post Posted: Wed Oct 19, 2011 4:42 pm 
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    Good point, sorry about that. I'll update the text on the site - Level one cities generate 1, level 5, not 50.
    Remember to build a city you will need an army in that hex.

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     Post Posted: Mon Oct 24, 2011 6:11 pm 
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    Redmark - Turn 2

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    The Mighty Empire of the Redmark
    Turn: 1
    Starting Schmuckers: 11
    Total Income from Cities & Fleets: 9
    City Building and Upgrade Costs: 0

    Armies, Fleets, & Cities
    Red A
    Capital City Level 5

    Red B
    City Blumberg Level 2
    Warlord Andrei, Level 2
    3 Infantry
    1 Flyer

    Red C
    City Grefford Level 1
    2 Infantry


    Red D Fleet - Gone Fishin' 1


    Red E Move N, NW to establish new City
    Warlord Garneau, Level 3
    2 Infantry
    1 Flyer


    Maintenance of Characters -2
    Total Units 9
    Maintenance of Units -1
    Ending Schmuckers: 17

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    Last edited by LTD on Mon Oct 24, 2011 6:42 pm, edited 1 time in total.
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     Post Posted: Mon Oct 24, 2011 6:17 pm 
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    Only one piece of advice was recieved in turn 1.

    Prince Ruprecht nodded, and pointed to the map. "Move my army here. Build me a new City."

    Sadly, all the army discovered was a forest hex, unsuitable terrain for the building of cities.

    And now! Disaster! A Blulen Fleet has been spotted off the coast!

    The council have gathered to advise the young prince. "How shall we meet this Blulen threat?"

    Players have 72 hours to give advice, then a further 24 to disagree with advice.

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     Post Posted: Tue Oct 25, 2011 10:30 am 
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    Send our fleet to engage the Blulen fleet.

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     Post Posted: Tue Oct 25, 2011 1:51 pm 
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    Stick our warlord on a ship, then send our fleet out. At the same time, evacuate the prince from A to B.

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     Post Posted: Tue Oct 25, 2011 9:41 pm 
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    Prince Ruprecht refuses to leave the Capital at this time.

    24 hours down, 48 to go.

    Should we pop a new warlord? Build a new fleet? Pop some new units? Move existing armies?
    You decide!

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     Post Posted: Wed Oct 26, 2011 10:56 am 
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    Propose we upgrade Blumberg to a level 3 city and Grefford to a level 2. This will cost 10 smuckers, leaving us with 7. I second building another fleet, and building 5 more cavalry in the capitol.

    (I cannot find the cost of popping units, so I am assuming they are free and only increase upkeep.)

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     Post Posted: Wed Oct 26, 2011 3:35 pm 
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    That's correct - new units don't cost, they only increase upkeep.
    Warlords and Casters have an initial cost.

    However, Cavalry isn't an option, since none of the Redmark cities border grasslands...

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     Post Posted: Fri Nov 18, 2011 7:55 am 
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    Even though it has been a long time since anyone advised anything, I agree with Herbierai but instead of popping cavalry, we should pop infantry.

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     Post Posted: Fri Nov 18, 2011 10:18 am 
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    i believe we should pull our army back to the capital, for the princes protection, and prepare to receive the enemy for parley. They must be willing to reason with us.

    Beyond that i agree we should upgrade our cities and produce 3 new infantry.

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     Post Posted: Sat Nov 19, 2011 1:15 am 
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    I thought folks had lost interest in this - but I'm happy to keep playing...


    There were five proprosals this turn:
    The Duke of Watermonkey proposed sending out the fleet to engage the Blulen fleet. This was supported by the Sir Cnor.
    There being no objections, Prince Rurprecht agreed.
    Sir Cnor proposed sending a Warlord as well, but there being no Warlord in an adjacent hex, this was ignored.

    The Count of Herbieray called for the upgrading of Blumberg and Grefford. This was supported by Sir Harry.
    There being no objections, Prince Rurprecht agreed.

    The Count of Herbieray proposed the creation of a second fleet.
    There being no objections, Prince Rurprecht agreed.

    The Count of Herbieray suggested the creation of five new Cavalry units in the capital.
    Lord Azgrut disagreed, calling for five Infantry.
    Sir Harry suggested the creation of three Infantry.
    As the empire has no cities bordering on Grasslands, Cavalry cannot be built at this time.
    Prince Ruprecht decided to order the popping of five Infantry.

    Sir Harry called for the Army to return to the Capital to defend the Prince.
    There being no objections, the Army was called home.

    On his own initiative, Warlord Garneau used the special ability of the Flying unit to extend scout range to the south - a Blulen army has been spotted.
    Blue G Explore N
    Warlord Fatani, Level 2
    6 Infantry
    1 Flyer

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     Post Posted: Sat Nov 19, 2011 1:19 am 
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    Image

    The Mighty Empire of the Redmark
    Turn: 2
    Starting Schmuckers: 17
    Total Income from Cities & Fleets: 10
    City Building and Upgrade Costs: -15

    Armies, Fleets, & Cities
    Red A
    Capital City Level 5
    Warlord Garneau, Level 3
    7 Infantry
    1 Flyer


    Red B Upgraded!
    City Blumberg Level 3
    Warlord Andrei, Level 2
    3 Infantry
    1 Flyer

    Red C Upgraded!
    City Grefford Level 2
    2 Infantry


    Red D Fleet - Engage Blulen Fleet 0


    Red E Fleet - Just Built





    Maintenance of Characters -2
    Total Units 14
    Maintenance of Units -2
    Ending Schmuckers: 8

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    Last edited by LTD on Sat Nov 19, 2011 1:27 am, edited 1 time in total.
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     Post Posted: Sat Nov 19, 2011 1:23 am 
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    Fleet Combat (using time from previous post)

    Redmark Fleet vs Blulen Fleet (needing 6s to hit)

    Post Time: 1923 # of Rolls Dice Result

    1923 _________________ 1 2
    2121 _________________ 2 4

    No Hits recorded. Fleets engage, but not decisively.


    A New Turn has begun. Proposals for Turn 3 are now being accepted.
    Players have 72 hours to post orders, and then a further 24 hours to disagree.

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     Post Posted: Sat Nov 19, 2011 5:59 am 
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    Besides? Is the hex under city B not a grassland hex?

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     Post Posted: Sat Nov 19, 2011 4:47 pm 
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    I suggest we dispatch warlord Andrei and his army from Blumberg along with 4 infantry from the capital to meet this enemy army on the field of battle, i also suggest we move our new fleet to support our naval engagement.

    Additionally we should dispatch a flyer from the capital on a reconnaissance mission to discover our nearest enemy city. The route I leave to the scout.

    Warlord Andrei, Level 2
    3 Infantry
    1 Flyer

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     Post Posted: Sun Nov 20, 2011 10:20 am 
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    I disagree with Harry1991. The army we are assailing has 7 infantry and a warlord. We will not be able to win that with 3 infantry and a warlord. We should instead march with both armies (the one from the capital and the one from city B), stack up and meet the invaders.

    I Agree with Harry1991 in sending the fleet to support the other. I also agree in sending the flier to scout where this enemy comes from.

    I suggest we pop max infantry in all our cities.

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