Game System
Population: Your basic resource, which you use to do things. Each unit of Population generates 1d10 per year; you can allocate these dice towards any project you want done. Any given project has a target number of points that must be reached in order to complete it.
Population Growth: The rate at which your Population increases. For simplicity's sake, your Population grows every 5 years. Population Growth is governed primarily by the number of regions you control, and by population density; regions that are at their population cap cannot grow any larger!
Total Dice: Your Population total plus whatever bonuses you get are added here to determine how much stuff you can do each year. Cities give a bonus, because it's easier to get things done in urban areas with high populations.
Projects: The mechanic by which you do things requiring sustained effort over time; research, construction, creating a Unit, etc. Projects have a set cost in points; in order to progress a project you must assign some number of dice to it, which will generate points when rolled. Once the number of total points generated reaches the cost of the Project, it is finished and takes effect - a Unit is created, Structure built, Region upgraded, Research completed, etc.
Pass/Fail Rolls: Events requiring a one-time resolution, instead of a sustained building or research effort, are modeled as pass/fail rolls. Scouting Regions, combat, and heroic quests are examples of events that use pass/fail rolls. For these events, the dice rolled are considered to succeed on a roll of 7-10, and fail on a roll of 1-6; so each die will succeed 40% of the time. Usually, but not always, one success will generate a positive result.
A result of 10 in a pass/fail roll generates two successes. A result of 1 subtracts one success from the total. It is thus possible to roll negative successes, which generally results in disaster.
Combat: In combat between two Units, the Strength value of opposing units will be compared, and that number of dice (after any modifiers) will be rolled for each side. Whichever unit scored fewer successes has it's Strength reduced by the difference between the two totals.
In larger battles, units will 'match up' according to type - infantry will tend to fight other infantry, cavalry or other Fast units will tend to fight each other, etc. If one side has more units than the other, their units will double-up on the enemy. Units fighting multiple opponents get to roll against each, but lose one of their dice in each opposed roll for every opposing unit after the first.
Regions: Distinct areas of the world, which can be controlled and house Population. The main function of Regions is to house Population, Units, Structures, and Special Locations. Every Region has its own population cap, and may contain Units, Structures, and/or Special Locations essentially without limit.
Known Regions will be color-coded; green for regions you control, yellow for regions controlled by neutral or friendly powers, red for regions controlled by enemy powers, and gray for regions with no known inhabitants - or at least, none organized enough to matter.
If a Region reaches its Population cap, you may Upgrade it to the next level for a base cost of 15 points per current point of Population; so upgrading a Region that currently houses 6 Population costs 90 points, absent any modifiers. Doing so increases the Population Cap, and may add other bonuses. The possible levels and their bonuses are, in order;
- Wild - 100% Population Cap
- Developed - 200% Population Cap
- Urban - +1 Strength for defending units; +1 dice per turn; 300% Population Cap; may unlock Structures.
- Megalopolis - +2 Strength for defending units; +2 dice per turn; 400% Population Cap; may unlock Structures.
You may move Population units from one Region to another for 5 points per Population.
Regions may have Terrain Types, such as Mountain, Forest, or Plains. These terrain types may interact with certain unit special abilities or research you perform during the game, but initially have no basic effect.
Research: Projects done to expand your nation's knowledge. Research is necessary to unlock more powerful Structures and Units, and to discover new actions that can be undertaken; research projects can also be done to grant bonuses to almost anything. The points cost of a research project is usually hidden when you begin the project, though some projects may have a known cost if they are simple extensions of previous research or obvious developments of Units and Structures that you already have.
The basic rule of research in this game is you can research anything. The 'tech tree' is entirely flexible. Propose a project and assign dice to it, and you will get a result. I will only say 'You can't research that' if I determine that you need to build a certain Structure or research something else first.
Structures: Special buildings that give bonuses and/or allow the creation of certain units. Built as projects after being unlocked by research or the presence of certain units.
Units: Special people and groups that don't fall under Population. Includes military units, important individuals, and monsters. Any unit with a Strength value listed can be used to perform military actions - attacking something or defending from an attack. You can never have more Units than you have Population. New Units can be unlocked by performing research, or building an appropriate Structure.
Units with a Strength value can be damaged in combat, reducing their Strength below its normal value. If the unit is reduced to 0 Strength, it is destroyed; if not, it can be moved back to a region that you control and healed at a points cost proportional to the damage.
A Unit without a Strength value does not benefit from any Strength bonuses granted by Structures or research. It only fights in combat after all friendly units with a Strength value have been destroyed; it is treated as Strength 0, rolls no dice, and scores 0 successes for the purposes of combat.
Special Abilities: Some units have special abilities that affect their Strength under certain circumstances, allow them to do things other units cannot, or impose limitations on what they can do. Unique abilities that no other unit has will be spelled out in the unit's description, but those that multiple units might have are listed here. This list may expand during play, so check back frequently.
Hero/Monster: This unit is a single, powerful individual rather than a large group. As such, they can be deployed in different ways - including being attached to normal Units to give them a bonus, or being sent on solo missions.
Regenerator: This unit is made of something much more resilient than ordinary flesh, or perhaps has some magical power that allows it to heal quickly. Regenerators automatically return to full strength after the end of a battle, and so never need to be healed.
Slow: This unit moves ponderously and cannot react quickly to the changing tides of battle. It suffers a combat penalty against units with the Fast special ability, and Fast units will prefer to target it.
Fast: Due to extensive training, magic, unusual physiology or a swift mount, this unit moves more quickly than others in battle and can use its higher mobility to flank or harry retreating enemies. At the end of a battle, Fast units will automatically resolve one more round of combat against the weakest enemy unit. If you have multiple Fast units, they will be resolved one at a time.
Long Range: This unit is armed with long-range weapons, and so any damage it inflicts is resolved before any damage inflicted to it by units without this ability. This can result in the enemy dying without ever getting to strike back.
Resistance (X): This unit is highly resistant to enemy magic - in fact, its very presence causes hostile powers to fail or go awry. Any enemy Summoned, Magical or Holy unit subtracts X from its Strength whenever it fights this unit.
Summoner (X): This unit can use arcane rituals to call up or create otherworldly creatures and bind them to your service. It contributes X to your Summoned Unit cap. If you ever have more Summoned units than your cap can support, you will randomly lose Summoned units until you are at your cap.
Summoned: This unit was compelled to serve by your Summoners rather than recruited in the normal way. It uses up one point of your Summoned unit cap.
Magical: This unit is magical in nature, and so ignores some of the limitations of mundane units. Magical units never require support; they cannot starve if besieged, cannot be persuaded to change allegiances, and can be sent far afield without needing to spend dice to support them. However, they are extra-vulnerable to certain enemy abilities.