Game Rules
 

The rules of the game (at least in the first iteration) are very simple.

Victory

  • Since this is the first playtesting exercise, the victory conditions are really for everyone to have a good time.  However, the stated goals for the game are as follows:
  • Victory will be given to the team that I judge has come closest to meeting the goals stated in that team's briefing.
  • Each team commander will nominate one of their subordinates as their team's MVP
  •  

    Players

    • The players will be divided into two teams - RED (Triol) and BLUE (Bavel)
    • Each team will have a single player as commander.  This player will not direct any troops but will have other responsibilities.  The other players are noted in the rules as 'subordinate players'
    • The commander will get pictures of the map from each of his subordinate players.  This means that the commander on each team will have the best overall picture of what is happening
    • All subordinate players may only communicate directly with their commander - all messages must be routed through him
    • Subordinate players should make an attempt to conform to the instructions laid out by their commander
    • Commander players should make an attempt to give instructions but not orders.  That is, give your subordinates room to make tactical decisions (and have fun)
    • All of the subordinate players represent commanders of divisions composed of multiple brigades.  Each brigade is composed of multiple batallions/regiments
    • Each subordinate player will have a different number of troops available - each brigade and each division is intentionally NOT created equal
    • I do know some of the players personally, but I give you my assurance that my interest is in providing a fair experience for all

     

    Playing the Game

    • You will recieve a link to a page with several tabs on it - one for each brigade you control
    • On each tab (one per brigade), you will see a map of the local area, with any nearby (and spotted) friendly and enemy forces
    • You will also get some statistics on each regiment within the brigade, but these are not to be taken as 100% reliable.  You will however be able to differentiate between a fresh, full strength force and a depleted, demoralized one
    • All forces are depicted at the regiment level - each block on the map is a single regiment.   (There is no representation on the map of the brigade or division)
    • Regiments have no facing or formation
    • In this version of the game, all regiments are assumed to be largely composed of infantry, with attached artillery
    • You can give orders to each brigade (not regiment) by clicking and dragging on the map.  As you do so, you will (should) see a series of dots appear corresponding to the path you draw with the mouse
    • If you drag with the left mouse, your brigade will move in column formation, with the 1st regiment of the brigade in front, and the other regiments following.  The brigade will move first to the start of the line you draw, and will move along the line until it reaches the end.
    • If you drag with the right mouse, your brigade will move in line formation, with the 1st regiment at the start of the line you drew, and the last regiment at the end.  The regiments in between will be spaced evenly along that line.
    • Once you have completed your orders (either for a single brigade or all brigades), click the 'Compose Email' button at the top of the page.  You should see a text box with a bunch of text.  Copy the entire contents of the text box into an email and mail it to unfaegne.eorl@gmail.com.
    • Three times a week I will take the latest orders from each player and enter them into the computer moderator software (see below)
    • The software will process the results of all the orders and generate output for each player
    • I will take the output and repost 'your' page
    • Along with the updated map and regimental information, you may recieve messages from other players, this will be clearly visible on the page
    • You will also have access to videos that show the exact happenings of the previous 4 hours
    • The process then repeats for the next turn

     

     

     The Game Simulation

    • In this first iteration, the game will be run by a computer moderator with some manual input/intervention
    • I will limit my intervention as much as possible, and will likely only step in if the computer moderator hits a bug
    • The game will be played in a series of 'turns', each turn representing about 4 hours
    • Turns will be processed Monday, Wednesday, and Friday nights sometime between 8 PM and midnight
    • Turns may be skipped for holidays or other reasons
    • Each regiment is rated with two numbers: strength and nominal strength
    • Both numbers are a measure of the number of effective soldiers in the regiment.  Strength is the current strength of the unit, nominal strength is the self-percieved "proper" size of the regiment
    • As the unit takes losses, it's nominal strength will remain the same but it's "true strength" will drop
    • Over time as the unit is out of contact with the enemy, it's nominal strength will drop to meet it's true strength
    • The amount of damage a regiment is capable of inflicting is proportional to it's true strength, but modified by the difference between nominal and true strength (this is a representation of morale, fatigue, etc)
    • Thus a regiment with a true strength/nominal strength of 200/200 will actually cause more casualties than a 300/600 regiment
    • In this version of the game, regiments will never rout due to losses or other reasons
    • Terrain affects movement speed and sometimes gives bonuses to defense
    • Road terrain increases movement speed by 25%
    • Rivers are impassable except near bridges (the simulation is fairly generous here since the player's controls are so imprecise)
    • Forests decrease movement speed by 25% but decrease casualties inflicted upon regiments that are in the forest
    • Hills decrease movement speed by 25% but decrease casualties inflicted upon regiments that are on the hill when attacked by regiments at lower elevations
    • Both hills and forests block line of sight

     

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