Medieval Risk: 1444Introduction:Medieval Risk: 1444 is a grand-strategy game set during the late medieval period in Europe, The Middle East, and Northern Africa. The goal is for you and your alliance to divide and conquer the opposing factions capitals. But beware, you and your ally are outnumbered four to one, teamwork is crucial.
How to play:The game is played in rounds; in the beginning round, each player must create their nation using this format:
-Nation Name:
-Color:
-Location:
-Culture:
-Alliance:Creating a nation:-Come up with a name.
-Choose from one of ten different colors represented on the map.
-Each color is limited to one nation.
-Choose location by observing the map.
-Be specific when describing your location.
-When location is chosen, all provinces will be placed on the map.
-Land provinces must be connected to each other; this does not apply to island provinces.
-Choose culture by observing the list below.
-Each culture has their own unique combination of perks.
-Perks determine your ability, as well as your specialty in point again.
-Cultures are limited to one nation.
-When creating an alliance, come up with a name.
-Discuss with other players to decide whether or not they should join your alliance or you should join theirs.
-Maximum of five alliances, with no more than two members each.
-If there are no join-able alliances, you may create your own.
-Joining an alliance is mandatory; if you don't, you’ll be randomly assigned to one.
-Depending on player count and game mode, alliances will be rearranged.
-The host will update the map once every player has created a nation and is in an alliance.
-Host updates the map at the end of every round, including a point tally for all players.
-The map indicates where each nation is located and what alliance they belong to.
Basic Information: -The game has a maximum of ten players, with a minimum of two.
-A nation starts off with ten provinces.
-Certain cultures start off with double the amount.
-Each nation will start off with a certain number of action points, which include five attack points, ten expansion points, and five defense points.
-A nation gains five of each per round and is able to gain an extra five of a certain point.
-Your point specialty will determine the type of points you receive.
Action Points:-Attack points (AP) are used for conquering enemy provinces, strait invasions, and sieging cities.
-Conquering a province costs one AP, conquering a province across a strait cost three, and sieging a city province costs five.
-Expansion points (EP) are used for expanding into unclaimed provinces. Each province costs one EP.
-Defense points (DP) are used for defending against invasions.
-Per every DP you spend, an enemies AP is blocked against you.
-Spending more DP than your enemy spends AP will guarantee none of your provinces are conquered.
-If the enemy spends more than you, the remaining unblocked AP will determine how many provinces are conquered.
-Spent DP will only last for the duration of the round, so spend it wisely.
Game modes: -Alliances. In this mode, up to five teams of two compete to conquer one-another.
-Will be selected if there are an even number of players.
-Free-for-all. In this mode, all forms of alliance are disregarded and every player competes to conquer each other.
-Will be selected if there are an odd number of players or only one alliance.
-You may also delete “Alliance” from your nation creator format.
Rounds: -A round lasts ten turns.
-Each player gets one turn per round.
-Players are selected to take turns based on their color from red to brown.
-Turn order reverses every round, reversing to brown to red and back.
-During turns, a player will be allowed to play up to two actions.
-Action’s include: land invasion, strait invasion, invade/siege city, expand, and defend.
-Different terms for action’s may be used.
-After all players have played their turn, the host will once again update the map, along with a point tally to keep track of each player's points, thus advancing to the next round.
-In order to play an action, the player must use this format:
-Action:
-Target:
-Spending:(If player is doing a second action, they may add the below to their format).
-Action 2:
-Target:
-Spending:Actions: -Choice of actions are as mentioned above.
-For target, if you wish to attack, you’ll put the name of the nation of whom you wish to invade, including the direction and location.
-If you wish to expand, you’ll put which direction you wish to expand in.
-If you wish to defend, you may put your nation's name.
-Allies may be defended as well by putting their name instead.
-For spending, in order to play an action, this must be filled out.
-Depending on what kind of action you are playing, you’ll put the corresponding number and type of action points.
-As previously mentioned, you may play two actions.
-For example, if I wanted to expand towards a nation and then invade, I would put two of the corresponding actions, as well as two separate locations for where I’d wish to expand and invade afterwards.
Terrain: -White tiles represent provinces.
-Black and blue lines represent mountains and rivers, acting as obstacles.
-Mountains and rivers cannot be bypassed and are exclusively traversable by certain cultures.
-Black lines crossing overseas represent strait crossings and are able to be traversed by all cultures.
-Black lines crossing over rivers represent bridges and have the same functionality as strait crossings.
-Black dots represent cities.
-A city under your control will grant you an extra three of a certain type of point.
-Your point specialty will determine the type of point you’ll receive from cities.
-If multiple are controlled, point gain will stack.
-Each nation may only start off with two cities.
Capitals: -The first city you either start off with or claim becomes your capital city.
-If you end up starting with two cities, a capital will be randomly selected.
-Capitals are represented in sand yellow to distinguish them from normal cities.
-A capital costs seven AP points to siege, and will gain you six bonus points instead of three if conquered from an enemy nation.
-Your own capital will only give you three points.
-If your capital is conquered by an enemy nation, your nation will collapse, and the remaining land will be annexed by the enemy, thus knocking you out of the game.
-If a capital is not under your control and you lose ten or more provinces, you’ll also collapse.
Cultural abilities:-Strait invasion cost reduced by -2 AP: Decreases the amount of AP it takes for you to invade across a strait.
-Enemy strait invasion cost increased by +2 AP: Increases the amount of AP it takes for the enemy to strait invade your nation.
-Siege cost reduced by -2 AP: Decreases the amount of AP it takes for you to siege a city.
-Enemy siege cost increased by +2 AP: Increases the amount of AP it takes for the enemy to siege your cities.
-Ability to bypass mountains: Allows the player to invade or expand through mountains.
-Ability to bypass rivers: Allows the player to invade or expand through rivers.
-Beginning provinces increased by +10: Allows the player to start off with an extra ten provinces.
Rules:-Nation names must be kept PG-13. Racial slurs and derogatory terms are forbidden.
-In the alliance game mode, teaming up with other alliances is forbidden and goes strictly against the goal of the game.
-Communication outside of the game is limited to you and your ally. If you wish to communicate with other alliances, you may do so in-game/on-thread.
-I will be keeping track of each player’s points throughout the game, so please be honest with how many points you own.
-Don’t be a jerk, don’t get upset, don’t cheat, and have fun.
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Players:1. Batma n
2. Excalibur
3. Dawcreek
4. Gerrick
5. Hapi
6. Wintermoot
7. Crushita
8. Red Mones
9.
10.