Neutral Variant Game
In this game we’’re playtesting the following
a) Neutral change Allegiance time limit
b) Neutral gaining a bonus for Changing Allegiance.
c) Non-Neutrals EnemyÂ’s gaining a bonus.
Rules for Neutrals
Turn Limit for changing Allegiance.
You have 12 turns for issuing a successful Change Allegiance order (175). If you do not successfully change Allegiance in that time you are now considered a Neutral Team Allegiance and can no longer win the game (only Aligned nations can win in 1650).
Neutral can attempt to Change Allegiance (175 order) on the following turn, not beforehand.
Rhudaur turn 3, Harad turn 4, Dunlendings turn 5, Easterlings turn 6, Corsairs turn 7
Changing Allegiance – bonuses gained
If you are First to successfully Change Allegiance joining an alliance you gain the following.
a) Gain 20k gold.
b) Character becomes a Champion. (I think this is your highest combined rank character, but we are testing it in this game.)
c) Town upgrades to a MT.
If you are Second to Change Allegiance you gain.
a) Gain 20k gold.
b) Character becomes a Champion.
If you are Third to Change Allegiance you gain.
a) Gain 20k gold.
If you are Fourth or Fifth you gain nothingÂ…
If you join the same turn another player joins you all gain the highest-level Bonus allowed. All bonuses are gained at the end of the turn.
However, whenever a Neutral changes allegiance each of the Opposing nations , (including Neutrals that have already changed allegiance on a previous turn), gain the following Encounter at their capital hex that they can trigger with any character.
If 1 Neutral nation (21-25) is of the opposing alignment. Encounter (1) A conspiracy unmasked.
a) 10,000 gold
b) 285 CharacterID becomes a Champion and if Com = 0 Com := 40, else if Em = 0 Em := 40.
(Eg Khathog at IK capital (3122) 285 hoarm. Hoarmuroth becomes a Champion, and has he had no Em rank he gains 40 Emissary rank, he has got 30 Command rank so no change there.).
If 2 Neutral nation (21-25) is of the opposing alignment. Encounter (2): The Choices of Master Samwise. Reward as Enc (1) plus
a) PCs loyalties increase by 25 (max 100) for all their PCs.
If 3 Neutral nation (21-25) is of the opposing alignment. Encounter (3): Journey to the Crossroads. Reward as Enc (2) plus
a) All PCs gain one level of Fortifications.
If 4 Neutral nation (21-25) is of the opposing alignment. Encounter (4): A Journey in the dark. Reward as Enc (3) plus
a) All items gain 2 levels.
b) PC increase 1 level.
c) Gain two Double agents of the opposing side. (Can include non-agent/ems).
If 5 Neutral nation (21-25) is of the opposing alignment. Encounter (5): Many Partings .
Reward as Enc (4) plus
a) All troops become 100/100/60/60 Morale/Training/Weapons/Armour and add 50% to their number.
b) All Characters gain 20 to Com/Ag/Em/Ma/Stealth and become Champions.
Note it not is possible to have more than one encounter at a hex, so if multiple Neutrals change allegiance against your side and are activated 1-5 in order and will turn up in order.
Get back to me with any questions, I may have to tweak this format during the game, but that’s the plan as it stands.
Clint