GB 71 new rules

Gunboat 1650 Game 71

Presently got 5 players so we need 7 more.

Variant Rules for this game:

Gunboat 1650 game: Nations available for reference for players
FP: 1/4 Woodmen/Arthedain,2/8 Northmen/Dwarves, 3/7 Eothraim/South Gondor, 5/9 Cardolan/Sindar, 6/23 North Gondor/Dunlendings, 10/22 Noldo/Harad

DS: 11/20 Witch King/Dark Lieutenants, 12/21 Dragon Lord/Corsairs, 13/15 Dog Lord/Blind Sorcerer, 14/24 (Also CL town @3428 goes to village, CL town @3629 goes to MT) Cloud Lord/Rhudaur, 16/19 Ice King/Long Rider, 17/18 Quiet Avenger/Fire King

Diplos:
You can send a diplo to your entire team any time once in every 5 turns. So on any turn from turns 1-5 you can send a single diplo (when you want to), then on turns 6-10, 11-15 (so on naming character turns for simplicity and as an aid to memory). Diplo 50 words long, hexes count as single word, BS (for Blind Sorcerer) would count as one word, one diplo for your whole set of positions allowed.

Doubling:
Doubling is allowed on any characters.

Combos and Dead Nations:
Every 3 turns (or when we get the chance to update it) we'll update the nation combos, Dead nations as well. Inactive nations will, by default, revealed but not specifically mentioned.

End game:
Ending the game, I'd like to change that a little. No more often than once per five turns (ie turns 1-5, 6-10, 11-15 etc), a player may request that their team vote to concede. Each surviving nation on the team gets one
vote. If 2/3 or more of the surviving nations on the team vote to concede, the game ends. Votes are confidential (including which player requested the vote) and are solicited by ME Games. A "no-response" is considered to be a vote to continue play. The other team is not informed the vote is taking place unless the vote is successful, at which point all players are notified, the final turn is run, and the game ends.

Additional rules:
Additionally, if there is at any time there is a greater than 3:1 advantage of surviving nations allegiance vs. allegiance, the game ends automatically.

Standard Rules for this game:

Players are allowed to take offensive actions against unknown characters upon their OWN population centres. In other words, if Elrond, Erestor and John Smith appear on the Cloud Lord capital John Smith is now a legitimate target for challenge, curse etc by the Cloud Lord even though the nation of the character is unknown. As per usual if you think that there are situations where you might need clarification on a rule do get in touch. 9/10 times it's fine.

List of players who are playing but not nations nor side. Note Game ENDS (then and only then are the players names revealed) after 50 turns - highest total team victory points wins (unless within 10% - then draw declared) - Or one side has a greater than 3 to 1 player advantage.

Drop outs can be filled - but we will be discrete. Individual victory points at end of game = average of your two nations (dead nations = 400 ) Nations that count are your starting nations if you pick up nations in the game.

Nations (normal WChamp rules except 21 +22 swopped around, Fort on 1910 & 4217, Easterling will have camps which will degrade on Turn 1 (or no Camps at all)). If you are playing nations 21-24 you will have a character called: Lead a-d these are there for you to 175 (correct allegiance) and 740 - no other orders allowed.

Trust the players not to try and find out who their team mates/opposition are - and not to diplome even if they come by such knowledge. You are not allowed to use camp or character names to exchange information or any other means.

No influencing, stealing, sabotaging, cursing etc on or from or to your team (or unknown characters not at your own PCs). No challenging, assassination or kidnapping (or any similar means) if you do not know the nation of the character if you are not at your own PC. If you think it is forbidden by the rules it probably is so don't do it (ask us for clarification BEFORE the event and we can then inform you if it is or not).

You are able to transfer produce/gold from your nation to others in the game, and use information from 925's, Lore spells etc for your other nation. Stealing or any orders on your second nation from your first nation (or vice-versa) is perfectly within the rules. On allies or anyone else you are strictly limited as above.

Thanks Clint

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[Non-text portions of this message have been removed]

As a non gunboat player who has/is considered/ing trying one, I was
hoping for a little explanation (don't remember the discussion when
it was created...) for the below:

Standard Rules for this game:

Players are allowed to take offensive actions against unknown
characters upon their OWN population centres. In other words, if
Elrond, Erestor and John Smith appear on the Cloud Lord capital
John Smith is now a legitimate target for challenge, curse etc by
the Cloud Lord even though the nation of the character is unknown.
As per usual if you think that there are situations where you might
need clarification on a rule do get in touch. 9/10 times it's fine.

Does this mean you CAN'T take offensive action against Erestor and
Elrond? If the answer is "Of course you can", then does the above
mean that: "If John Smith appears on your pop, John Smith is now a
legitimate target for challenge, curse, etc.."... Is the difference
here simply that it's MY pop and I can Defend my pop against all
comers (except known Allied characters) as opposed to the below,
which says I can't do anything (off my pops) unless I KNOW it's an
enemy?

No influencing, stealing, sabotaging, cursing etc on or from or to
your team (or unknown characters not at your own PCs). No
challenging, assassination or kidnapping (or any similar means) if
you do not know the nation of the character if you are not at your
own PC. If you think it is forbidden by the rules it probably is
so don't do it (ask us for clarification BEFORE the event and we
can then inform you if it is or not).

This is what I must have forgotten: What is the rational for
limiting these orders?

Thanks,

Brad Brunet

···

--- In mepbmlist@yahoogroups.com, "ME Games Ltd" <me@M...> wrote:

> Players are allowed to take offensive actions against unknown
> characters upon their OWN population centres. In other words, if
> Elrond, Erestor and John Smith appear on the Cloud Lord capital
> John Smith is now a legitimate target for challenge, curse etc by
> the Cloud Lord even though the nation of the character is unknown.
> As per usual if you think that there are situations where you might
> need clarification on a rule do get in touch. 9/10 times it's fine.

Does this mean you CAN'T take offensive action against Erestor and
Elrond?

No - but if you are the CL then any character that turns up at a PC that you own at the start of the turn is allowed. If you KNOW that it is an allied character then as normal you can't affect them.

  If the answer is "Of course you can", then does the above
mean that: "If John Smith appears on your pop, John Smith is now a
legitimate target for challenge, curse, etc.."... Is the difference
here simply that it's MY pop and I can Defend my pop against all
comers (except known Allied characters) as opposed to the below,
which says I can't do anything (off my pops) unless I KNOW it's an
enemy?

See above - I think I've explained it. If not get back to me.

> No influencing, stealing, sabotaging, cursing etc on or from or to
> your team (or unknown characters not at your own PCs). No
> challenging, assassination or kidnapping (or any similar means) if
> you do not know the nation of the character if you are not at your
> own PC. If you think it is forbidden by the rules it probably is
> so don't do it (ask us for clarification BEFORE the event and we
> can then inform you if it is or not).

This is what I must have forgotten: What is the rational for limiting these orders?

Part of the rules as designed by the player. It basically means that you can't kill characters except in specific situations. Reasons are many but one is that sometimes in the game you won't know exactly what is going on so it errs on the side of caution so that players don't accidently get killed etc. Killed characters make even less fore-planning for your turn so it enables you to plan appropriately. It also makes the game more enjoyable to play.

Clint

···

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