ME 1000 Gunboat rules

Gunboat 1000
note some rules are considerably different to 1650/2950 Gunboat games

Each player running a normal duo of nations chooses at least 3 duo of
regions from the following regions:

Lindon, Angmar, Mirkwood, Northern Wastes, Lorien, Eregion, Dunland, Rohan,
Rhovanion, Rhun, North Mordor, South Mordor, North Harad, North Khand, South
Khand, South Harad. A total of 16 regions.

Regions duos allowed are:
Lindon/South Khand
Angmar/South Harad
Northern Wastes/North Harad
Mirkwood/South Mordor
Eregion/North Mordor
Dunland/North Khand
Rohan/Rhun
Lorien/Rhovanion

Eg
Clint Oldridge 108974
1st choice, Lindon/South Khand, 2nd Choice Eregion/North Mordor, 3rd Choice
Rohan/Rhun, 4th Choice Lorien/Rhovanion. Either allegiance is fine with me.

Eg 2
Fred Bloggs 101234
North Kingdom, South Kingdom or a normal duo as FP (any location is fine).

The two additional regions: Arnor and Gondor are exempt from placing as
these belong to the Kingdoms.

Regions
*** Not available here - if you want it go to:
http://middle-earth.darkfortress.us , the regional map at the bottom of the
page.

Map courtesy of Mike Mulka

Only one nation of each allegiance can be in each region. Deposit is then
taken from your account. When these regions have been allocated I'll allow
players to send in their set-ups for those regions. You'll have 2 weeks to
send your set-up. One nation of their duo of nations must be placed in one
region, and the other in the second region.

No Strategic Site victory allowed - if you get one your team LOSES. Two
teams of 5 players plus 1 Kingdom player. 5 players control 2 nations, and
the Kingdom player plays solo. This gives 6 players and 11 nations per
side. SK is FP and NK is DS.

LAS format - so no double Scout, nor +20% Kidnap/Assassinate, nor extra
chance of Stealth SNAs are allowed. Please note you CANNOT talk each other
about this game. (Nor pass any information in any form whatsoever). 2
nation game - you must play 2 nations. Exception 2 players control one
Kingdom each (ie one nation per player).

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 the latter is now a legitimate
target for challenge, curse etc by the Cloud Lord even though the nation of
the character is unknown.

Note Game ENDS (then and only then are the players names revealed) after 52
turns - highest total team victory points wins (unless within 10% - then
draw declared) - Or one side has a greater than 4 to 1 player advantage. No
Diplomacy - under ANY circumstances :slight_smile:

Drop outs can be filled - but we will be discrete. List of players who
started playing the game but not nations nor side. If a nation cannot be
replaced then you are an allied player is allowed to pick up a nation of the
duos remaining. (They also get all the old turns). Only when all
team-mates have had the opportunity to do is the respectively aligned
Kingdom allowed a pickup.

Individual victory points at end of game determine the winner = average of
your two nations (dead nations = 400 )

If you are playing the Kingdom nations you will have a character called:
Lead a-b these are there for you to 175 (correct allegiance) and 740 - no
other orders allowed. Check your relations and allegiances - we can't fix
any problems if there is an error later - check before hand and we can.

Trust the players not to try and find out who their team mates/oppo are -
and not to diplome even if they come by such knowledge - it being considered
unsportsmanlike. You are not allowed to use camp or character names to
exchange information or 948s.

No influencing, stealing, cursing etc on or from or to your team (or unknown
characters not at your own PCs). No ass/kid 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). If you can provide feedback that would be very useful - the
first game is going very well so we hope to make this one better.

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.

Variant rules:
500 (Double character) allowed for all nations.
List of Dropped nations once every two turns.

FAQ:
Question: I know that we aren't allowed to assassinate, influence or
anything against your own team. However in one of the games I am in one of
our Nations has died and they have some very powerful artifacts in their
possession. In this instance are we allowed to Personal Challenge or
Assassinate their characters to get the Artifacts or do we have to Recruit
them through the Bribe/Recruit character order?
Answer: this is fine to do if you KNOW that the nation is dead. Get in
touch if there's any doubt.

No information transfer is allowed or allowed to be attempted in Gunboat.
So transferring 23 gold (attack 23) or say 3221 gold and say 6 gold
(indicating attack 3221 on turn 6) is allowed. The ATTEMPT is what is
against the spirit and rules of the Gunboat game - successful or not.

Hence the rule about naming characters, or arranging your armies into a
number 1 on the hexes for attack player 1 - although a facetious situation
it's something I've been asked - is not allowed.

···

************************************
           ME Games Ltd
Mailto: me@middleearthgames.com
Website: www.middleearthgames.com

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US Phone: 412)302-2505 EST Weekdays
US alternate Fax: 801 650 8073 Fax 24hrs

Only one nation of each allegiance can be in each region. Deposit is

then

taken from your account. When these regions have been allocated I'll

allow

players to send in their set-ups for those regions. You'll have 2

weeks to

send your set-up. One nation of their duo of nations must be placed in

one

region, and the other in the second region.

What about proximity conflicts? If someone sets up too close to the
border with someone else who also does so, they will bump. I suppose you
could send in a nation setup with 3 alternate starting locations (within
the region), but you'd obviously have to do away with the ">10 hexes
apart between choices" limit.

Also, I assume the NK/SK don't get their starting maps showing
everyone's starting location?

Just curious. Never played a Gunboat game before and I don't know if I'm
interested in this one, but just thought I'd attempt to clarify some
questions.

Mike Mulka

>Only one nation of each allegiance can be in each region. Deposit is
then
>taken from your account. When these regions have been allocated I'll
allow
>players to send in their set-ups for those regions. You'll have 2
weeks to
>send your set-up. One nation of their duo of nations must be placed in
one
>region, and the other in the second region.

What about proximity conflicts? If someone sets up too close to the
border with someone else who also does so, they will bump. I suppose you
could send in a nation setup with 3 alternate starting locations (within
the region), but you'd obviously have to do away with the ">10 hexes
apart between choices" limit.

Not sure that will be a problem. As they are different nations once you have been allocated your region it will be fine for placement. If you are lucky enough to have locations close together then I've generally offset that by having the terrain not be so good.

Also, I assume the NK/SK don't get their starting maps showing
everyone's starting location?

Nope - latest rules mean that only the location of their own SIDEs starting locations.

Just curious. Never played a Gunboat game before and I don't know if I'm
interested in this one, but just thought I'd attempt to clarify some
questions.

We've got 11 interested and need one more. I think I need to play to get a player perspective. :slight_smile: So we need one more player but no doubt some of the interested won't quite make it and we'll need a couple more players.

Clint

···

Mike Mulka

Not sure that will be a problem. As they are different nations once

you

have been allocated your region it will be fine for placement. If

you are

lucky enough to have locations close together then I've generally

offset

that by having the terrain not be so good.

I think the concern is that your capital choice could conflict with
that of the enemy nation that shares your region - EG both the FP and
DS in Rhun ask for 4215. Standard 4th Age rules say you submit 3
choices, but as noted you have to waive the 10 hex minimum separation
between choices for that to work.

-Peter

···

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

Shouldn't be a problem - any clashes (with a region) will be contacted as normal.

Clint

···

At 18:46 23/01/04, you wrote:

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

> Not sure that will be a problem. As they are different nations once
you
> have been allocated your region it will be fine for placement. If
you are
> lucky enough to have locations close together then I've generally
offset
> that by having the terrain not be so good.

I think the concern is that your capital choice could conflict with
that of the enemy nation that shares your region - EG both the FP and
DS in Rhun ask for 4215. Standard 4th Age rules say you submit 3
choices, but as noted you have to waive the 10 hex minimum separation
between choices for that to work.

-Peter

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****************************************************************
                    ME Games Ltd
Mailto: me@middleearthgames.com
Website: www.middleearthgames.com

UK: 340 North Road, Cardiff CF14 3BP UK
US: EpicMail, PO Box 801, Wexford PA 15090-0801, USA

Phone Times: 10am-6.30pm UK Time (BST);5am-1.30 (EST)
UK: 029 2091 3359 (029 2062 5665 can be used if main is engaged)
(Dial 011 44 2920 913359 if in the US)
UK Fax: 029 2062 5532 24 hours
US Fax: 1-503-296-2325 (preferred)
US Phone: 412 302 2505 EST 10-5 Weekdays
US alternate Fax: 775 535 2171 Fax 24hrs
****************************************************************