Greeting fellow Conquerors and Vanquished foe alike.
I wish to make people aware of a really enjoyable game option and see if we can get a similar game going. The current variant I’m prosposing is based upon a standard gunboat game and the game 75 Alliance variation!
If you enjoy the fog of war created by a gunboat game, but wish more interaction with your team mates this may be for you. If you don’t really have the time, motivation or commitment to be dealing with 100s of emails a week as can happen in standard games this may also be for you. If you believe enemy teamwork is the reason you struggle to win the day, then this is a way to contain that issue also. Finally if you believe too many enemy neutrals collude then this game format will reduce their efficiency.
The rules for this game would be designed to create the original flavor of play by mail, allowing for some interaction, but not for the close co-ordination that is allowed in standard games.
Nations selection
15 positions available
FP Duos -Sinda/Cardolan, Arthedain/Woodmen, Dwarf/Northmen, Southern Gondor/Eothraim, North Gondor/Noldo
DS Duos -Cloud Lord/With King, Long Rider/Ice King, Quiet Avenger/Fire King, Dark Lieutenant/Dragon Lord
Neutrals -Rhuadar, Corsair, Harad, Easterling, Dunlending
There is a lot of discussion of the inbalance the neutrals can create. I believe they add a lot of flavor to the game, even if they can sometimes decide the game result simply based on there allegiance decisions. Courting neutral power factions is crucial in any game though. For this reason they are left as neutral, but because of there overall influence in the outcome of most games you only play 1 nation.
The FP selections are standard for 1650GB games except the FP nations usually assigned a neutral have been paired together. With the DS this could not be done as the result would be the pairing of the Cloud and Dragon Lords. This double scout/kill option had to be seperated and the logical option was to keep a CL presence in the northwest.
Communications
As per gunboat there is to be no discussion between players during turns. This is an honor based system and seems to work quite well within the ME community.
1 Message may be sent to each alliance every turn. That reduces work load for the moderators and stops people having to create more than 2-3 messages/turn. I’d like no limit on the word content as that saves auditing for size of message. If you write a 1000 word email your allies are just as likely to ignore it all together.
This creates the flavour of opening your allies messages as any ruler would. It allows allies to plan to help each other, but stops them short of putting in turns that totally compliment each other. The information is always a little out of date and subject to variations that happen in the week/s between envoys being sent and arriving at their destination.
Belated reports… Most information eventually flows through to nations by way of rumor, encounter or tale. To reflect this and to allow players to enjoy there exploits in a public forum players may post any results, including misinformation on the forum. The restriction is that this can not be done until 5 turns later. You can post turn 1 data for all to see once turn 6 has been run, but not before.
Changes to standard setup
none.
Rhuadar has neutrality to protect it’s MT so no free fort. The Northmen now have the Easterlings active in there area and that gives them options to counter the Long Ridier and Blind Sorceror forces. No free fortifications here either.
Character interaction
anything goes!
The history of middle earth is littered with examples of both the FP and the DS fighting as factions to attain superiority. Elves and Dwarves could nearly be considered traditional enemies. Examples of this include fighting over both Nauglamir and the death of Thingol. Elves see humans as weak, no longer having the strength of their original blood lines. The dark servants will always fight betweeen themselves to be the first under Sauron.
In game this equates to allowing allies to influence, steal or even assassinate there allies! You may do this to achieve victory points, to gain skill when moving to a conflicting camp hex or for any other reason you can justify to yourself. If you are willing to risk your team disintergrating for your personal needs then so be it. Again this means less auditing by the the moderators. There is nothing to audit, everything goes.
Any feedback or interest in this or a similar scenario is most welcome
Regards
Mike