Jeff Nalewyko
John Beck
Christopher Harris
Joshua Collin
Road To War!
Design Document
Last Revised 8/16/14
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Table of Contents
Waiting for MS Word generation to complete ToC
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Design History
The Design History of
Road to War!
is a revolving door of ideas either being implemented or
scrapped. We here are
Sharks with Robot Arms!
feel that these changes further enhance
gameplay through associating fair balance in game mechanics. It is our mission to create a
game where balance between players is in the foreground, while skill and strategy play into the
eventual outcome of the game. It is our vision to make this game accessible in its mechanics to
beginners, as well as seasoned veterans in Turn Based Strategy games.
Version 1.10
Version 1.10 includes some tuning and tweaking after making the initial pass at the design.
Here is an itemized list as to what was changed.
1. Adjusted point values (Outfitting Cost, Movement Range, Attack Range, Attack Damage,
Defensive Value) for units to make the game more diverse and to add balance to
combat.
2. Ruler for each faction added as a unit.
3. Gave calvary the ability to charge to help them stand out from other infantry units.
4. Added in Spearmen as an extra infantry unit to add more diverse melee units as well as
a counter to cavalry units.
5. Added the ore resource to help implement the outfitting of units. This also adds in the
ability to recuperate lost armed forces and workers.
6. Generated rough draft style playing pieces and tokens. Tokens were generated for all
four nations and additional pieces including:
a. Personnel Pawns
i.
Archers
ii.
Cavalry
iii.
Infantry
iv.
Rulers
v.
Workers
b. Siege Pawns
i.
Battering Rams
ii.
Boiling Oil Cauldrons
iii.
Catapults
iv.
Trebuchets
c. Structure Tokens
i.
Keep Markers
ii.
25 Unit Built Wall Markers
iii.
25 Unit Destroyed Wall Markers
iv.
50 Unit Wall Built Markers
v.
50 Unit Wall Destroyed Markers
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d. Resource Tokens
i.
10 Unit Lumber Harvested Stockpile
ii.
10 Unit Stone Harvested Stockpile
iii.
25 Unit Lumber Harvested Stockpile
iv.
25 Unit Stone Harvested Stockpile
v.
50 Unit Lumber Harvested Stockpile
vi.
50 Unit Stone Harvested Stockpile
vii.
Harvested Materials Token
e. Blank Grid Map
i.
20x20 Red Home Region Designated to Rome
ii.
20x20 Black Home Region Designated to Greece
iii.
20x20 Yellow Home Region Designated to Iberia
iv.
20x20 Orange Home Region Designated to Persia
7. Siege Units need to have at least one Infantry, Spearmen, Archer, Worker or Ruler unit
in an adjacent square to attack. Cavalry is unable to operate Siege Units.
Version 1.20
Version 1.20 includes some additional finetuning and further tweaking after establishing
Version 1.10 as a design. Here is an itemized list as to what was changed.
1. Generated Mountain and Forestry grid spaces for implementation into the map, allowing
for harvesting.
2. Generated and added in supplemental quotes relating to Personnel, Nationalities and
Siege.
3. Generated Gate pieces for implementation into building landscape similar to wall
structures.
4. Generated artwork specified to represent the newly added Spearman.
5. Created a mechanic that affords Workers the opportunity to roll a critical “6” when
collecting materials. Rolling a critical will allow that player to harvest 2 x the materials
gained otherwise.
6. Defined statistical values pertaining to:
a. Personnel
i.
Movement
ii.
Cost to Outfit
iii.
Attack Range
iv.
Attack Damage
v.
Defensive Value
b. Siege
i.
Cost to Create
ii.
Attack Range
iii.
Attack Damage
iv.
Defensive Value
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v.
Appropriated functionality and attack disciplines
c. Gathering
i.
Amounts of various materials gathered per attempt
ii.
Added in additional generated pieces representing Ore
1. 5 Ore
2. 10 Ore
3. 25 Ore
4. 50 Ore
d. Building
i.
Defined Cost to Build Structures
ii.
Defined Space Needed to Build Structures
iii.
Defined Defensive Values of Structures
1. Gates
2. Walls
3. Keep
7. Removed each unit’s set amount of hit points (hp) due to limitation of each individual
game piece. Can reinstate should available resources be found to expand the
dimensions and customizability of each set piece.
8. Removed Replenishing as it was dependant on the hit point system.
Version 2.00
Version 2.00 is currently underway. All changes to Road to War! have been stated in V.1.0 and
V.1.2. The game has been undergoing only minor changes until this point and is under
evaluation as to the status of a need to retool and revamp any processes or mechanics that are
not polished.
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Game Overview
Where does the game take place?
In this oddly familiar yet fictitious land, warring factions are competing over resources and
ownership of the land. A land that has been ever plagued with hardships and mutual distrust
has made the crumbling relations explode into one last altercation. This altercation will see one
victor rise above all, or all laid to waste on the Road to War!
What is the story?
It is a dark and dangerous time in the land of Rasputin. Endless years of drought and
apopcalyptic hardships have brought the ever perilous territory relations to a raging climax of
hatred and hostility. The time for peaceful border relations between the territories of the Greek,
Iberian, Roman, and Persian, has ended. No more will brother rely on brother or neighbor trust
neighbor. Now is the time for all out war. The road is long. The road is rough and hard fought.
The road is perilous and lined with the broken bodies of the dead. This is the Road to War.
What is the main focus?
Feuding warlords defeating their unruly neighbor for exclusive rights to the resources and
dominion over the land.
How many characters/units/pieces does the player
control?
Players start out with their ruler, 1 worker, 1 infantry unit and a keep . Throughout the game as
players collect resources they can spend them towards the creation of more military units such
as Archers or Calvary. Alternatively, they can build defensive structures such as stone walls
complete with gates and siege units used to bombard enemy defenses. There is no limit to the
amount they can control so long as they have the resources needed in order to attain them.
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Game Theory
Symmetry
– Road to War! features an asymmetrical map with varying amounts of resources
throughout the different “regions” of the world. The terrain changes from region to region,
ranging in areas of high mountains to lower rivers and plains. While each faction must start in
their own quarter of the map they may place their keep wherever they please within that area.
Players choose where to build walls and siege, as well as where to station troops or attempt to
invade hostile territory.
Play Style
– Road to War! Is a noncooperative game without any set alliances or teams. It is
every nation for itself. With that being said, it is not uncommon for players to make informal
alliances with each other along the Road to War!
Summation
– Road to War! is a zerosum game with a set amount of resources on the map
every time a player gathers resources on the map it denies it to the other players. while siege
units and structures can be salvaged only 50% of the cost is returned.
Perfect/Imperfect Information
– Road to War! grants the players Perfect Information. Players
and their opponents game pieces, resources and actions are all highly visible. The player can
see structures that are built and ways to bypass defenses. Player strategy and movement are
revealed in real time, as are attack actions and harvesting.
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Feature Set
General Features
●
●
●
●
●
●
2+ Player Gameplay
The minimum amount of players for this game is 2 and the
maximum amount of players is 4. Each player can choose their army to coincide with
where they want to start on the board.
Harvesting
Players Harvest trees and mountains to gain resources so they are able to
build defenses and armies to attack the opposing player(s).
Building
Players build fortification and defenses on their base to stop the enemy from
taking over their keep.
Attacking
Players attack the opposing player’s base in order to take over their keep.
Defending
Players must defend their keep in order to keep the other player(s) from
taking it over.
Strategy
Countless ways to outmaneuver and crush your opponents. Their
implementation depends upon the player and their imagination.
Boiling Oil Persian (x5)
Catapult Persian (x5)
Trebuchet Persian (x5)
Keep Greek (x1)
Keep Roman (x1)
Keep Iberian (x1)
Keep Persian (x1)
Built Wall 25/Destroyed Wall 25 (x36)
Built Wall 50/Destroyed Wall 50 (x72)
Built Gate 25/Destroyed Gate 25 (x24)
Black (x50)
Orange (x50)
Red (x50)
Yellow (x50)
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Rules & Mechanics
Game Setup
1. Players first select the faction they wish to play (Rome, Greece, Persia, or Iberia)
however no two may choose the same faction
2. Each faction commands a 1/4th of the map. This section of the map is their chosen
nations’ home territory where they can place their keep. The Keep may be located
anywhere as long as there is a 4x4 area open. This particular tile cannot be built upon
impassible terrain such as mountains and water.
3. Once a players keep has been placed, players may now place one Worker unit, one
Infantry unit, and their Ruler unit anywhere inside their territory.
4. Players receive 25 stone and 25 wood in their stockpile to begin the game.
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Turn Sequence (Movement and Actions)
1. To decide who goes first each player must roll a 1d6 with the highest roll going first with
any ties being rerolled again with highest winning.
a. a random dice roll seemed like the fairest way to decide who goes first for a
game with a potential of having up to 4 players.
2. Every turn a player has a number of actions they can take (Movement, Attack, Build,
Replenish, Harvest) however a player is not obligated to use them all every turn.
3. After the player’s units have ran out of actions to take or they chose to take no more their
turn is over moving on to the next player.
4. Player has the option to take no action and skip their turn.
General Rules
Rules in
Road to War!
depend upon the scenario of each action the player makes during their
turn. The following sections are breakdowns of turn mechanics and rules that apply to each
phase that a turn sequence may involve.
Movement Rules
1. Units may make movements before any action however they cannot move after
an action has been taken
a. Being be able to move after attacking with units like archers makes it
extremely easy to kite around units with little threat to the archers
themselves
2. Each unit has a specific number or tiles or spaces it can move each turn
however, there is no obligation to move the full length every time.
3. Calvary posses the ability to charge enemy units within 5 tiles of them. Charge
moves the cavalry unit towards an enemy unit that passes within 5 tiles of the
cavalry and attacks. However, they lose all their actions next turn.
a. separates the cavalry from the rest of the melee units and creates an
interesting risk vs reward scenario when using it.
4. Any siege left abandoned (no adjacent nonmounted unit) can be captured by
moving a nonmounted unit into an adjacent tile regardless of what faction it was
built by.
a. this adds a level of strategery to the game leaving siege unguarded could
potentially give your opponent free siege weapons to use against your
units/structures.
5. Siege units and structures cannot move and are stationary where they are built.
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a. this offers more decision making when placing strong siege units down as
well as resource management when even if salvaged only return 50% of
the cost.
6. Siege units however can turn in place to change the direction they are attacking
however turning counts like a movement action(i.e not attacking then turning).
7. If a enemy unit moves into your keep or vice versa the keep is considered fallen
and the faction has lost
8. A unit can only move into the keep once the walls have been destroyed
a. stops early game rushing into the nearest enemy.
Attack Rules
1. If a player chooses a unit to attack, the attacking combatant must attain a sum
greater than the difference between its Attack Damage and its targets Defensive
Value in order to win the skirmish. A push on the roll of two six sided dice is
considered a draw and this token must rest for the remainder of the turn.
a. Example of Attack Phase during gameplay:
i. Archer has an attack of 7
ii.
Infantry has a defense of 10
iii.
Player needs to roll a 4 or higher to win.
2. When attacking Siege, individual Personnel Units can choose to either attack the
Siege Unit or the manning Personnel Unit individually. The Siege and Personnel
Units stats do not stack.
3. After a unit attacks it cannot perform another action for the remainder of the turn.
4. Units cannot attack behind and must have line of sight (LoS) or a clear
unobstructed view of the unit (other units don't affect LoS).
5. Siege can attack structures as well as other units.
6. Each unit has its own attack range which represents the number of tiles away it
can attack.
7. Siege must have an adjacent nonmounted unit for it to attack or turn
Building Rules
1. Siege units can be placed (once built) anywhere on the map so long as there is
enough open space.
2. Boiling pots can only be placed over gates on walls.
3. Units built must be placed in adjacent squares to the keep.
4. There is no limit as to what can be built in a turn so long as there is sufficient
resources.
5. Built units must wait until next turn before making any actions.
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6. Destroyed structures and siege turn to rubble when destroyed.
a. This helps bring in the salvage mechanic
Salvaging Rules
1. Only workers can salvage
a. gives more usefulness to the worker rather than being a resource monkey
2. Abandoned siege and rubble can be salvaged.
3. Salvaging rubble or abandoned siege returns 50% of the resources spent to build
it.
a. 50% returns helps keep stockpiles up in dire situations while offering a
nice amount for an enemy looking to get some extra resources
4. Salvaging is considered an action and after salvaging worker can no longer
perform any other action.
5. A worker must be in an adjacent square to salvage rubble or siege.
Resources Rules
1. The three resources are Ore, Stone, and Wood.
2. There is a limited amount of resources available on the map that once gone, can
not be replaced
3. Workers are the only unit who can gather resources.
4. Gathered resources get put into the players stockpile.
5. Gathering resources counts as a action and once taken the worker cannot
perform another action until next turn.
6. Players roll a 1d6 when gathering resources and getting a 6 results in a critical
gaining more resources than normal.
a. This does not apply to salvaging.
b. This adds a bit more fun to gathering resources involving the player into
how much resources he can potentially receive.
Detailed Rules for Specific Pieces
Certain elements of gameplay will call for their own standards of rules and implementation of
actions. The below sections detail such scenarios as harvesting, building, combat and sieging
within the realm on the
Road to War!
Resource Harvesting and Building
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1. Workers
a. The only Personnel Token that may harvest and retrieve building materials from
any site where suitable resources are available.
b. Valid locations are:
i.
mining grid squares
ii.
logging grid squares
iii.
destroyed siege machinery
iv.
destroyed gates
v.
destroyed walls.
c. When one of the mining or logging grid squares is consumed, it is no longer
available for the remainder of the game.
d. When functional structure pieces become rubble, the corresponding token is
flipped over to reveal a pile of gatherable materials suitable for building.
The grid pieces and tokens shown above signify where to harvest and some of the resources
acquired through gathering. As a player lands a Worker Personnel Token on a grid square
containing any gatherable material, they collect the amount of the material denoted in the table
below.
Resource
Amount per Gather Square
Amount on Critical Roll
Lumber
25
50
Ore
10
20
15
Stone
25
50
Once a grid square is used a “Units Used” Resource Token is placed over the square for the
remainder of the game. When gathering with a Worker the player rolls one six sided die. If the
player rolls a “6” they have hit a critical gather roll. The player is then allowed to take double the
base amount of resources for that material.
2. Structure pieces
a. Have a listed Defensive Value
b. Reverse flip side reveals materials available for collection and restructuring upon
destruction.
c. Workers are the only Personnel Token able to collect this rubble for further use.
d. Various pieces require differing space allotments to build.
i.
If a wall happens to reach from one edge of the map to another there
must be a gate present somewhere along its border.
1. The Keep must be attainable.
a. No one may fly, therefore they need a gate to cross
through.
b. There are no stairs. Tokens may move to the wall and use
all remaining travel cost to mount walls to place, salvage,
attack, or use siege placed on top of a wall.
ii.
Building Structures may only be destroyed by Siege Machinery, with an
exception to the Keep.
1. The Keep may be entered upon rolling against its Defensive
Value.
2. If the Keep is entered by an opponent, the game is over for the
owning player that failed to defend their homeland.
a. The game may still continue if there are more than 2
players.
Below is a table with building costs for each structure, the required space needed to build each
and individual Defensive Values for every structure.
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Structure Type
Cost to Build
Space Needed
Defensive Value
Gate
25 Lumber
2 x 2
9
Keep
0
4 x 4
12
Large Wall
50 Stone
2 x 4
10
Small Wall
25 Stone
2 x 2
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Personnel Token Combat
As combat is initiated, each Personnel Token reacts differently. Some have an increased
ranged attack while others have mobility incorporated into available attack scenarios. The
attacking combatant must attain a sum greater than the difference between its Attack Damage
and its targets Defensive Value in order to win the skirmish. A push on the roll of two six sided
dice is considered a draw and this token must rest for the remainder of the turn. Also, it is
possible for this token to require rest for an additional turn due to general rules. Below is a
breakdown of each class’s behavior and mechanics. A table follows the breakdowns to show
how each class has been statistically balanced according to each other.
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1. Ruler
“There is no one more important than the King. It is through his insight and
leadership alone that everything is made possible. There is no kingdom without a King, I
am the end all.” Richard “The Fool” the IV, beheaded by the people 1262 A.D.
This piece is similar to a King in the game of Chess. It is the protector of the
Keep but may also find itself into harm’s way outside of the walls in a defensive
effort to repel foreign encroachment. The Ruler has a large Movement Range
and a very high Defensive Value. This piece also has an Attack Range larger
than other melee style tokens. This piece is to signify the likes of Julius Caesar,
Alexander the Great, Xerxes and Hannibal. It is a dominant force for troops to
rally behind and push to victory along the
Road to War!
The Keep piece also
shares the same logo as the commanding Ruler token, representative of its
nation and culture.
2. Cavalry
“Man is a horrid and bloodthirsty creature. The horse is a swift and majestic
animal. Put the two together and death could not come more swiftly or gallantly.”
Vessuvius 156 A.D.
This piece has the highest Movement Range in
Road to War!
Besides being
able to travel 10 grid spaces per turn, the Cavalry Token may also use a
Charge!
attack. The token is allowed to make an offensive move up to 5 spaces away to
initiate a skirmish. This piece may also operate in traditional adjacent square
boundary melee combat. The movement on this piece makes for an exciting turn
of events on the battlefield with one bold statement.
Charge!
3. Archer
“To look your enemy in the eye on the field of battle is to laugh in the face of
death. Me, I’d rather smirk at him from afar.” – The Grand Habar 42 A.D.
This piece has one of the lower Attack Damage ratings due to its unmatchable
range. Even if Charge! is used from inside Attack Range of the Archer, there is
still ground needed to be covered in order to close the gap for the melee stricken
combatant. It is because of this range that it must be scaled down in damage
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and defense. The Archer is still a great asset as it may remain on the outskirts of
an entanglement and provide a substantial supporting role.
4. Infantry
“The foot soldier, the backbone of any army. Just don’t expect me to volunteer
for the front line.” – Thesselonica 67 A.D.
This piece is hampered by limited Movement and Attack Ranges, but offers solid
Attack Damage and Defensive Values. This is the cornerstone of any army and
is fairly simple to acquire resources needed for its outfitting. This token attacks
adjacent grid squares and is a strong escort for Worker Tokens.
5. Spearman
“A man can only attack what his arms can reach. Give me a spear and I
reach farther that you!” Sigh Sao Woo, 92 A.D.
This piece is well balanced and plays an allaround role. The Spearman has the
ability to attack from range with decent proficiency. It is similar to Infantry in
nearly all other regards. It is a little more diverse in strategy and in the cost to
outfit each.
6. Worker
“I was once tasked to gather wood for my master, I obeyed. I was asked to
work the mine, I did not hesitate. My master directed me to construct a home, I
acquiesced. I only replied ‘STOP POKING MEEEEE!’” a random peon, unknown.
This piece is the bottom of the pile of gore and guts, but offers the only ability to
recover materials to be used in outfitting troops and in building structures or
siege. It has Attack and Defensive statistics, but only out of necessity. It is still
possible for a Worker to take down a Ruler, but doing so takes a perfect, critical
roll of the dice.
7. Keep
“Why would I want to go out there? Yes, there is a horde of besieging militants,
but it’s cold and wet and in here I have a fire, not to mention nice hot mutton and mead!”
King Gerbal, the Slothful 1460 A.D.
This piece cannot move or attack, but it should be treated strategically. It has a
Defensive Value identical to the Ruler. The Keep is able to be destroyed,
allowing enemy forces to enter and reclaim it for their nation, thus ending that
civilizations reign.
Pawn
Type
Cost to
Outfit
Movement
Range
Attack
Range
Attack
Damage
Defensive
Value
Archer
15 Lumber
6
7
3
8
Cavalry
15 Ore
10
5 with Charge
4
9
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1 with Melee
Infantry
10 Ore
5
1
5
10
Ruler
N/A
8
3
5
12
Spearman
10 Lumber
+ 10 Ore
5
3
5
9
Worker
10 Lumber
7
1
1
7
Keep
0
0
0
0
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Siege Combat
There are some specific rules that apply when siege machinery and tactics are in play in
Road
to War!
1. Siege Units need to have at least one Infantry, Spearmen, Archer, Worker or Ruler unit
in an adjacent square to attack.
a. Cavalry is unable to operate Siege Units.
b. This adds to decision making when building siege, as abandoned Siege Units
may be captured by the enemy or salvaged for resources.
2. Resources received from salvaging Siege Units return 50% of the Initial material cost.
3. If a siege engine is abandoned it may be destructed by any Personnel Token and
salvaged down into building materials by rolling against its specific Defensive Value.
a. Only a Worker Unit may collect the resources salvaged.
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4. When the siege is destroyed, the Siege Combat Token is flipped over to reveal the
materials gained when collected.
a. Any Worker may collect these materials.
b. The collection process is not dependent upon whose siege it was or who
dismantled it.
The logistics of sieging are as listed below, piece by piece. Following the logistical breakdown
is a table that displays siege costs to build and space needed to implement each piece, plus
Attack and Defensive Values.
Offensive
1. Battering Ram
“Why do we use a sheep to name this weapon? Why not use
something with more grace like the bull or rhino?” Edgar the builder, fell to his death off
the Cliffs of Esmeraldia due to a ram, 892 A.D.
This piece is destructible by Catapult, Trebuchet and Boiling Oil. If it is
abandoned, it is then destructible by Personnel Tokens. The damage from this
piece takes
precedent
on gate pieces. If a gate is destroyed, this structure may
be used as antipersonnel until tokens in its range are transferred out of range.
2. Boiling Oil Pot
“My mother always warned me not to touch the stew as it cooked. Too
bad they did not know my mother.” Theselanipa at the Unending Siege of Istergarde,
462 A.D
This piece is only destructible by Catapult or Trebuchet fire. It is located on top
of walls. When the Oil Pot is dumped its damage takes
precedent
on Battering
Rams. The player must roll Attack vs. Defense. If a Battering Ram is destroyed,
this structure may be used as antipersonnel until tokens in its range are
transferred out of range.
3. Catapult
“Behold my new invention, it can deliver pumpkins to our friends, cattle to
those who annoy us, or giant flaming rocks to our enemies, all at great distances and at
vast speeds.” Michealago, 42 A.D.
This piece is destructible by Boiling Oil, Catapult and Trebuchet. If it is
abandoned, it is then destructible by Personnel Tokens. The damage from this
piece takes
precedent
on wall, gate and keep pieces. If a wall, gate or keep is
destroyed this structure may be used as antipersonnel until tokens in its range
are transferred out of range. This Siege token must have line of sight to its
target. It cannot shoot around corners.
4. Trebuchet
“We all know and love the catapult, behold the Trebuchet! Now we can fling
our cattle in style!.” Donicheldo, 56 A.D.
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This piece is destructible by Boiling Oil, Trebuchet and Catapult. If it is
abandoned, it is then destructible by Personnel Tokens. The damage from this
piece takes
precedent
on wall,gate and keep pieces. If a wall, gate or keep is
destroyed this structure may be used as antipersonnel until tokens in its range
are transferred out of range. This Siege token must have line of sight to its
target. It cannot shoot around corners.
Defensive
1. Large/Small Wall Sections
“Our job here is most important, we are the watchers!”
Guardsman, 127 A.D.
This piece cannot move or attack, but it should be treated strategically. It has a
Defensive Value identical to gate pieces.
2. Gate
“Do I like my job here? Sure, I get to tell people to get lost and go home.”
Gatekeeper Joe, 1540 A.D.
This piece cannot move or attack, but it should be treated strategically. It has a
Defensive Value identical to wall pieces.
3. Keep
“Do I like my job here? Sure, I get to tell people to get lost and go home.”
Gatekeeper Joe, 1540 A.D.
This piece cannot move or attack, but it should be treated strategically. It has a
Defensive Value identical to the Ruler, and to every opposing nation’s keep. The
Keep is able to be destroyed, allowing enemy forces to enter and reclaim it for
their nation, thus ending that civilizations reign.
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Siege or
Structure Type
Cost to
Build
Space
Needed
Attack
Range
Attack
Damage
Defensive
Value
Battering Ram
10
Lumber
10 Ore
1
1
3
10
Boiling Oil
10
Lumber
10 Ore
1
2
4
9
Catapult
20
Lumber
10 Stone
1
13
3
10
Gate
25
Lumber
2 x 2
0
0
9
Keep
0
4 x 4
0
0
12
Trebuchet
30
Lumber
10 Stone
1
20
4
9
Small Wall
25 Stone
2 x 2
0
0
10
Large Wall
50 Stone
2 x 4
0
0
10
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Flowcharts
Flowcharts are in the Week 2 folder, in their own folder. If just putting them in a block format at
the end here like a flip book, the order should go:
1. Setup
2. Turn Begin
3. Gathering
4. Building
5. Attack
6. Salvage
7. Replenish
8. Movement
Each should fit rather nicely, except one may be a bit large still and may need to shrink to fit,
Movement, I do believe. Otherwise, he said he can zoom a bit so we should be ok with the
sizing.
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End Game Conditions
Road to War!
end game conditions are simple, and there are only two. The game is over and
the player wins if either of the following criteria are met:
1. All opposing players’ keeps have been captured.
2. Opposing players have exhausted all resources, including salvaged material, and
have no more units on the field.
Rules Questions
This is a “FAQ” where you can answer questions about the game. Run through your game, and
make any design notes here, to help other designers reproduce or play test your game. Make
sure new rules
do not
appear here! This section should only
clarify
previously mentioned rules.
● Need a clarification of precedent?
Are we saying siege can attack with either their given
stack or the unit manning it? My assumption was that the unit manning it had no effect
on the siege other than it was manned.
● It means that siege must target structures before personnel when rolling attacks
to inflict damage. The unit manning the siege has no effect other than presence
and ability to use the siege. All siege attacks are rolled off of the stats on the
siege itself.
● May siege weapons attack personal if there is no structures around to attack?
○ Yes. If there is no structure to attack first, then siege weapons can attack
personnel.
● What is considered a nations home territory?
○ A nations home territory is designated by the color of the border matching their
factions game piece color with each section being a 20x20 area.
● If you run out of resources on the map is there a way to acquire more?
○ Yes, you can acquire more resources by dismantling either your equipment or
destroying the enemies equipment and collecting the resources from that.
● May a unit without any actions left still defend itself from enemy attacks?
○ Yes although the unit has no more action it still has a defensive value listed on
the game piece
● May I attack from range around objects such as trees and mountains?
○ No. You must have clear Line of Sight at a target that you wish to attack.
● Am I required to use all of the pieces included with the game when playing it.
○ No, players can add or limit the amount of pieces in a game to their own
preferences.
● If my keep is taken over and I still have an army on the board is the game still over?
○ Yes, even if you still have your army on the board, if you lose your keep then the
game is over.
● Are Rulers considered nonmounted or mounted units?
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●
●
●
●
○ Rulers are nonmounted units.
If a unit has been slain in combat can it be reused later on as a new unit?
○ Yes, pieces can be recycled and reused as new units of the same type so long
as you can afford the cost of resources for them.
Can players trade resources with eachother?
○ As long as both players agree to the trade there is no rule against it.
Can players form an alliance with other players if there is more than 2 people playing?
○ Yes, there is no rule against it but in order for the game to be over there can only
be 1 player left.
Siege units can be placed anywhere on the map does that include enemy territory as
well?
○ Yes but unless there is an adjacent non mounted personnel token it cannot
attack and is unmanned leaving it vulnerable to being captured by the enemy.
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Tips for Prototype Assembly and Testing
26
It might be a good idea to have a list of things to do when assembling our game for the other
team so it’s easier on them. Shows initiative by adding a short instructional section that isn’t
listed in the template too. Its also a free page or two. Jb
Porcelain Great White Shark. (n.d.). Retrieved August 16, 2014, from
http://www.clipartbest.com/clipartdc6e8RdKiv
Hollywood action. (2010, October 24). Retrieved August 16, 2014, from
http://www.sideshowcollectors.com/forums/showthread.php?84901Hollywoodaction