CANTABORIA HOME |
Legacy of Ayathgaron : Cantaboria PBeM (22 Jan 11) |
The campaign uses the “Borderlands” boardgame as a basis, but with various rules modifications detailed below. Also, attacks can be resolved by tabletop wargame battles at the option of either player and hopefully usually will be – 'cos that's fun! (See HOTT Download plus House Rules, Battle & Troops cribsheets).
Basic
Procedure
Every
few weeks players should e-mail me with orders for their nation. At
the deadline date I will update the game-map accordingly, and e-mail
everyone - with details of any battles to be fought by the next
deadline. Players can either fight the battles personally, or appoint
a proxy general, or I will resolve it in a simple way. And I expect
there will also be lots of email diplomacy,
too! (See here for Boardgame
Rules, Attack Summary, Development
Summary).
Nation |
Player |
Cities/VPs |
Capital |
Ruler |
Notes |
ADERN |
James Watson |
0/1 |
Aderna, Adern Forest |
Matriarch Desendra |
“Our bows shall conquer all” |
HELLAN |
Rob Bird |
0/1 |
Corinthium, Hellan |
Citizen Leonidious |
“No words” |
KNIGHTS OF BIGENDIA |
Ian Charman |
0/1 |
New Camelot, Bigendia |
High King Arthur II |
“Dulce bellum inexpertis.” |
THEOCRACY OF MELAN |
Peter Wells |
0/1 |
Melandria, Melan |
Paladin-Lord Therandulus Maximus Gorus |
“Cuius Testiculos Habes, Habias Cardia et Cerebellum” |
ZOOBAR |
Mike Crewe |
0/1 |
Zoobarel, Necrophylica |
Chief Ookooloo |
“The jungle grants he who has the longest tongue wins.” |
DALESMEN OF THE EAST |
Alex Taylor |
0/0 |
Strongheart, The Dales |
Vasili of the Dales |
“Work not war.” |
THE DWARVES |
Quentin Earle |
0/0 |
Auchendennan, Keystone |
King Dwarf One |
“The Dwarves is for the Dwarves.” |
UNSEEN CONFEDERACY |
Mike Whelan |
0/0 |
Ankh-Morpork, Obscuran |
Archchancellor Ridcully |
“Huntin', Shootin', Fishin', Blastin'.” |
URSUS |
Alex Watson |
0/0 |
Ursus City, Ursus |
Overlord Yogi |
“All belongs to the Bear.” |
VESTIGE OF NECROMON |
Tony Habergham |
0/0 |
Imnryr, Elsea |
Ridderch the Erude |
“Vea victis.” |
How
to Give Orders
Each turn players should send orders for
one Cycle (equivalent to a year), specifying actions for each
of these five Phases...
1.
Development – Create
things (e.g. Castles, Towns, Cities, Boats, Ships, Leaders) using
Resource Tokens (i.e. Iron, Timber, Horses, Magic & Gold).
2.
Tribute – Specify payment
of Tribute and/or Tithe and vote for the nation to be Cursed. (This
replaces Production*, which now occurs before
each turn).
3. Trade* – Specify
what Resource Tokens being given to which other players, what
Resources you expect in return, and where they should go.
4.
Shipment* – Specify
what Resources are transported to
where, and how (Foot, Horse, Horse Train or Boat/Ship). Also whose
boats you allow to pass.
5. Attacks – Specify
where you attack, including any support shipment. Also who/where you
give support (if not tributary), and preference for battle
resolution.
* These Phases may not occur due to natural disasters or curses. Divinations by the Priests/Seers of each nation will reveal this at the start of the Cycle.
Example
Orders:
1. In Ilmeth
build Castle using 4 Gold. At Leng/Ilmeth upgrade Boat to Ship using
3 Timber from Leng. In the Dales create Leader using Iron+Magic. In
Orchish Sultanate upgrade Lord to Hero using 2 Gold.
2. No Tribute
to Ayathgaron; Pay Tithe to Franchia of 1 Iron from The Dales; Vote
to curse Hellan.
3. Trade 2 Horses from Bigendia & Hallion's
March for 1 Iron & 1 Gold from The Dwarves, putting them in The
Dales.
4. Transfer 1 Magic from Empire of Ayathgaron to The Dales
by foot.
5. Attack Necrophylica, moving 1 Horse from Ilmeth to
Orchish Sultanate in support. Support Dwarves in Romanius. Support
Zombies in Troicinet, Cursed Shore & Arakhal's Caliphate. Resolve
battles by HOTT.
New
Rules
The
following modifications have been made to the basic rules from
Borderlands...
Changes
to the Map
Many rivers, impassable mountains, rocks at sea,
names changed to match old Cantaboria – map matched
surprisingly well! (SteveB: Did you use it originally?)
Start
with Only One Area
But have Production in your starting area,
and a few resources (what you produce, and two other different
Resources produced nearest). (Reason: The campaign should be about
relatively gradual nation building, so the starting position and rate
of development are less than in Borderlands).
Gradual
Development
The
given Resource Token costs only create 1 point-worth of each
Development Token at a time. E.g. To create a City (3 pts), first
build a Castle (1pt), using 1 Timber, 1 Magic, 1 Iron & 1 Gold
(or 4 Gold); then pay again later to upgrade the Castle to a Town
(2pts); and then again to upgrade the Town to a City
(3pts).
Additional
Development Tokens
Castle
(1pt), Town (2pts), City (3pts) – cost 1 Timber, 1 Magic, 1
Iron & 1 Gold (or 4 Gold) per stage.
Leader (1pt), Lord
(2pts), Hero (3pts) – cost 1 Iron & 1 Magic (or 2 Gold) per
stage.
Boat (1pt), Ship (2pts) – cost 3 Timber per stage (or
just 2 Timber for the first
Boat
and first
Ship
in the game).
Boats
and Ships
Boats
can travel on rivers just as described in the Borderlands
rules.
Ships can do likewise, but can also sail the seas – around the
coast, anyway. Like Boats, Ships can travel past up to 8 area borders
– but as there are fewer along the coast (i.e. only on one
side), sea travel allows them to go much further. However, when a
Ship attempts to sail past rocks, there is a 1 in 6 chance that it
will be wrecked - this destroys the Ship and anything being
transported.
The
Lighthouse of Hydrabad
Whoever
holds Arakhal's Caliphate controls the Hydrabad Lighthouse, and can
order that it be LIT for the current Cycle (by default it is UNLIT).
When lit, it guides any Ships safely past the rocks of the Bay of
Hellan.
Semi-Simultaneous
Orders
All players give their orders at the same time, but
these are resolved as if they were performed in the usual order, i.e.
the designated 'Lead Player' first in each phase, then the other
players in turn. Be aware of this, as the GM will use the current
player-sequence to resolve any timing conflicts.
Army
Sizes in HOTT Battles
Normal HOTT army size is 24AP (army
points). Conflicts with more/less support on the map-board modify
this:
Support-points less than 4: HOTT army loses 2AP per point
below.
Support-points more than opponent: HOTT army gains 1AP per
point above (In contingents of up to 6AP each; first can be on-table
at start, others arriving in sequence d6 turns after the previous.
Contingents will be nations standard troops, or those of the nation
from which they are receiving support.)
Tribute
to the Empire of Ayathgaron
King-Emperor Thagarius II of
Ayathgaron demands tributary fealty from all nations. Each turn,
players orders must say whether they give tribute – which takes
the form of military service, i.e. troops to serve in the Imperial
armies. Anyone who gives tribute cannot support other nations in
battle this Cycle.
The
Wrath of Ayathgaron
However, anyone not paying tribute suffers
the King-Emperor's wrath – Ayathgaron will support against
them in any conflicts with tributary or zombie nations. Adjacent to
Ayathgaron this is worth 8pts and 6pts further away. Thus contingents
of Ayathgar-tributary troops may go into battle anywhere across
Cantaboria!
Tithe
to the Theocracy of Franchia
His Holiness, Pope-Hero Aesop
the First, humbly requests that all nations pay the gods their due.
Each Cycle he decrees what must be paid - D6: 1,2 = Gold; 3 = Horses;
4 = Timber; 5 = Iron; 6 = Magic. One Resource Token of the specified
type must be paid during the turn (either in Development or Attack
Phase, after Trade). Any nation which does not pay the Tithe goes on
this year's Naughty List - at the end of the turn, one such
nation is voted to suffer a Holy Curse.
Holy
Curse Votes
Nations which pay their Tithe avoid this year's
Naughty List – and are also entitled to vote for the
nation to be targetted by this year's Holy Curse. The nation
on the Naughty List receiving most votes will be the target
(unless no nations are on that list, in which case it will be
whatever nation received most votes). In the case of a tie, His
Holiness has the casting vote (i.e. it's random). Once the target
nation is selected, the Holy Curse strikes a randomly-selected
territory of that nation.
Holy
Curses
Each Cycle, His Holiness Pope-Hero Aesop calls upon
the gods to smite the most unworthy nation with a Holy Curse,
chosen from among these (d6):
1: Gaiala's Wild Hunt –
The nation's attack must be launched from the target area next Cycle.
(Otherwise all the player's forces there become Zombies.)
2:
Theadun's Children – An army of zombies, skeletons
and/or similar undead appears in the target area, and attacks!
3:
Notret's Famine – The target and adjacent areas are
blighted by famine. No Production occurs there next Cycle.
4:
Notret's Plague – The target and adjacent areas are
struck by fearful disease. No Trade can occur there next Cycle.
5:
Lanrakus' Storm – The target and adjacent areas suffer
really quite nasty weather. No Shipment can occur there next
Cycle.
6: Lanrakus' Lunacy – The army in the target
area turns coat to a random player faction (Zombie if current owner
is indicated). If a Leader/Lord/Hero is present, they may retreat to
an adjacent area or stay to fight a battle - in which case they are
reduced one level and a new Warrior/Army of their nation is placed
there.
Ayathgari/Franchian
Reciprocity
Historical arrangements between the Empire of
Ayathgaron and the Theocracy of Franchia mean that the Empire is
deemed to pay it's Tithe (so is never on the Naughty List) and
the Theocracy is deemed to pay Tribute in return (so Papal troops are
free to support as they will), though no actual resources are
exchanged.
Phase
Determination
Some phases may not occur (1 in 6 for each
separately) – Production, Trade and/or Shipment phases may be
disrupted by continent-wide Famine, Plague and/or Storms
respectively. (Unlike in Borderlands, however, there is no
voting by players about this - except indirectly via Holy Curse
Votes, as above).
Non-HOTT
Battle Resolution
The GM will decide any conflict not resolved
by a HOTT battle with a random roll, i.e. Chance to win = Side's
Support Points / Both Sides' Total Support Points. (This is
approximate. The actual type of die rolled will be chosen to favour
non-players and/or defenders, in order to encourage tabletop battles
& stability).
Support
Orders
Orders to support other nations must specify an
individual territory. E.g. “Support the Dwarves in Romanius”
is ok, but “Support the Dwarves anywhere” is not.
(Reasons: Simulates 'command & control' difficulties;
Reduces influence of the insouciant; Requires disclosure of plans to
supposed allies... ;-) )
Zombie
Armies
Zombie Armies are always supported by neighbouring
zombies, and never suffer reduction for lack of support. The
Theocracy of Franchia will support neighbouring Zombies against any
non-tithing opponents. ('Zombie' armies are not necessarily zombies –
a random army of baddies will be selected from the army lists).
Casting
Spells
For the character of the Cantaboria setting (and a bit
of fun), spells can be cast by expending magical resources: one Spell
costing 4 Magic (cast in Attack Phase).
Note that Spells/Curses
can only be cast upon an adjacent territory (the Theocracy
uses a Cantaboria-wide network of priest-agents to implement Holy
Curses). Spells available include the Holy Curses (see above) and...
??????
Victory
Points
The first to control 3 Cities wins the campaign. But
for fun (and glory!) I'll also keep count of the tabletop battle
victories (whether FtF or Online) won by each player (i.e. a
rolled-for victory doesn't count, but a HOTT victory as
stand-in general for someone else's nation does). The above
League of Nations will be secondarily ordered by that - when I
remember and have the time!