4t4 4vc 4vc 4vc 4vc 4vc 4vc 4vc 4vc 4vc 4vc 4vc 4vc 4vd 4vd 4vd 4ve 4ve 4ve 4vf 4vf 4vf 4vg 4vg 4vi 4vi 4vn 4vn 4vp 4vp
4t4 52g 52g 52g 52g 52g 52g 52g 52g 52g 52g 52g 52g 52h 52h 52h 52i 52i 52i 52l 52l 52n 52n 52p 52p 52s 52s 52t 52t 52t
4t5 55k 55k 55k 55k 55k 55k 55k 55k 55k 55k 55k 55k 55n 55n 55n 55o 55o 55o 55p 55p 55q 55q 55r 55r 55r 55t 55t 55v 55v
4t5 58o 58o 58o 58o 58o 58o 58o 58o 58o 58o 58o 58o 58r 58r 58r 58s 58s 58u 58u 58u 591 591 591 593 593 594 594 595 595
4t4 5bs 5bs 5bs 5bs 5bs 5bs 5bs 5bs 5bs 5bs 5bs 5bs 5bt 5bt 5bt 5bu 5bu 5bu 5c1 5c1 5c1 5c2 5c2 5c3 5c3 5c6 5c6 5c7 5c7
4t4 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f1 5f1 5f1 5f2 5f2 5f2 5f5 5f5 5f6 5f6 5f8 5f8 5fb 5fb 5fc 5fc 5fc
4t4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i6 5i6 5i6 5i7 5i7 5i9 5i9 5id 5id 5id 5ie 5ie 5ie 5ig 5ig 5ih 5ih
4t4 5l8 5l8 5l8 5l8 5l8 5l8 5l8 5l8 5l8 5l8 5l8 5l8 5l9 5l9 5l9 5la 5la 5la 5lc 5lc 5ld 5ld 5le 5le 5le 5lf 5lf 5lj 5lj
4t4 5oc 5oc 5oc 5oc 5oc 5oc 5oc 5oc 5oc 5oc 5oc 5oc 5od 5od 5od 5oe 5oe 5oe 5of 5of 5of 5og 5og 5oh 5oh 5om 5om 5on 5on
4t4 5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rh 5rh 5rh 5ri 5ri 5ri 5rj 5rj 5rk 5rk 5rl 5rl 5rm 5rm 5rm 5rr 5rr
4t4 5uk 5uk 5uk 5uk 5uk 5uk 5uk 5uk 5uk 5uk 5uk 5uk 5ul 5ul 5ul 5um 5um 5um 5uo 5uo 5up 5up 5uq 5uq 5uu 5uu 5uv 5uv 5uv
4t4 61o 61o 61o 61o 61o 61o 61o 61o 61o 61o 61o 61o 61p 61p 61p 61q 61q 61r 61r 61t 61t 61v 61v 61v 620 620 620 621 621
4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4t4 4vh 4vp 52j 52l 55u 590 5c0 5c1 5f1 5f6 5i6 5lb 5og 5rr 5rr 5up 61q
BuyPlayer will then update his "character sheet" by adding the newly acquired cards and removing the correct amount of electrum. Mover (WoE Organizer) of that element will move the player on the map to hexagon number 214.
2 x Steal, 6 x Minor Vampire
Move
214
0 action points Defend This is the default battle stance. Unless you use an action to change your battle stance for the round, you will always be considered using Defend. Defend means that you will not fight unless attacked. If you are in a hexagon with your enemy, nothing happens unless that enemy attacks you. | 1 action point Attack This is the general attack stance. It means that you attack any enemy in the same hexagon as you. You will not attack your allies. Who you fight will be decided randomly. Attack *name of a player* This stance means that you attack only one specific player, and only if that player is on the same hexagon as you. Against all other players your stance is the default Defend. This stance can be used to break a truce or an alliance. Protect *name of a player* This stance is used to protect an ally or a friend. If that ally gets attacked, you will take his/her place, unless that ally has the attack or aggressive attack stance, in which case Protect is canceled and you go back to Defend. Flee Flee means you want to avoid a battle. If some other player tries to attack, you will automatically move to a neighboring hexagon (towards your home city), avoiding a battle. Special rule: you cannot use Flee and Move during the same round. Surrender You will surrender if attacked. Duel will be skipped, you take a loss and get sent back to the nearest allied town/city. Upside is that you only lose half the cards you would have lost if had you fought and got defeated. Winner takes full salvage. | 2 action points Fortify You will prepare for battle will receive a bonus during a duel, most likely extra upped cards. If your opponent uses Aggressive Attack, fortify bonus is doubled. Aggressive attack *name of a player* Aggressive attack means that you are willing to pursue your specified enemy. It's useful in a situation where both you and your enemy start the round in the same hexagon and you suspect he will try to get away by moving to another hexagon. In that situation a simple attack would be useless. Player with aggressive attack will actually follow the other player if that player tries to move away. Unless there are some special circumstances, there's no way to escape an Aggressive Attack. Only way to avoid it is if your ally uses the Protect stance and takes your place on the battlefield. Siege *number of a hexagon* Hostile cities and towns cannot simply be entered at will, you need to break down defenses first by moving to a neighboring hexagon and using Siege. When you successfully use Siege, you will decrease the "health points" of that city/town. Once the HP of the town/City is zero, you will automatically enter it and claim that territory. Some towns/cities might have a garrison, which means that you have to fight it first and win before damaging the town/city itself. If you are Attacked while doing Siege, the siege gets canceled and your stance becomes Defend. |
Good stuff.One hexagon can hold unlimited number of players in it. Most players probably hang around big cities and resources. If you want to be by yourself, just travel to less popular areas.
I only worry the map is too small. Nations are only 13 hexagons big, so if teams have 9 members like they did for the war, there will only be 25% of the hexagons with no one in them.
although I am largely confused at first so I will have to read thorugh this about 400 times >_<Don't read it too many times. Many pieces of the puzzle are still missing from the rules so it might not make much sense just yet.
I like the idea, and would probably participate. I wonder though, will there be any roleplaying in it, or will it be more about questing and fighting?We could have "Taverns" (topics) or something, where the players can roleplay. All posting there must be done in character.
so what resources do cities give?Electrum mostly. I think. Maybe they can produce some other resources as well, I don't know. It's still pretty much open to suggestions.
and who will defend the town? The list says upped cards but I have only a 40% uppped deckAny player for the element in question. Other option is to have WoE organizers do it. We'll see.
and finally will there be alliances? player run guilds?There probably won't be any guilds because we already kind of have 13 of them. Having both elemental "guilds" and player made guilds, sounds a bit too complex to me. But I'm not against it if there's a simple way of doing it.
We could have "Taverns" (topics) or something, where the players can roleplay. All posting there must be done in character.I spent many years RP'ing in a tavern on a forum just like this so it's be just like home :P
I would love to be a player in this event, and for Earth, no less. :)This
Fantastic job organizing this.
Pretty strange event, a little complicated but it has that sense of fun in it.I think when all the kinks get worked out it'll make a lot more sense.
If i have 40 cards and then lose my next battle, do i discard only 10 cards? or do I discard 12 cards and then my deck reverts to the original starter deck?You discard 12. If you have to fight with only 28 cards, you will either auto-lose, or maybe alternatively the missing cards will be added as Quantum Pillars. Not sure yet.
what about the upped deck part? will you need a fully upped deck to make the most out of a cities defenses?and who will defend the town? The list says upped cards but I have only a 40% uppped deckAny player for the element in question. Other option is to have WoE organizers do it. We'll see.
sorry I phrased that bad; I mean will there be smaller player run guilds WITHIN the teams;and finally will there be alliances? player run guilds?There probably won't be any guilds because we already kind of have 13 of them. Having both elemental "guilds" and player made guilds, sounds a bit too complex to me. But I'm not against it if there's a simple way of doing it.
Alliances will be added in some shape or form, but for WoE #1, probably a very simplified version.
What is the goal of this? What am I supposed to do? Become the most powerful player? Be the person with the most wins? Take over WoE? Jump into volcanoes?? Ride flying unicorns all over the place? Try to visit everywhere? Try to get each card?To beat the false-false god. Read the first answer. Sort of. No. No. No. No. No. No.
So I assume all the information needed to make WoE work is already brainstormed and the organizers are now in their secret forum simply putting it together?I just built the first secret forum section, and gave the first 3 people access.
What is the goal of this? What am I supposed to do? Become the most powerful player? Be the person with the most wins? Take over WoE? Jump into volcanoes?? Ride flying unicorns all over the place? Try to visit everywhere? Try to get each card?Good question. We don't have a clear answer just yet, but I can say that there will probably be multiple ways to win WoE. Most logical way would be if one element (one team) destroys other elements. I'd also like a way of one player being able to win the whole thing solo by becoming a God.
Who were they? Huh? Who? Give me answers! I MUST HAVE DA ANSWERS!!!So I assume all the information needed to make WoE work is already brainstormed and the organizers are now in their secret forum simply putting it together?I just built the first secret forum section, and gave the first 3 people access.
A quick rule proposal:Hmm.. yeah that could work. But the reason why I chose that there would be no capturing, is that I think the whole point of capturing is kind of illogical. I mean if I go to an area with 1000 tanks, and there are no other people there, I would say that the area is mine, without the need to capture anything.
Capturing a hexagon for your element is an action that prevents you from doing anything else that turn.
You may only capture a hexagon for your element if there are no players from any different element on that hexagon, otherwise the action fails.
Reasoning: Makes it more difficult to capture hexes for your element, and requires players to work together to force the defending team out whilst capturing it.
As an Element's control extends across more and more hexes, it becomes less efficient to collect resources from them. Any hexes that were not originally owned by the controlling element only produce the minimum amount (usually 1) of electrum, regardless of what it originally produced.We already have something similar. Elements get double revenue from hexes that "belong" to their element, half revenue from hexes that belong to opposing element, and 1:1 revenue from all others.
Reasoning: This reduces the positive feedback loop that appears when one team gets on a roll and starts capturing lots of land, making them more powerful and their enemies weaker (which allows them to capture more land, and so forth).
We could also have a "corruption" system used in Civilization. Basically it means that you lose revenue when you have lots of land far away from your capital, but I don't know how to implement that in WoE without going too mathematical.Luckily we'd only have to do a few calculations for this, one for each element, so it would be less impractical than it first seems. But mostly I think the altering of revenue based on whether hexes are of the right element is a good step and may be enough.
What if two players are supposed to duel, but one doesn't show? The active player is the winner, assuming proof of deed?Yes. It's basically same as with War. No show = a loss.
Not sure I completely understand the rules, so this might not make any sense at all, but I think it'd be a good idea to give elements certain skills. Like Darkness could have Assissinate (Vampire Dagger ftw) which instantly wins a duel, in exchange for so many resources. Or, entropy could have randomize, which places all members of a different team on random spaces. Stuff like that.This was suggested earlier as well. Plan was to give each element a special ability. Later it was replaced by this: http://elementscommunity.org/forum/index.php/topic,17109.0.html
Ah. got it. Thanks. WoE Sounds like a lot of fun! I'd definitely like to be a part of this!Not sure I completely understand the rules, so this might not make any sense at all, but I think it'd be a good idea to give elements certain skills. Like Darkness could have Assissinate (Vampire Dagger ftw) which instantly wins a duel, in exchange for so many resources. Or, entropy could have randomize, which places all members of a different team on random spaces. Stuff like that.This was suggested earlier as well. Plan was to give each element a special ability. Later it was replaced by this: http://elementscommunity.org/forum/index.php/topic,17109.0.html
Do we carry over anything from elements or start from scratch.So that everyone has a level playing field, everyone starts from scratch. That's not to say that playing the game a lot won't give you an advantage, as we are including ways to get upped and rare cards that a fresh-account newbie won't necessarily have. But hopefully most people will have the potential to reach the top whether they've been grinding for a year or started the game a week ago.
And im not sure i understand the "rounds" so clearly.Each "round" you will be able to take a number of actions like moving or fighting or buying cards, and so forth, depending on where you are and who is near you.
And if you lose, do you lose the electrum as well Ex. 1000 electrum, opp. gets 10% for winning do they get the 100 AND you lose 100 or do they just win it and you are unaffected?You will lose it as well - that's why it's a good idea to use a bank, because you will only lose 10% of the electrum you are currently carrying. But don't worry too much about losing your electrum; players will automatically receive money every round based on how well their Element is doing at capturing territory, and you can earn more through beating your opponents or completing quests.