Announcement

Collapse
No announcement yet.

Change Control Thread - Candle'Bre Core Rules

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • Change Control Thread - Candle'Bre Core Rules

    At player request, here's the quick and dirty centralized repository for every tweak, re-word, addition, and change to the core rules as originally published! (Good thinkin' Chowlett!)
    *****

    ADDITION:
    Game Objectives
    Should you choose to take up this quest, you goal is to become the undisputed Master of the Courts of Candle'Bre and claim the Kingdom for yourself and the faction you choose to play. This can be accomplished in one of two ways: Either by force of arms (controlling 2/3rd of the Kingdom under your banner - 40 Provinces) or by accumulating a sufficient amount of Honor during the course of the game (200 points). The road from here to there is long, and fraught with perils and pitfalls. The unwary, and those who have not the stomach for war will fall by the way. Those without guile and cunning will be cast aside in the bid for glory.

    *****

    CHANGE: Expanded Startup Options on Turn 0
    Game setup/Start:
    Turn 0: Each player selects five contiguous territories to serve as his/her base of operations, and one of the five “Houses” of Candle’Bre to play. Note that each house comes with its own strengths, weaknesses, and styles of play, so select one that suits you best.

    Once territories are selected, each player may gets his choice of either placing a Barracks or a Temple free (only one, and in any territory he controls). Each player then gets 100g to spend on designing his initial force (representing his House's "Standing Army" at game start). Any monies not spent on starting forces are simply added to the player's starting treasury to be spent later. Units in the player's initial force may be placed in any territory he controls without regards to provincial production limits and irregardless of the presence of a barracks! (note that "turn 0" is a special case in this regard! This represents the "setup" phase of the game, and has been designed with flexibility and maximum replayability in mind!)

    Calculate each player’s Income to see where you stand. In a two player game, the player with the LESSER starting income gets one turn’s worth of his income as a bonus to help balance the start. In a multi-player game (3-5, the two players with the lowest income totals receive this bonus. After this "bonus gold" is issued, each player then collects one turn's worth of normal income and the game begins!

    Roll a d6 to determine who goes first, high roll wins.
    ****

    CLARIFICATION/ADDITON: Changes to the combat system
    Remember the following about casualties in a given round of combat:

    1) Combat in this game is "multi-tiered." That is to say, First Strikers attack and resolve their damage before anybody else can act. Thus, if an archer kills an Infantry (who attacks on the third tier), then the infantry dies without ever getting to roll any dice whatsoever!

    2) Cavalry CANNOT issue a charge on the first round of combat!

    3) In a Standard attack, the person who loses the troops gets to decide how to divide up the losses.

    4) In a Precision attack, the person doing the killing gets to decide how to divide up the losses.

    Leader Captures: Because leaders are not represented by a unit on the map per se, they may not be targeted by precision strikes, nor may they be killed in rolled combat, however: if a unit containing a leader is completely destroyed or captured, the leader is considered captured by the victorious player and may be killed or held hostage, or held and killed later!

    Effects of Killing a Captured Leader: First and most obvious....the leader is removed from any future consideration in the game! Second, you take a hit to your honor (-20). Third, until the end of your next turn, all your attack/defense dice are at +1 (your troops are rallied by the site of the fallen leader's blood on your sword).

    Effects of Killing a Captured Unit: Yep...you guessed it. First, you take a hit to honor (-2), BUT, you also get a bounty in gold equal to half that troop's cost (dropping all fractions) as you "recycle" their arms and equipment.
    ****

    ADDITION: Movement rules explicitly spelled out
    Movement Rules
    1) Moving into a neutral territory results in combat! Take the Province value, divide by ten, and that's how many Infantry are place on the map to defend the territory from your incursion!

    2) Any time you move into a territory you do not control it is considered a combat move! Note that this specifically means you cannot move through the territory of an ally without breaking the alliance!

    3) Fast units are useful in two specific ways: a) They can serve as a mobile defense platform inside your borders, moving rapidly from one theater of operation to another, and b) they can move in to attack an adjacent territory and "pull back out" during non combat movement to avoid a possible counter-attack. Note, however, that fast units may NOT "blitz" through provinces you do not control! If you enter a rival's territory, it is considered a combat move (even if there are no rival troops present!)
    ****

    CHANGE: Slight modifications to units (A/D values) and Military Techs! (Note that Light Infantry now start with the "Initiative" special)
    Military Techs:
    M1 - Light Infantry become available

    M2 - All Infantry-Classed Troops Gain +1 to their Attack/Defense values

    M3 - Pikemen become available

    M4 - Archers gain +1 on their Attack Values

    M5 - Siege Engines become available

    M6 - Cavalry gain + 1 on their Attack/Defense Values

    M7 - Light Infantry gain the ability to issue Charge/Flank orders (they begin the game with the "Initiative" ability)

    M8 - Archers gain + 1 on their Attack Values

    M9 - Infantry gain +1 on their Attack/Defense Values

    M10 - Infantry gain the “Initiative” special

    · The “Initiative” special ability is a limited-form version of the Archer’s “First Strike” ability. During the opening round of the combat, units with “Initiative” execute their attacks during the Archer’s fire phase of the combat round. If there are units with “Initiative” on the defender’s side, they defend with their more favorable combat value (attack/defense) during the first round of combat only.

    Unit-Types (all Inclusive)
    Infantry 7/8/1 (15 gold)
    Archers 6/x/1 (f) (20 gold)
    Cavalry 8/6/2(c) (25 gold)
    Light Infantry 5/4/2 (18 gold) (counts as an infantry unit for purposes of tech advances) (starts with the Initiative Special!)
    Pikemen 5/10/1 (sw) (15 gold) (counts as an infantry unit for purposes of tech advances)
    Siege Engines 0/0/1(neg) (20 gold)
    Mercenaries 5/5/1* (10 gold) (does NOT gain the benefits of bonuses to A/D values due to tech advances)
    ****

    ADDITION: Rules governing Provincial Improvement Building/Destruction

    Additonal Rules Concerning Provincial Improvements

    You can deconstruct provincial builds, but it takes time, and when you deconstruct, you get one fourth (drop all fractions) of your money back. If you deconstruct an improved building, it reverts back to its previous (non-upgraded) status and you get one quarter of the money back that you spent on the upgrade (ie- if you choose to deconstruct a University, it becomes an Academy, and you get 25% of the money back that you put into the upgrade). Each "deconstruction" takes a full game turn, and must be announced at the start of your turn. Thus, it IS possible to make mid-game adjustments to your building and improvement array, but if you try to undo heavily upgraded provinces, it'll take some time to pull off.

    You may only build provincial improvements in territories that began your turn under your control! (ie- you cannot conquer a province and immediately drop a barracks there).
    ****

    CHANGE: Slight tweak to "The Council of Five"
    The Council of Five: The Kingdom’s governing “Upper House” is made up of five mysterious, reclusive wizards, who were also given stewardship over a large tract of land during the King’s reign. Little is known of their powers, but they are greatly feared nonetheless

    Special power: Choose one at game start: Pestilence, Probability, or Divination) The Council of Five gain Mana for their spells at the rate of 1 point per province controlled, per turn. Because of their constant dabbling in the Dark Arts, however, "The Five" get a penalty of -2 Influence per turn. This same dabbling in the Dark Arts opens their minds to new ideas, however, and as such, costs for researching new technologies are reduced by 10% (strategy note: This enables "The Five" to run with negative Honor and still maintain "normal" research rates!

    Pestilence: Requires 20 spell points to cast, 4 per turn to maintain. Any military units moving through the target province must roll a survival check (d20, a roll of 1-5 means the unit simply dies where he stands. Chances for a leader death are 1-2 on a d20. Every turn the pestilence remains, the territory has a 1% (cumulative) chance of rebelling against its controller and reverting to neutrality (all improvements considered lost) (note that the rebellion roll can be negated by keeping a standing force of at least three (3) units in the province, but this could get QUITE expensive, over time.

    Probability: Requires 5 spell points to cast. The wizards may use their magic to impact one die roll in any battle of his choosing (either make the opponent re-roll, or re-roll one of his own dice). No roll may be re-done more than twice, and the casting cost is paid for each re-roll the player desires.

    Divination: Requires 10 spell points to cast. The wizards may “spy on” any other house, and gain perfect information on their enemies. (treasury count, total stored honor or influence, cards currently held, etc). Note that the casting cost is paid for each item the player wishes to see (treasury = 1 item, stored honor = 1 item, 1 fate card = 1 item, etc). Perhaps the most powerful Divination ability though, is the ability to "see what the fates have in store" by paying a flat rate of 15 spell points and then looking at the top card in the book of fate without drawing. If the card is NOT taken, the Divining player suffers a loss of 10 Influence (The Church frowning on the use of the Dark Arts to peer into the future) and 5 Honor (Dodging what the fates have in store). Note too, that Divination, when cast in conjunction with any Espionage ability increases base chance of success by 10%!
    ****

    ADDITION: Diplomatic model explained
    Diplomatic Model
    During the diplomatic phase of the game, there essentially two things you can do:
    1) Propose/Break an alliance
    2) Offer an exchange/ransom of prisoners with a rival

    There is no declaration of war in this game, and it is assumed that unless your neighbor is an ally, he may attack you at any moment and without the slightest bit of warning.

    In the section regarding troop movement, you learned that you may not move your troops through the lands of an ally (they're just not that trusting), but there ARE a few things you CAN do to help your allies, and these options are listed below (computer version: pulldown menu with available diplomatic options)

    1) Gift units. When you gift an ally one or more units, you must select one (or more) of your units that did not move at all during your turn. When gifted, the unit immediately disappears from your territory, and will be available for placement in any territory that the player receiving the unit desires (note that in this case, the territory need not have a barracks in it...the troop was trained by you and is simply switching uniforms at your request). There is no limit to the number of units that can be gifted during the course of a single turn. So long as you have them to spare, and they did not move, you can send them. (note: The gifted units are placed during the "new unit placement" phase of the receiving player's turn!) Gifting units to an ally counts toward honor (50g worth of units = 1 Honor--drop all fractions)

    2) Gift money. Just what it says. You can give as much or as little as you like, and such gifts can also generate Honor (50g = 1 Honor, drop all fractions).

    3) Gifting Fate Cards: Some Fate Cards can be passed to other players. If so, they generally have some boon to Honor associated with them. Follow the instructions on the card where that is concerned (note! If a card does not say anything about Honor, but DOES say you can gift it, you can, you just don't get anything for it!)

    Other Diplomatic Stuff:
    Prisoner Exchanges/Ransoms:
    This is entirely up to the players involved. Each player can set whatever demands he likes for the return of captured leaders/troops. "Whatever the market will bear...."
    ****

    CHANGE: Book of Fate
    The draw price for one card from the Book of Fate has been changed to 30x (payable in any combination of influence, honor, or gold) to help balance the board game with the computer version (as there is no unit support cost in the board game).
    ****

    CHANGE - Income Allocation
    Concepts you need to be familiar with to play:

    1) Gold - The primary unit of currency in the game. The most pervasive and all encompassing of the three in-game resources (gold, honor, influence). Gold is, quite simply, the engine that drives your Kingdom. Note that in this game, your supply of gold is divided into two piles, one for military expenditures (including the building of new barracks, and one for "everything else." in a straight 50/50 split (in the case of odd dollar amounts, the larger amount always goes to non-military). Note that money from the "Military Expenditures" budget MAY BE TRANSFERRED to the non-military account, but money from the non-military account MAY NOT BE transferred to the military account!
    ****
    ADDITION - Lawless Mercs!
    Important Note about Mercenary Units
    Because Mercenary Companies are not particularly noted for their loyalty, you may never have more mercenary units in one of your territories than you do "regular" units. If such a case should ever arise (event, assassination, or whathaveyou) then your regular forces are booted out of the province in question (sent to the nearest friendly province), and the mercenaries claim the province in question (it reverts to neutrality). Provincial builds are not harmed, but if you want the province back, you must defeat the mercenaries guarding it AND the territory's default defenders.
    ****
    CHANGE - Another note about lawless mercs
    A note about troop placement:
    Any newly created troops MUST BE PLACED in provinces containing barracks! Note, however, that the maximum number of troops placed in a given territory on any given turn may not exceed the province value/10 (ie - a province valued at 40g per turn--base value--may field no more than 4 units on any given turn! Mercenaries are the exception to this rule. They may be hired in any province, and you may double the usual "per turn" limits (ie - in the above example, you could build four units of cav, place them in the 40g territory containing a barracks, and also hire 8 mercenaries, and place them there), so long as you end up with more regular troops than mercenaries when you are finished! (In the above example, we must assume that there are already at least five other "regular" troops present....otherwise the territory would revert to neutrality!)
    ****

    CHANGE: The Mourngrym Faction
    The Mourngrym Family - Led by Lord Flavin Mourngrym, this family is far and away the wealthiest in the Kingdom (perhaps even wealthier than the King himself, tho this has never been proved). It is whispered in dark corners that Mourngrym sold his soul to the Devil in exchange for his fabulous wealth. Whispered, because people who speak too loudly of such things often vanish without a trace. (special powers - Mercenaries can be hired at the cost of 8 gold each, all other troop types are 2g less for the faction, espionage activities are 20% more likely to succeed (all base chances increased by 20%) - money to grease the wheels), and Mourngrym can convert both Honor and Influence to gold at a 1:1 ratio.
    ****

    CHANGE: Tech Cost Adjustment to reflect new expenditure rules

    Tech Level Cost
    1 80
    2 160
    3 260
    4 410
    5 610
    6 860
    7 1200
    8 1700
    9 2300
    10 3000
    ****
    Last edited by Velociryx; January 20, 2002, 05:52.
    The list of published books grows. If you're curious to see what sort of stories I weave out, head to Amazon.com and do an author search for "Christopher Hartpence." Help support Candle'Bre, a game created by gamers FOR gamers. All proceeds from my published works go directly to the project.

  • #2
    Moving Day! Yep...we're officially moving the Candle'Bre stuff to my site, so as not to muck up the 'poly forums with all the threads we'll be needing, so! If you're curious to watch as things continue to develop, join us there!

    The Renaissance Portal

    (just click on the discussion forums link, and look for Candle'Bre!

    -=Vel=-
    The list of published books grows. If you're curious to see what sort of stories I weave out, head to Amazon.com and do an author search for "Christopher Hartpence." Help support Candle'Bre, a game created by gamers FOR gamers. All proceeds from my published works go directly to the project.

    Comment

    Working...
    X