Post by btavorvick on Feb 5, 2014 17:43:36 GMT
Hi everyone! Time for the Wednesday Rules Update again. This week, we will be examining war cards!
War cards are one of the methods of engaging in direct conflict between nations. They are involved in a rock-paper-scissors type game which determines who controls a piece of territory at the end of an hour. We will cover how to use them below after we give details on how they work.
All war cards have a nation associated with the card. That nation is able to use a card. If another nation acquires the card, the only advantage they have is that a nation has just lost access to an asset. For example, if Rhianna’s Promise comes into possession of a Langley’s Legion war card, the advantage Rhianna’s Promise has is in depriving Langley’s Legion of their war capacity.
Also, at the end of the weekend all war cards should either be in the hands of staff or in a nation box. During the game, they can be in a character’s possession, but they must be either with a character or in a nation box. This is to prevent a key aspect of the system getting lost in the woods, as well as giving more reason to stage raids on another nation’s embassy.
War Card Types:
Basic war cards are Attack, Defense, and Espionage. Attack beats Espionage, Defense beats attack, and Espionage beats Defense. In the case of two cards of the same type being played, the numbers are compared and the higher number wins. If the numbers are identical as well, then the defender wins.
Advanced War Cards are Generals, Battlefields, and Deployments. Each of these has special rules associated with it in order to provide more options for waging war. Please read the following sections carefully, as understanding the specific rules being used will contribute a lot to being able to effectively use the war cards.
Generals: When a player invests Developments into studying war or creating an armed force, a War Card will be created with their character’s name and face on it. This War Card acts like a Basic card, but it does not have a type of Attack, Defense, or Espionage. Instead, it immediately moves to comparing numbers. Since General cards get higher numbers as you put in more Developments, this is a viable method of never being surprised by a superior type of card.
Battlefields: Alterations to the territory and battle being fought are called Battlefield cards. These can be acquired through Developments, missions, and other methods as-yet unfound. Battlefield cards affect both sides in the battle, but careful strategizing can mean you are in a position to take the best advantage. Only one Battlefield card can be played per side per battle.
Deployments: Extra resources dedicated to this particular battle are represented by Deployment cards. These are often acquired through decisions made on missions, but there are opportunities for getting these cards in many places. Deployments determine specific tactical and strategic decisions, and can have far-reaching consequences when used properly.
Using war cards:
In order to use a war card, an attacking nation looks at the map and chooses a territory that they want to own. This will be referred to as the “target territory.” The target territory must be linked to the attacker’s territory through either territories the attacker already owns or through national territories where the attacker has an Open Borders treaty. Assuming those conditions are met, the attacker can then schedule a battle on the chalkboard.
To schedule a battle, the attacker writes in the name of the territory being attacked and the name of the attacking nation in the following format: “Langley’s Legion is attacking Tin 35.” This must be scheduled at least two hours ahead of time as normal.
At the hour when the battle will happen, the Telegraph Operator will receive war cards from both sides. These cards will be played face down. Each nation can use one Basic or General card, one Battlefield card, and as many Deployments as they wish. The battling nations will then leave the room and the Telegraph Operator will judge the battle based on the played cards. After the battle is complete, the Telegraph Operator will put the used cards into an OOG box. They will then report the names of the war cards used, and who controls the territory. If necessary, they will change the flag color on the map to reflect its new owners.
Refreshing war cards:
Used war cards are put into an OOG box in the Telegraph Office. Between games, each nation can refresh a number of war cards to use again at the next weekend. The number that is refreshed is primarily determined by a nation’s Growth score, acquired through the trade game. Success in economics leads to success in warfare. There are other factors that may affect war cards available.
Refreshed war cards will be in the nation’s box at the beginning of the next game. War cards that have been stolen instead of used may refresh after a couple of weekends, as command codes are reissued by the nation. The rate at which stolen cards refresh is not determined by Growth.
War cards are one of the methods of engaging in direct conflict between nations. They are involved in a rock-paper-scissors type game which determines who controls a piece of territory at the end of an hour. We will cover how to use them below after we give details on how they work.
All war cards have a nation associated with the card. That nation is able to use a card. If another nation acquires the card, the only advantage they have is that a nation has just lost access to an asset. For example, if Rhianna’s Promise comes into possession of a Langley’s Legion war card, the advantage Rhianna’s Promise has is in depriving Langley’s Legion of their war capacity.
Also, at the end of the weekend all war cards should either be in the hands of staff or in a nation box. During the game, they can be in a character’s possession, but they must be either with a character or in a nation box. This is to prevent a key aspect of the system getting lost in the woods, as well as giving more reason to stage raids on another nation’s embassy.
War Card Types:
Basic war cards are Attack, Defense, and Espionage. Attack beats Espionage, Defense beats attack, and Espionage beats Defense. In the case of two cards of the same type being played, the numbers are compared and the higher number wins. If the numbers are identical as well, then the defender wins.
Advanced War Cards are Generals, Battlefields, and Deployments. Each of these has special rules associated with it in order to provide more options for waging war. Please read the following sections carefully, as understanding the specific rules being used will contribute a lot to being able to effectively use the war cards.
Generals: When a player invests Developments into studying war or creating an armed force, a War Card will be created with their character’s name and face on it. This War Card acts like a Basic card, but it does not have a type of Attack, Defense, or Espionage. Instead, it immediately moves to comparing numbers. Since General cards get higher numbers as you put in more Developments, this is a viable method of never being surprised by a superior type of card.
Battlefields: Alterations to the territory and battle being fought are called Battlefield cards. These can be acquired through Developments, missions, and other methods as-yet unfound. Battlefield cards affect both sides in the battle, but careful strategizing can mean you are in a position to take the best advantage. Only one Battlefield card can be played per side per battle.
Deployments: Extra resources dedicated to this particular battle are represented by Deployment cards. These are often acquired through decisions made on missions, but there are opportunities for getting these cards in many places. Deployments determine specific tactical and strategic decisions, and can have far-reaching consequences when used properly.
Using war cards:
In order to use a war card, an attacking nation looks at the map and chooses a territory that they want to own. This will be referred to as the “target territory.” The target territory must be linked to the attacker’s territory through either territories the attacker already owns or through national territories where the attacker has an Open Borders treaty. Assuming those conditions are met, the attacker can then schedule a battle on the chalkboard.
To schedule a battle, the attacker writes in the name of the territory being attacked and the name of the attacking nation in the following format: “Langley’s Legion is attacking Tin 35.” This must be scheduled at least two hours ahead of time as normal.
At the hour when the battle will happen, the Telegraph Operator will receive war cards from both sides. These cards will be played face down. Each nation can use one Basic or General card, one Battlefield card, and as many Deployments as they wish. The battling nations will then leave the room and the Telegraph Operator will judge the battle based on the played cards. After the battle is complete, the Telegraph Operator will put the used cards into an OOG box. They will then report the names of the war cards used, and who controls the territory. If necessary, they will change the flag color on the map to reflect its new owners.
Refreshing war cards:
Used war cards are put into an OOG box in the Telegraph Office. Between games, each nation can refresh a number of war cards to use again at the next weekend. The number that is refreshed is primarily determined by a nation’s Growth score, acquired through the trade game. Success in economics leads to success in warfare. There are other factors that may affect war cards available.
Refreshed war cards will be in the nation’s box at the beginning of the next game. War cards that have been stolen instead of used may refresh after a couple of weekends, as command codes are reissued by the nation. The rate at which stolen cards refresh is not determined by Growth.