ORCWARS TOO!


power = strength of unit (authority of leaders)
troop = non-leader goblinoid force
unit = troop, leader or war machine chip
gold = gold/caravan chip

Initial setup

Each player gets 1-2 bosses (as preferred) and then random units to make total of 6 units. Then units may be traded for gold 1:1 basis, caravans are immediately placed on map and new gold is drawn to replace them.
Random player starts the game.


Turn sequence

A. Move Caravans

B. Player turn

B1. Place and move new caravans
B2. Draw reinforcements
B3. Move, levy, use spies and fight
B4. Rampage and mine gold
B5. Discard

C. Trading phase

A. Move caravans

Each caravan moves one step toward their destination and are removed upon arrival.


B. Player turn

Each player performs steps B1-B5 in order; first player is determined by player with smallest sum of total leader authority levels (if there is tie, roll die)

B1. Place and move caravans

If player has any unplaced caravans, he must place them all to their starting points and then move them one step towrd destination.

B2. Draw reinforcements

Each player must draw 3 units for free, and may pay 2 each for up to two additonal units.

If player has no leaders at game at the start of his turn, he may opt to show and discard his entire hand and draw 6 new units; if there is still no leaders, he may do this again up to two times (for total of 3 times)

B3. Move, levy and attack

Each leader may move once, attack once and levy troops once.

Moving: Leaders without units may move up to 2 areas. Leader may move thru opponent controlled territory with enemy units if opponent accepts or leader succeeds in servivility check. If check fails, opponent may attack leader.

Army may move one territory per turn.

Underground movement: Instead of normal movement, army may move underground if it starts it's movement phase in friendly territory with mine or fortress. In such case, d20 is rolled to see where army ends. One reroll is accpeted, but player must accept the new place. If 20 is rolled, entire army is destroyed in messy way, and in a roll of 19, they are lost in the dark and must roll for location next turn (without reroll possiblity). If army arrives to location with hostile troops and fortress, they automatically "surprise" them (look combat)

Leaving the troops behind: Leader may leave any number of units to friendly territory, and such troops attack any enemy that comes there. They may be claimed by their native leader or by friendly unit; in such case, authority test must be made by claimer or they attack him unless claimer was native leader.

Unit without leader: If units find themselves without leader in any unfreidnly territory they are automatically destroyed. Otherwise they stay there until claimed by native leader or leader controlled by controller of territory.

Claiming the territory: Leader gains control of territory if there is no hostile troops. Only orcland territories are ever controlled.

Levying: Leader may try to levy units once per turn, and may only levy them in his home territory if leader was levied this turn.

No units may be levied until territory is controlled by player unless they are levied at the same time as leader. All standard units in same territory MUST be levied at the same time.

If units are native, they automatically come under control of leader, otherwise leader must success in authority check or new units attack him. Such troops are detsroyed if they must retreat, otherwise land becomes neutral and units stay there, and can be claimed later by native leader (look leaving the troops behind) If army tries to control kobolds or goblins, +1 is gained to authority check if power of army is at least double of kobold and goblin total power.

Attack: If units enter territory with enemies battle occurs, unless neither side want it AND units are outlands. In orclands fighting mut be done.

After combat between goblinoids is done, army may attack caravans in the same territory. If there is more than one caravan, all can be attacked, one by one.

Claiming native units: If leader arrives to location with one or more native troops, controller of those troops must make authority check to keep them, otherwise they swap to under control of their native leader. In case of kobolds and goblins, no units can be taken away from their native leader.

Retreating: If army or leader is forced to retreat after combat (see combat), it must move to adjacent free territory. If there is no such terrains, army is destroyed and leader killed. After retreat move army may not attack caravans, but leader may immediately move another area if it has not yet moved this turn. Otherwise this retreat is units move for this turn.

Spies: Spies can be used to do one of the following things and are then discarded:

B4. Rampage and mine gold

Armies and leaders in outlands may rampage countryside for gold; leader gains one gold counter if he succeeds in authority check; army gains one gold (in addition to possible leader's) but leader must make authority check or one randomly selected unit takes the gold and runs back to player's hand with gold. If leader rampages, possible army must also rampage.

All mines produce and gold counter if there was friendly unit in territory for full turn, caravan chips are NOT replaced this time (in all other cases they are)

B5. Discard

If player has more than 10 units in his hand, he must discard his hand to 10 before he has change to trade them.


C. Trading phase:

If player's has leaders in adjacent territories, they may trade units and gold in their hand in any way they choose.


Gold:

Leader may carry only one gold counter; if it gains new, player must choose which to keep.
Armies may carry any number of gold.
If leader or army arrives or moves thru friendly territory, gold is placed on palyer's hand.
When gold is drawn, caravan counters are keeped and new chip is drawn to replace it unless it was produced by mine, in which case no new chit is drawn.

Authority checks:

Leader's must make authority checks when they try to control units or to steal gold from outlands.

In such case, d8 is rolled against authority (left corner), and test is succesful if same number or lower is rolled. Following modifiers apply to authority in control checks (not leader rampage):
+1 if all troops controlled are native and/or goblins and kobolds
+1 if in fortress (look fortresses)

If trying to control new units:
+1 if target units are kobolds or goblins and army total power is twice their power

8 is always failure regardless of modifiers

Fortresses:

Leader may build a fortess to friendly territory if player pays gold equal to it's strength and has at least one army there and do not move this turn (this army may be levied this turn).

Fortress allows underground movement, counts for power victory and affects combat if someone attacks territory. Fortress do not help against spies, own troops (including levying), enemy troops levied to same location or caravans.

No more than one fortress may be in same territory, and if new is builded, old is destroyed.

If army is forced to retreat from fortress, they must go to caves and roll for location. No reroll is possible and army is destroyed if it aimmediately arrives to location with hostile troops.

Mines:

Leader may build a mine to friendly territory if it has at least one friendly unit there for whole turn. At the end of each turn, mine produces one gold chit to player's hand if there is at least one friendly troop (not leader) present. Caravans are NOT replaced. Instead of producing gold, troop may destroy mine. Uncontrolled troops do not mine.
Only one mine is allowed per territory.

War Machines:

Leader may recruit war machine by paying it's power in gold and levying it normally. War machine requires at least one troop to tow it (no leader may do it) and is destroyed if leaved to territory without friendly troops. Uncontrolled troops MAY have war machine. In combat war machine fights as normal unit, and in case of rebel, leader may use it if he has any loyal troops, otherwise rebels use it.

War machine negates fortresses, see combat.

Shamans:

Leader may levy shaman to give divine help in combat (see combat). If leader is forced to retreat, captured or killed, shaman is moved to winner ('I follow the one true leader!') unless leader was hacked to pieces, in which case shaman is destroyed. If combat was won by rebels, shaman stays with them.
In addition, leader gains +1 to servivility checks.

No leader or army may have two shamans nor move them from on leader to another.

Killing the leader:

If leader is 'destroyed' (see combat), it must make servivility check to escape or is otherwise captured by opponent. Captured leader are keeped separate in winner's hand and may be tarded in trade phase. If it is not traded, it is executed and returned to tribe cup. Leader captured by caravan is immediately executed.

If leader is 'hacked to pieces', test is made against half servivility (after bonuses, round down), and if is killed, shaman is too.

Caravans:

Power for caravan is determined randomly when it is first time attacked, roll d6:
1-2 	power 1
3-4	power 2
5	power 3
6	power d6-1
 
Draw equal number of gold chits for caravan treasury. Any caravan drawn is new rumours and new are drawn to replace them.

If caravan is partially destroyed and forced to retreat, winner gains random gold chits equal to destroyed power and remaining caravan moves one step onward (it cannot be attacked by same army again this turn!). If caravan wins, any destroyed power (gold chits) are lost.


COMBAT:

Combat is divided to following parts:

1. Determine strategy
1.1 Determine proposed strategy
1.2 Check for leadership and roll for possible real strategy
2. Calculate losses
2.1 Check stupidity for trolls
2.2 Remove units
3. Retreat
3.1 Check leader servivility
3.2 Retreat move
3.3 Regeneration and try to take new trolls

1.1 Determine proposed strategy

Each player must select proposed strategy for their army to use in combat. Possible strategies for basic combat are:

MINDLESS CHARGE - army makes full thrust to annihilate enemy
CAREFUL ADVANCE - army makes careful advance to minimize own losses
CLEVER STRATEGY - army prepares for enemys charge with 'clever' plan

After both combatants have choosed their strategy, tehy reveal them at the same time (one way is to use rock(MC), paper(CS) and scissors(CA))

Lonely chief: Lonely chief may opt to flee; in that case, it is automatically 'destroyed' and must make servivility check to escape (see below).

If chief had shaman, he automatically joins winner.

Shamans: If either player has shaman, he may choose his strategy AFTER enemy has revealed his! This advantage is negated if both have shaman.

Caravan: After attacking player has revealed his strategy, roll d3 for caravan strategy.

Fortress: If there is fortress in territory, defender must use it (unless fight is against levied or rebel trooops). With fortress, defender strategies are:

MINDLESS CHARGE - army makes full thrust from castle to annihilate enemy
CAREFUL DEFENCE - army occupies castle walls to herd off attackers
CLEVER STRATEGY - army uses 'clever' tactic to surprise attackers

Against fortress, note that attack options wield a bit different results..

Underground surprise against fortress: If army arrives to fortress via underground caves, they automatically have clever strategy while defender has careful defence. (quite a massacre)

1.2 Check for leadership and roll for possible real strategy

After strategy is chosen, player must check if troops really do what they are wanted to. Player rolls authority check, and if it fails, strategy is determined by d6 roll:
 -3 Mindless charge
4-5 Careful advance/defence
6+  Clever strategy

Roll modifiers:
-1 if biggest unit in army is troll or ogre
+1 if biggest unit in army is kobold or goblin
+1 if defenders are in fortress
 
If there is tie between biggest troop, owner decides what gives bonus before roll.

2.1 Check stupidity for trolls

After real strategy is determined, stupidity must be rolled for each troll unit.
Roll d6 for each unit, and stupidity strikes at roll:
Mindless Charge: 1
Careful Advance/Defence: 1
Clever Strategy: 2 or less

If trolls are stupid, they do not partake in combat, and after combat they are joined to original army if it survives (even leader only). If army was compltely destroyed, they may join victorious army. If victorious army is hostile, leader must make authority check or trolls wander away to tribe cup.

2.2 Remove units

Next, total damage for each side is calculated. Total power of each side is first calculated, and then damage inflicted is either 1:1 of damage, 1:2 of 1:5. All fractions are rounded down.
              Defender:
 Attacker:  |  Charge          Careful          Strategy          
            |---------------------------------------------
  Charge    | 1:1* - 1:1*     1:5* - 1:2*      1:1* - 1:5
  Careful   | 1:2* - 1:5*     1:2  - 1:2       1:5  - 1:2
  Strategy  | 1:5  - 1:1*     1:2  - 1:5       1:5  - 1:5

 *leader is hacked to pieces if 'destroyed' (see below)

Example: Power 23 charges while power 11 has clever strategy. 11 damage is inflicted to charges while only 4 to strategists.

FORTRESS:

              Defender:
 Attacker:  |  Charge          Careful          Strategy          
            |---------------------------------------------
  Charge    | 1:1* - 1:1*     1:1  - 1:5       1:5* - 1:1
  Careful   | 1:2  - 1:1*     1:2  - 1:5       1:1  - 1:5
  Strategy  | 1:1  - 1:5*     1:5  - 1:1*      1:5  - 1:5

 Note: If defender charges, castle bonus is lost.
 *leader is hacked to pieces if 'destroyed' (see below)
Assigning the damage: Both sides divide damage deal to them in any way to choose, with following rule:
No more damage than total power of unit may be assigned to unit.

After all damage is dealt, all units with at least one damage point are destroyed excpet for one unit, which may survive: player rolls d6 and adds that to assigned damage. If result is more or equal to unit's power, it is destroyed, too. Otherwise unit survives.

If leader is destroyed, it may be captured (see killing the leader) unless it was hacked to pieces (combat result) and did not survive.

Fortresses: Fortress absorbs damage equal to it's ratineg (ie. against fortress 4, total damage is effectially reduced by 4)

War Machines: In addition for giving it's power to combat, war machine negates fortress bonus equal to itäs power. Only one war machine may do this effect. If total damage exceeds total power of defender + castle rating, castle is destroyed.

Surrender: If total damage exceeds total power of army, troops surrender on a d6 roll of 1,2 instead of destruction. (war machines and leaders are always destroyed)

3.1 Check leader servivility

'Destroyed' leader may roll for servivility, and if succesful, must retreat.

3.2 Retreat move

Either side must retreat as descipted in 'retreat' (see above). Retreating side is attacker, unless:
In one of these cases, defender retreats.

3.3 Regeneration and try to take new trolls

After combat, roll d6 for each destroyed troll. On a roll of 5 or 6, troll regenerates and is returned to play.

All regenerated trolls are then returned to their army. If they are from losing side, opponent may make authority check to gain control of them; otherwise they are returned to tribe cup. If there are no armies left (all were killed), trolls become neutral and are returned to tribe cup unless they are in native land in which case they stay there.


WINNING THE GAME

Player wins the game, if he has either of the following conditions met at the start of the turn and he announces it to other players and then has either condition met at the end of turn (it must not be the same!)

Conditions:

Power victory: Player controls total of X (lands+fortresses), where X is 12-number of players. No fotresses are calculated unless there is at least one friendly unit in.

Leadership victory: Player has at least 5 leaders _with_armies_ in orclands.


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