Wednesday, February 01, 2006


Peter looking... like Peter.

Sunday, December 11, 2005

Proposal 18: ARGH! Raiders

Raiders: the Admin selects 6 unoccupied squares on the board. On these are placed Raiders. Raiders are units (see individual units rules below) which are not controlled by a player, and move in a random (as determined by the admin) direction each turn. If Raiders begin a turn in a square with buildings on it, all the building in that square are destroyed. There are three kinds of Raiders, as described below

Goblin Raiders: Move 3, Combat +0. There are three Goblin Raiders

Orc Raiders: Move 2, Combat +1. There are 2 Orc Raiders

Troll Raiders: Move 1, Combat +2. There is 1 Troll Raider.

Raider movements are shown on the map

-Zartes

Proposal 17: Diplomatic Immunity

Add the following building:

-School of Diplomacy: Costs 4 gold and 4 food. Allows you to own both dwarf and elf units, and both dwarf and elf enclaves.

-Zartes

Proposal 16: Itemization

Add the following rules:

If an Item is produced by a building, it appears in that building's square before unit construction or movement.

A unit may pick up an Item in its square at any time.

If a unit carrying an Item is killed, it drops that item in the square that it died in.

Proposal 15: Wizardry

Add the following resource:

Mana. Each Player starts with 0 Mana. For uses and generation methods, see below.

Add the following buildings
-Wizard's Guild: Costs 4 gold and 2 food. May build Mages. May research spells. Generates 2 Mana each turn.
-Thuamaturgic Generator: Costs 2 gold and 1 Mana. Produces 1 Mana each turn.

Add the following unit:
-Mage:. Costs 1 Food, 2 Gold and 2 Mana. Combat value of 0 and Movement value of 2. May cast spells.

Spells: spells may be cast by Mages on units or buildings in the same square as the Mage. Each spell costs a certain amount of Mana to cast, and also costs a certain amount of Mana and Gold to research in the first place. None of your mages can use a given spell until it has been researched at your Wizard’s Guild, after which all of them can use it. Each player starts off with Might already researched.

-Might: gives target +1 Combat value for one turn.
-Haste: gives target +1 Move. 1 Mana to cast. 1 Mana and 1 gold to research.
-Summon Elemental: creates a Move 2 Combat +1 unit that disappears after one turn. The Elemental appears in the same square as the wizard. 2 Mana to cast. 1 Mana and 2 Gold to research.
-Teleport: move the Mage that casts Teleport to any square on the map. Cannot be targeted on units other than Mages. 3 Mana to cast. 2 Mana and 2 Gold to research.
-Earthquake: can only be targeted on Mages. The mage gains +4 combat value for one turn, but this only applies against castles. 3 Mana to cast. 3 Mana and 3 Gold to research.
-Alchemist’s Transmutation: player gains 1 gold. 10 Mana to cast, 5 Mana and 5 Gold to research.

-Zartes

Saturday, December 10, 2005

Proposal 14: Light Showers Followed By Chocolate

Add the following rule:

If a proposal made by a player passes, one of that player's units receives a Chocolate Block.

Proposal 13: Experience Points May Differ

Add the following rule:

Each time a Unit wins a combat, it gains one experience point.

Experience points may be spent on a variety of promotions. A promotion's cost is equal to its base cost plus one point per promotions that the unit already has. Promotions may be taken multiple times.

-Manuever: Base cost 2 XP. If the unit is defeated in combat, it has a 1/3 chance to survive and retreat to another adjacent square. If the unit has more than one hit point, it is automatically reduced to one hit point.
-Mobility: Base cost 3 XP. The unit's Movement score increase by 1.
-Defense: Base cost 2 XP. If the unit does not move on a turn which it is attacked, it gains a +1 Combat bonus.
-Castle Defense: Base cost 2 XP. The unit gains a +1 Combat bonus whenever it is on the same square as a friendly castle.
-Toughened: Base cost 4 XP. The unit gains an additional hit point.
-Heroic: Base cost 10XP. The unit gains an additional hit point and a +1 combat bonus.

Add the following rule to the Combat section:

Some units may survive more than one hit. This is represented by a hit points variable. Units without a hit points variable are considered to have only one hit point. If a unit with more than one hit point would be destroyed in combat, instead reduce its hit points by one.

Proposal 12: Kill Ten Thousand People And Then Have A Nice Cup Of Cocoa

Add the following building:

Chocolate Shop: Costs 2 gold. A Chocolate Shop may produce the following Item:
-Chocalate Block: Costs 1 food. Any Unit may carry a Chocolate Block.

Proposal 11: Market Day

Add the following rule:

Every four turns there will be a Market Day. On a Market Day, you can trade resources freely with other players. The first Market Day will be on Turn 4.

-Sezza

Proposal 10: You There With The Pointy Ears

Add the following building:

Elf Enclave:. Costs 2 gold and 2 food. Builds Elves.

Add the following unit:

Elves: Costs 1 gold and 2 food. Has a movement value of 3 and a combat value of 1.

Add the following rule:

A player cannot have both Elves and Dwarves under his control at the same time, and cannot have both a elven and dwarven enclave at the same time.

-Zartes

Proposal 9: The Short Stuff

Add the following rule:

Gold mine: the admin will randomly select 5 un-owned squares on the board, on which there will be gold mines. The location of these mines will be kept secret, untill a unit stumbles across them (each one has to be discovered individually). For each turn a Peasant spends on the mine, that unit's player gets 1 gold. There are no limits to how many Peasant units can be on a mine, but a mine is depleted after 15 gold has been mines from it.

Add the following building:

Dwarven Enclave: Costs 2 gold and 2 food. May produce Dwarves.

Add the following unit:

Dwarves: Costs 2 gold and 2 food. Has a movement value of 1 and combat value of 2. Mines 2 gold per turn if placed on a gold mine. Has +1 combat value if placed on a friendly Dwarven Enclave.

-Zartes

Proposal 8: Merchant's Guild

Add the following building

Merchant's Guild: Costs 2 gold and 2 food. You may put a certain amout of Food or Gold up for auction in the Guild. This will be posted by the Admin. Every other play may bid a certain amount of Gold or Food for your Auctioned rescources during the Proposal Phase. The player who bids the most of the other resource wins. The winning bidder gets your auctioned stuff, you get their bid, and all other bidders keep their bids. The Admin works all this out. Merchant's Guilds also give you 1 Gold each turn.

-Zartes

Current Gamestate: Turn 2


Interesting events this turn:
-Lady Nils fights off the Dragon and rescues Princess Persephone.
-Cavalier Charlie and Sir Denial engage in a battle, from which Cavalier Charlie emerges victorious.
-Sir Camalot fights off Sir Caranos, preventing an attack on Castle von Darkness.
-Phil replaces Tycho as the Lord of The Blue.

Player Stats:

Zartes (Green)
-----
Castles:
Loch Snuff Castle (4,2)

Buildings:
(5,2): Cotton Plantation
(4,1): Cotton Plantation
(4,3): Militia Hall

Knights:
Sir Jeremy (4,2)
Lady Nils (2,5)
Princess Persephone (2,5)

Resources:
Gold: 1
Food: 2


Bugsy (Red)
-----
Castles:
Don'tgoneathe Castle (7,1)

Buildings:
(7,1): Cotton Plantation
Church
(7,2): Cotton Plantation
(8,1): Cotton Plantation

Knights:
Sir Francis (7,1)
-Faith: 1
Cavalier Charlie (9,4)

Resources:
Gold: 0
Food: 1


Rhea (Grey/Black)
-----
Castles:
Harbringer Castle (9, 8)

Buildings:
(9,8): Church
(8,8): Cotton Plantation

Knights:
Dame Lysara (9, 8)
-Faith: 1
Sir Denial (9, 4) DEAD

Resources:
Gold: 0
Food: 7


Sezza (Pink)
-----
Castles:
Castle von Darkness (2,9)

Buildings:
(2,9): Militia Hall
(2, 8): Cotton Plantation

Knights:
Sir Rohan (3,8)
Sir Camalot (3,9)

Resources:
Gold: 1
Food: 7

Phil (Blue)
-----
Castles:
Hellfire Castle (5, 8)

Knights:
Sir Caranos (3, 9) DEAD
Sir Arcadie (5, 8)
-Faith: 1

Buildings:
(5,8): Cotton Plantation, Church
(6,8): Cotton Plantation
(5,7): Cotton Plantation

Resources:
Gold: 0
Food: 1

Saturday, December 03, 2005

Current Ruleset: Iteration Three

I - The Rules

1. All players must at all times abide by the rules. No player may ever take any voluntary action that violates any rule in the current set of rules.
2. The current set of rules is provided only as a convenience for interpreting the accepted proposals. In a conflict between a rule and the proposal that created it, the proposal is considered to be correct.
3. In the event that two or more rules contradict at any time, the following resolving scheme will be used:
* If one of the rules defers to another rule or explicitly states that it has precedence over the other, then that rule will take priority.
* If the above situation does not resolve the conflict, the rule which has been in its current form for the longest amount of time will take priority.
4. All actions are subject to approval by the Admin. An illegal action may be reverted by the Admin even if the website allows the player to take that action.

II - The Admin

1. The Admin for CastleNomic will be TheLoneAmigo
2. The Admin is responsible for maintaining the game and interpreting the rules, as well as keeping track of all hidden information.
3. Players are allowed (and encouraged) to question and/or correct the Admin's decisions, however, the Admin will ultimately make any final decisions.

III - Players

1. Each player will be required to have a blogger account and a valid e-mail address. A single person may not act as more than one player.
2. The Admin is not a player.
3. New players may join the game at any time at the approval of the Admin.
4. Any player that does not participate in the game without the approval of the Admin will be removed from the game, along with all their assets.
5. All players are expected to act respectfully and courteously towards other players and the Admin at all times. Repeated violations of this rule will result in the offending player being removed from the game.

IV - Resources

1. The amount of each resource held by each player will be considered public information.
2. Gold will be a resource.
3. Food will be a resource.
4. Each player will start with two gold and two food.
5. Every square owned by a player provides two food to that player each turn.

V - The Board

1. The game will take place on the CastleNomic board.
2. The initial board will consist of 100 squares in a ten by ten grid.
3. Each square will be referred to by a co-ordinate system with its orgin at the lower left corner of the board.
4. In some situations, squares may be owned by players.
5. If there is any dispute over tile ownership, the player that is willing to bid the most amount of Gold for it wins the tile. The winner must give the bidded amount to the loser. In case of a tie, the tile is not considered owned by anyone this turn.
6. Squares on opposite sides of the board are considered adjacent.

VI - Orders and Turns

1. Each turn will begin when the Admin posts the Current Rules.
2. All players will submit their orders to the Admin.
3. The Admin will work out the results of all orders and post them.
4. Once all players have submitted their orders to the Admin and the Admin has posted the results, the turn will end.
5. The Admin will adjudicate actions in the following order:
-Unit movement is resolved before unit construction.
-Unit movement within the unit owner's territory is resolved before all unit movment outside the owner's territory.
-All unit movement is resolved simultaneously.
-Should the paths of two units from opposing players cross, those units will immediately come to a halt in the square that their paths cross.
-Building construction is resolved after all unit movement and construction.

VII - Castles

1. Each player will start with one Castle placed on the square of their choice.
2. If two players attempt to place a Castle on the same square, they will each be forced to choose a different location.
3. A player is considered to own the four squares orthagonally adjacent to any Castle they own as well as the square beneath their Castle.
4. A Castle provides its owner with an income of one gold every turn.
5. Each Castle must be named by its player.
6. All Castles have Defence value of 8.
7. When a unit moves into the same square as an enemy castle, it must make a Combat roll. If that unit gets a better (roll+Combat Value) than the Castle's current Defence, it loses 1 Defence. When its Defence value reaches 1, it is destroyed.
8. Defence value may be repaired by spending two gold to repair one point of Defence value loss.

VIII - Units

1. Units will be any piece owned by a player that is on the board and not a castle.
2. All units will have a Movement value, representing the amount of squares they may move each turn.
3. If two or more units end up in the same square, the Admin will roll one dice for each unit. The unit that rolls lowest is eliminated, and the process continues until only one player's units are left in the square.
4. Some units will have a Combat value. They will add this value to any dice rolls made in combat.
5. Units may be built in the Castle of a player if the owner pays the resource cost.
6. The Knight will be a unit. It will have a Movement value of 2 and a Combat value of 2. A Knight will cost two gold and two food.
7. All players will start with one Knight.
8. All Knights must have names.

IX - Items

1. An item is any object that a player may possess that is not a unit. There is no limit to how many items a player may have at any time.
2. If stated in the item's description, an item may be "used" by the player owning it and any actions associated with using the item will take place. Unless otherwise stated in the item description, using an item causes the player to no longer have possession of it.
3. Some specific Items may be attached to individual Units or Castles. These Items are called Upgrade Items.

X - Proposals

1. A player may make any number of proposals between each turn.
2. A proposal is one of the following:
* The addition of a new rule
* The deletion of an existing rule
* The modification of an existing rule
* A change to the game state which does not necessarily fit into one of the above categories
3. No proposal may make any reference to a characteristic of a player if that characteristic is immutable within the set of rules at the time the proposal is accepted, ignoring the fact that rules may change in the future.
4. No proposal may have retroactive application or take effect earlier than the moment it is implemented.
5. When a proposal is made, all other players will have a chance to vote Yes or No on it.
6. After 4 days or after all players have submitted a single vote on each proposal, the Admin will tally the votes. If the majority of votes on a proposal are Yes votes, the proposal will be implemented.
7. If a proposal receives no votes apart from the proposing player in 4 days, it will be declared dead and removed from voting.
8. After all proposals have been voted on or declared dead, the Admin will post the Current Rules.

XI - Disruption of Gameplay

1. In the event that a paradox, infinite loop, or any situation arises that prohibits further gameplay, the game will be paused. The Admin also has the right to pause the game at any time if he feels there is a need to do so.
2. When the game is paused, players may not take any actions other than voting until the game is unpaused.
3. During a pause due to a disruption of gameplay, the players have the option to suggest to the Admin ideas on how to fix the game. The Admin will make a proposal, and the players will vote on it by the same rules as a proposal made by a player. If the proposal is accepted, the proposal is implemented and the game is unpaused. If the proposal is rejected, the above process is repeated until the game is fixed.

XII - Ending the Game

1. Once a player has been declared the winner, the game ends.
2. If there is only one player in the game with a Castle, that player will immediately be declared the winner.

XIII - Dragons and Princesses

1. The Admin will randomly select an unowned square on the board. This square will be called the Dragon's Lair, and its location will be kept secret.
2. If a Knight moves onto the Dragon's Lair, the location of the lair is revealed to all players. The Knight must fight the Dragon, which will have a combat value of +3. If the Knight defeats the Dragon, the player receives a Princess, a unit with a Movement value of 2. Princesses may not be killed, instead, if another player moves onto the same square as a Princess, they capture that Princess.
3. Once the Dragon has been defeated, his lair is moved and hidden again.
4. If a Princess is placed on the same square as a Castle, they generate two gold per turn.

XIV - Buildings

1. There shall be various buildings that players can build in squares they own.
2. An enemy unit on the same square as a building may choose to destroy all buildings in that square as long as they do not move that turn.
3. Building available to build will include:
-Cotton Plantations: Cost 3 food to build. A cotton plantation may convert any food produced in its square into gold.
-Militia Hall: Costs 2 food and 1 gold to build and enables the production of Peasants in that square, units with a Combat value of 0, a movement value of 1 and a cost of 1 food.
-Church: Costs 2 gold. If a Knight ends their turn in a square with a Church of the same player, they gain one Faith point.

XV - Faith

1. Knights shall have a Faith points value.
2. A Knight with Faith points may spend one Faith point to gain a +2 bonus in one Combat.

Thursday, December 01, 2005

Proposal No. 7: God Be Praised

This rule adds a new type of Building to the rules, assuming Proposal 6 passes.

-Church: Costs 2 gold. If a Knight ends their turn in a square with a Church of the same player, they gain one Faith point.

A Knight with Faith points may spend one Faith point to gain a +2 bonus in one Combat.

-Rhea

Proposal 6: Pick A Bale

There shall be various buildings that players can build in squares they own other than castles. Building construction shall be resolved after all unit movement and unit construction is complete. An enemy unit on the same square as a building may choose to destroy all buildings in that square as long as they do not move that turn. Intially, two buildings will be available to build:

-Cotton Plantations: Cost 3 food to build. A cotton plantation may convert any food produced in its square into gold.
-Militia Hall: Costs 2 food and 1 gold to build and enables the production of Peasants in that square, units with a Combat value of 0, a movement value of 1 and a cost of 1 food.

Wednesday, November 30, 2005

Proposal 5: Office of Temporal Clarification

A couple of rules to clear up turn order, mainly for my benefit.

-Unit movement is resolved before unit construction.
-Unit movement within the unit owner's territory is resolved before all unit movment outside the owner's territory.
-All unit movement is resolved simultaneously.
-Should the paths of two units from opposing players cross, those units will immediately come to a halt in the square that their paths cross.

Sunday, November 27, 2005

Proposal 4: Leap!

If a unit is in a Castle, and wishes to make an attack on an adjacent square, they may leap off the Castle and onto the adjacent square. This grants them a +1 bonus to their Combat score for that attack, and causes that attack to be resolved first.

-Sezza

Current Gamestate: Turn 1


Player Stats:

Zartes (Green)
-----
Castles:
Loch Snuff Castle (4,2)

Knights:
Sir Jeremy (4,2)
Lady Nils (2,4)

Resources:
Gold: 1
Food: 5


Bugsy (Red)
-----
Castles:
Don'tgoneathe Castle 1,7

Knights:
Sir Francis 1,7
Cavalier Charlie 3,9

Resources:
Gold: 1
Food: 5


Rhea (Grey/Black)
-----
Castles:
Harbringer Castle (9, 8)

Knights:
Dame Lysara (9, 8)
Sir Denial (9, 6)

Resources:
Gold: 1
Food: 5


Sezza (Pink)
-----
Castles:
Castle von Darkness (2,9)

Knights:
Sir Rohan (3,8)
Sir Camalot (2,9)

Resources:
Gold: 1
Food: 5


Tycho (Blue)
-----
Castles:
Hellfire Castle (5, 8)

Knights:
Sir Caranos (3, 9)
Sir Arcadie (5, 8)

Resources:
Gold: 1
Food: 5