Spoiler for Lords
The Seven Houses--each House may make one invasion per night. Any successful invasion will allow for the occupation of the invaded land. A Lord without a wizard may choose to search/recruit a wizard in addition to his invasion. More details on that below (under Phases)
Demincus--A kingdom hungry for power. Every night, Demincus may invade a second time (but may not invade the same Lord twice in a night). If at least two other Lords have recruited a wizard, Demincus may invade a third time (and may invade the same Lord twice in a night, but not three times). If Demincus invades three territories in a night, all invasions are at -5% success rate. No Wizard will ever work for Demincus. (Land: 1)
Drevis--A small and naive nation intent on making a name for himself. All invasions by Drevis are at +15% success. All invasions by Drevis' wizard are at +5% (Land: 2)
Anniata--The Houses of Anniata and Massian were long ago joined together. Although far apart, the two are defaulted to alliance (may be broken by either party). Knows who Massian is. While they remain allied, they may not invade each other. While they remain allied, they may not invade each other, but may cross each other's territories if connected. Wins if all lands are controlled by either her or Massian (or are neutral). (Land: 1)
Calliah--A wise king who controls the mountain pass which joins West Wessol with the East. At the beginning of the game, he may choose one wizard. That wizard must join Calliah. (Land: 2)
Winnter--The King's Killer. A knave who has popularised himself through this action. May move to any territory that he controls, regardless of how far it is from his current location OR if he is conquered by another Lord, he joins that Lord as a vassal regardless of whether the conquering Lord wants him. (Land: 4)
Massian--The Houses of Anniata and Massian were long ago joined together. Although far apart, the two are defaulted to alliance (may be broken by either party). Knows who Anniata is. While they remain allied, they may not invade each other, but may cross each other's territories if connected. Wins if all lands are controlled by him or Anniata (or are neutral). (Land: 2)
Movius--Controls the capital. The capital cannot be captured unless it is Movius' last territory. (Land: 2) (If anyone else is in control of the capital, they do not gain the ability.)
The Seven Houses--each House may make one invasion per night. Any successful invasion will allow for the occupation of the invaded land. A Lord without a wizard may choose to search/recruit a wizard in addition to his invasion. More details on that below (under Phases)
Demincus--A kingdom hungry for power. Every night, Demincus may invade a second time (but may not invade the same Lord twice in a night). If at least two other Lords have recruited a wizard, Demincus may invade a third time (and may invade the same Lord twice in a night, but not three times). If Demincus invades three territories in a night, all invasions are at -5% success rate. No Wizard will ever work for Demincus. (Land: 1)
Drevis--A small and naive nation intent on making a name for himself. All invasions by Drevis are at +15% success. All invasions by Drevis' wizard are at +5% (Land: 2)
Anniata--The Houses of Anniata and Massian were long ago joined together. Although far apart, the two are defaulted to alliance (may be broken by either party). Knows who Massian is. While they remain allied, they may not invade each other. While they remain allied, they may not invade each other, but may cross each other's territories if connected. Wins if all lands are controlled by either her or Massian (or are neutral). (Land: 1)
Calliah--A wise king who controls the mountain pass which joins West Wessol with the East. At the beginning of the game, he may choose one wizard. That wizard must join Calliah. (Land: 2)
Winnter--The King's Killer. A knave who has popularised himself through this action. May move to any territory that he controls, regardless of how far it is from his current location OR if he is conquered by another Lord, he joins that Lord as a vassal regardless of whether the conquering Lord wants him. (Land: 4)
Massian--The Houses of Anniata and Massian were long ago joined together. Although far apart, the two are defaulted to alliance (may be broken by either party). Knows who Anniata is. While they remain allied, they may not invade each other, but may cross each other's territories if connected. Wins if all lands are controlled by him or Anniata (or are neutral). (Land: 2)
Movius--Controls the capital. The capital cannot be captured unless it is Movius' last territory. (Land: 2) (If anyone else is in control of the capital, they do not gain the ability.)
Spoiler for Wizards (Indies)
The Five Wizards
Trohomt the Requisitioner (Summoner)
May summon a temporary defense force to keep intruders at bay (cancels all invasion against the territory he occupies).
Libronalah the Scholar (Invoker)
Knows the deepest secrets of flame--may assist his lord by calling fire down on his enemies, allowing his lord to capture enemy territory (an additional invasion) (may not do so two nights in a row).
Tomathar Vishna, who Changes (Transmuter)
A powerful transmuter who may alter landscape and enemy alike to redirect any force to another target (standard redirect for targeted actions).
Spinnysprout Specklesprocket the Failure (Illusionist)
A master of all things false, the Illusionist may conjure an illusionary beast which will scare and stop any player from acting (block--chosen by player name)
Urthal the Life-Bringer (Necromancer)
May conjure the dead once per cycle to assist in attack or defense. If used for attack, success rate for any invasion from the territory the wizard is on will be increased by 20%. If used for defense, all success rates of invasion on that territory will be decreased by 30%.
The Five Wizards
Trohomt the Requisitioner (Summoner)
May summon a temporary defense force to keep intruders at bay (cancels all invasion against the territory he occupies).
Libronalah the Scholar (Invoker)
Knows the deepest secrets of flame--may assist his lord by calling fire down on his enemies, allowing his lord to capture enemy territory (an additional invasion) (may not do so two nights in a row).
Tomathar Vishna, who Changes (Transmuter)
A powerful transmuter who may alter landscape and enemy alike to redirect any force to another target (standard redirect for targeted actions).
Spinnysprout Specklesprocket the Failure (Illusionist)
A master of all things false, the Illusionist may conjure an illusionary beast which will scare and stop any player from acting (block--chosen by player name)
Urthal the Life-Bringer (Necromancer)
May conjure the dead once per cycle to assist in attack or defense. If used for attack, success rate for any invasion from the territory the wizard is on will be increased by 20%. If used for defense, all success rates of invasion on that territory will be decreased by 30%.
Spoiler for Phases: (OOP)
1) Actions
2) Movement
3) Recruiting
4) Blockading and Fortifying
5) Invading
Actions: (OOA) Redirect > Block, blocks work on passive actions.
Movement: A Lord may only invade a territory which is adjacent to the territory he is on. He may only move to territories that he controls that are connected (regardless of distance) OR he may only move to territories that he controls that are adjacent to his current territory. (except for the Massian Alliance--the two may move through the other's land as long as the alliance stands).
Recruits will not list details about lords and wizards--just that a recruit happened.
Invasion is chosen (and published) by character to numbered territory. That is, the post will show that Demincus invaded land area 4 (and not that Araver invaded Hirkala).
Gray land needn't be captured to win, but can be captured as normal. If two or more Lords successfully invade a neutral land on the same night, the land remains neutral.
Recruiting a wizard: Each night, a Lord may choose one wizard to recruit. At the end of the night, the host will PM each wizard with the name of the player who has sent a recruit request. If the wizard accepts the request, they are joined. No wizard may work for two Lords and no Lord may employ two or more wizards. A wizard may choose to leave his lord at any time. A lord may choose to fire his wizard at any time.
A wizard who loses or leaves his lord may become a wanderer and any Lord may recruit him. Any wizard without a Lord may not act, but may publish a message in the night post (50 char max). This ability is active at the beginning of the game and includes N1.
Blockading and Fortifying: Each cycle, every player may fortify one border. No invasion may occur at that border for that cycle.
1) Actions
2) Movement
3) Recruiting
4) Blockading and Fortifying
5) Invading
Actions: (OOA) Redirect > Block, blocks work on passive actions.
Movement: A Lord may only invade a territory which is adjacent to the territory he is on. He may only move to territories that he controls that are connected (regardless of distance) OR he may only move to territories that he controls that are adjacent to his current territory. (except for the Massian Alliance--the two may move through the other's land as long as the alliance stands).
Recruits will not list details about lords and wizards--just that a recruit happened.
Invasion is chosen (and published) by character to numbered territory. That is, the post will show that Demincus invaded land area 4 (and not that Araver invaded Hirkala).
Gray land needn't be captured to win, but can be captured as normal. If two or more Lords successfully invade a neutral land on the same night, the land remains neutral.
Recruiting a wizard: Each night, a Lord may choose one wizard to recruit. At the end of the night, the host will PM each wizard with the name of the player who has sent a recruit request. If the wizard accepts the request, they are joined. No wizard may work for two Lords and no Lord may employ two or more wizards. A wizard may choose to leave his lord at any time. A lord may choose to fire his wizard at any time.
A wizard who loses or leaves his lord may become a wanderer and any Lord may recruit him. Any wizard without a Lord may not act, but may publish a message in the night post (50 char max). This ability is active at the beginning of the game and includes N1.
Blockading and Fortifying: Each cycle, every player may fortify one border. No invasion may occur at that border for that cycle.
Spoiler for Map (not yet created)
Accompanying this game will be a map of Wessol. The land will be divided into several territories. Each territory will be numbered (static) and coloured (dynamic based on occupying lord [gray is neutral]). A base % will be posted on each border showing success rates for invading from one territory to another. Percents going one way will complement the opposite way to 100% (e.g., if one way is 35%, the other way is 65%). These will be the base %'s and can be modified by active and passive abilities.
Accompanying this game will be a map of Wessol. The land will be divided into several territories. Each territory will be numbered (static) and coloured (dynamic based on occupying lord [gray is neutral]). A base % will be posted on each border showing success rates for invading from one territory to another. Percents going one way will complement the opposite way to 100% (e.g., if one way is 35%, the other way is 65%). These will be the base %'s and can be modified by active and passive abilities.
Spoiler for Additional rules
There are no rules on BTSC except for this: If you are added to a conversation by someone, you cannot add any other person to that conversation without permission from the person who controls the conversation. The person who controls the conversation is whoever I PM'd initially. You may, however, copy/paste information from one thread to another.
There is no penalty for role-outing. There is no penalty for betrayal. The game ends when all lands are controlled by a single Lord or are neutral. If any Lord conquers another Lord, the conqueror may request to recruit the conquered. If he does so, the conquered may accept or decline the invitation. If either Lord declines the recruit, the conquered Lord is removed from the game and any wizard employed by the conquered Lord becomes unrecruited. If he accepts, he becomes a vassal of the conquering Lord and wins a lesser victory if his new Lord wins. The vassal may continue to employ a wizard (or recruit if he does not have one). If the Lord of the vassal is ever conquered, the vassal is removed from the game, but the conquered Lord may become a vassal of his conqueror as normal. (I hope this makes sense to everyone).
Informal alliances are acceptable and encouraged, but two Lords (non-vassal) may not win.
There are no rules on BTSC except for this: If you are added to a conversation by someone, you cannot add any other person to that conversation without permission from the person who controls the conversation. The person who controls the conversation is whoever I PM'd initially. You may, however, copy/paste information from one thread to another.
There is no penalty for role-outing. There is no penalty for betrayal. The game ends when all lands are controlled by a single Lord or are neutral. If any Lord conquers another Lord, the conqueror may request to recruit the conquered. If he does so, the conquered may accept or decline the invitation. If either Lord declines the recruit, the conquered Lord is removed from the game and any wizard employed by the conquered Lord becomes unrecruited. If he accepts, he becomes a vassal of the conquering Lord and wins a lesser victory if his new Lord wins. The vassal may continue to employ a wizard (or recruit if he does not have one). If the Lord of the vassal is ever conquered, the vassal is removed from the game, but the conquered Lord may become a vassal of his conqueror as normal. (I hope this makes sense to everyone).
Informal alliances are acceptable and encouraged, but two Lords (non-vassal) may not win.
Biggest discussion points are in green--they involve Winnter's ability and the rules for Movement. I'd really like opinions on this. The two go hand-in-hand, so resolution on one will also resolve the other (mostly).
EDIT: Added a "not".
Edited by Molly Mae, 07 October 2011 - 05:19 PM.






