Campaign System

Starting Power
Each Faction starts with a capital (Province and gold vault) and 10 gold
Timescale = 1 session = 1 campaign year

Points
Games generate points which can be spent in two ways and stored in one
Game points can be used to take neutral or enemy territory (see below)
Games can generate gold which is stored at the capital
Earning points WIN LOSS
1500-2000            4             2
1000-1499            3             1

Provinces
Provinces cost 4 campaign points, 5 if they are already in the hands of an enemy which can draw an  unbroken line to its capital. Cost to take a province costs -1 if you have an adjacent territory and -2 for a second territory.

Taking provinces
Neutral and adjacent enemy territory must be taken first
If there are none, take a non adjacent neutral territory.
If there are none, take the closest (by number of hops) enemy territory.
*Narrative - both players can decide to fight for a territory/border*

Taking territories takes everything in that territory
Gold can be used only in a *win* to take enemy territory

Modifiers
Total modifiers add to your points gain from a game

Province Upgrades
Note: You can only have as many upgrades as there are upgrade slots



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