Rulebook
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Written by Brytenwalda Dev.   

 

 

First Brytenwalda Multiplayer Campaign: Under the Reign of the Sword



Rulebook.



1-Introduction


Under the Reign of the Sword aims to recreate the clash between 8 factions (and six kingdoms) in Southeastern Britannia around year 500 AD.

As framework we will use the cruel historical conflicts between the invaders (Saxons, Angles and Jutes) and Brithonic kingdoms; a time that created historical characters as important as Arthur and Aelle.

We intend the rules for this campaign to be as simple as possible. Our goal is to make the campaign fun, above all immersive, and with actively practiced diplomacy, promoting the role-playing among participants. Something that would be impossible if we are searching through the rules every second. These rules are the result of the experience in other multiplayer campaigns in the past, and hopefully so easy to understand that everyone can get a hold of them in minutes.

 

2-The system of money


For simplicity, making everything more understandable and lightweight, this campaign will be calculated according to money held by the player. This means that you can invest the money that you want: raise an army, buy mercenaries, bribe your enemies, buying rights of way, contract murderers ... well, all that you can imagine happening, always to be approved by moderators' campaign, and things are held realistic.

> Money starting out

- The Kings of each realm begin with 5,000 coins.
- The lords of each realm begin with 3,000 coins.
- Champions and elite troops start with 0 coins.
- Arturo starts with 12,000 coins.
- Aelle starts with 12,000 coins.


> Income by turn

- Kings: 2,000 coins from each land ownership, and 500 coins for each land, in taxes, of their lords (and as long as your Lord decides to pay taxes)
- The Lords will get 1,000 coins for each of their lands. May get 1,500 per land if they decide not to pay taxes to their king.
- Elite troops do not get anything every turn, but they can receive money from their lords and kings as a reward for their actions or fidelity.
- Arthur and Aelle do not get money. Their mission is to convince the different kingdoms that they cede part of their income, or simply conquer lands to have their own income. In the case of conquering lands, they will receive 1,500 coins each turn for a conquered province.
- If an elite troop received land as a gift by the king (or lord), he/she automatically becomes Lord. You may also receive gifts of money to accumulate and use for whatever you like.


3- The map and general rules


Each turn the player can move at once to the adjacent province where he/she is.
If the province belongs to another faction and the player doesn't have agreed upon rights of way (see diplomacy) then there is an invasion that must be resolved in a battle (read section on war).

The money from a lord / king, travels with him. If he/she leaves the province - leaving it unprotected - it is considered empty, so it can be lost if an opponent moves to the province. The Lord / King has the option of giving money to a elite troop or one of his lords to protect the province.
It is advisable to only leave empty the provinces that can not be attacked by rival forces.

 

4- Orders of movement and invasion.


Each player has the option of marking their movement orders on the map in an interactive web created for this purpose for the campaign. For this you can move your avatar on the enemy province, or represent their progress drawing an arrow. During the turn, all factions can move their avatars or represent their movement orders when they want with a maximum of 72 hours before the turn begins, after which war actions are settled.
If a player does not give orders to move within those 72 hours on duty, it is considered a pass - the player stays where he is).

The following factions are listed as the most aggressive to the least aggressive (at the bottom):

-Aelle - invaders
-Angles
-Saxons
-Jutes
-Arthur
-Lundein
-Atrebatia
-Regia


For example, the Aelle player decides to attack a province east of Regia. Both players, Aelle and lord of the province, have issued their movement orders (in less than 72 hours).
The Regia Lord advances north, abandoning his province. But in the battle turn, Aelle have precedence (being invader). Before Regia Lord can move north, he must fight Aelle.
This means that the Lord of Regia has the option to defend his province, and if successful he can move north.
This motivates invading factions (Aelle, Jutes, Angles and Saxons) to move, but will force Briton factions to repel an enemy attack before of moving.


However, the goal is that this is very flexible and always connected with diplomacy, so that players give orders of movement when it suits their interests.
As players are done with the game system, and knowing they have a move action per turn, everything should be agile enough to dispense with the rule of 72 hours.


5-War


When the invasion of a province begins, both teams must resolve the possession of it in battle.

Each side in the battle must assign an amount of money in it. That money is then available for the purchase of equipment and troops.

There are two ways to resolve the battle:

.................................................1. In Warlords gamemode - the battle is played in Brytenwalda (the game will be hosted by a moderator, or failing that, a participant in the battle should videotape or take screenshots of the loading screens, stages, key moments of the battle, and results).
Before battle, campaign moderators will give conditions (factions, map, money apiece, and conditions).

In the battle all players are entitled to 1,000 coins so basic equipment can be accessed. To that money what each side have invested in the battle will be added.
The battle will be played 4 rounds. The first will not count in the result, and is only for testing and getting to know the battlefield.
The victory will be determined by the side that wins 2 out of 3 rounds.
It is important to know that what players do in each round affects the following rounds, so the first round is always the most important.
Players are advised to organize their troops and plan the strategy carefully.

.................................................2. Autoresolve battle means a moderator rolls a dice (1-6), assigning 1 to 3 for team one, and 4 to 6 for team two.
If team one has more money, it will be assigned 1 to 4, and 5 and 6 for the other, or vice versa if team two has more money.

The result of the dice roll determines the winner.

- Result

The winner of the battle will win the province and only lose half the money invested in it.
The loser will lose all money invested in the battle, and losers can stay in the province to fight the next turn or leave to a nearby friendly province.
If two lords / kings converge to attack each other because they share the same turn adjacent provinces, there'll be a battle without dispute over the province. That is, the battle will be made with the results reported previously, but without loss or gain of any province.
If a lord or king loses all his/her money and provinces he/she will become elite troops.
He/she should offer his/her services to another king or lord, and if not accepted by anyone, be declared dead, and will be removed from the campaign.


An example of a confrontation over a province. Jute King organized a campaign with his three lords and attack on the three nearest Lundein provinces, invading. There is a Briton Lord here, and Briton King takes his turn to move to their aid.
In this battle, the Jute king decides to bet heavily and spend 10,000 coins. Every Jute Lord brings 3,000 coins too. In total they will have on the multiplayer side 16,000 coins, to be shared among the three to buy troops and equipment.

Meanwhile, the Briton king decided to invest 7,000 coins, and the Briton lord all the money he has, 1,500 coins. Therefore this group will fight at a disadvantage, having 8,500 coins (nearly half of its rivals), so they can buy less equipment and fewer troops. However, if they make a good strategy, they could win.

 

6-Diplomacy


The diplomacy part should be as free as possible, mediated by the realistic and objective actions of the moderators.
The moderators always have the final say on what can and can not be done.

During a turn you can make as many diplomatic actions as desired.

If an act of diplomacy is not known by the moderator it will not be accepted in the campaign. This means that if you close a private deal between two kingdoms or players, for example, you send a copy to the moderators of the terms of the treaty for approval within the rules and the balance of the campaign; although it's desired that no other player knows of their existence.
The moderators will record and maintain the secret treaty until the players involved in it wish to bring it to light.

For outdoor activities diplomacy, participants in the campaign will have the right to open a forum thread in Brytenwalda multiplayer subforum, or they may use the chat site that provides the web of the campaign.

For covert operations, they can use private messages in the forum, or any other means that they want. The moderators only have to send a summary of the agreement and approval of all involved.

You can negotiate with other factions' rights of way through their territory (paying tribute or not, threatening ... as you desired). These rights of way allow the lords and kings to attack provinces that are not adjacent to their provinces. However, the army with rights of way can only move once for each province in each turn.
Of course, you may betray the rights of way and at some point decide to attack the province. In that case, the visiting army will put a war icon in the province being attacked.

Civil War - the Lords can exercise their own diplomacy with other kings, lords, elite troops, etc ... always to pursue their own objectives. If the Lord will not pay taxes to their king (and he decides to punish him), or when your actions so require diplomacy (the Lord decides to proclaim himself king, join another kingdom, to go against the interests of his king ...) a case of civil war occurs.

In this case, the Lord becomes a faction hostile to his own kingdom.It may be a lord who melts his own kingdom with the consent of the king, or peaceful acceptance. Then, the two kings, the old and new, must publish their agreement in diplomacy forum.

- The elite troops - begin by serving a king. Free to accumulate wealth (gifts of kings or lords) to change masters (to go with another king or lord to give them more money), or even if they have enough money, raise their own army and conquer a province.

When a king or Lord gives money to an elite troop to protect a province, then in that case, and only in that case, the elite troops fight as the Lord commanded the troops if the province is attacked.

As we have said, and we want to emphasize, once again, the turn of diplomacy is very open, and the actions to be taken as complex or simple as desired by the players.

Some examples: you can levy taxes to other players, hire lords or elite troops, rewarding our own servers, buy the province of a rival ... You can also take aggressive actions such as sending murderers. In this case, player call to a event, the offender shall notify the moderator of his intention to send a murderer, and moderators will announce the conditions for success.

Also, if a player is killed by a murderer, moderators will introduce him/her to his/her new status in the campaign and how it affects the game. In both cases, both attacker and attacked, agree on the event.

The turn ends when everybody have resolved all actions of movement and battle, or after one week.

The moderators hold the power to change these rules as required by the campaign or to act objectively in those parts that do not meet these rules.

 

7-roleplaying


Key feature in the campaign. We encourage players to write their diplomatic letters, edit videos, embassies, battles, role-play forum, or chat in the game, count as sent murderers, or required taxes, as he get married thanks to a diplomatic settlement, or how to give parties in his mead hall for his troops ...
The moderators can each turn reward the most committed player to an extra income of 1000 coins.

 

8-objectives:


A campaign is terminated if a player reaches 2,000 points.

> Arthur
1. destroy Aelle - 1,000 points.
2. That the Briton Kingdoms accept their tutelage. No need to be king, with enough to recognize its sovereignty (appoint him High king and kingdom page every 1,500 coins each turn), if not accepted, you can conquer them. - 300 points for each province to have that kingdom page.

> Aelle:
1.Destroy Arthur - 1,000 points.
2. That the kingdoms invading: Jutes, Angles and Saxons accept him as Brytenwalda, i.e. the supreme king ( and get paid 1,500 coins each turn).
Can do with diplomacy or conquering them. - 300 points for each province to have that kingdom page.

>Other Realms:
1. Target kingdom grow in length until 9 provinces. - 500 points for the king.
2. Target kings: for each province owned - 300 points.
3. Kings' Goal: for each province with one of his lords - 100 points.
4. Lords' target: for each province he owns - 400 points.
5. Elite Troops' Target: Collect 15,000 coins in prize money. - 500 points.
6. Elite troops' objective: if being lord, +300 points, and go into the category of points per province for lords. If King, +500 points.