Difference between revisions of "Wheel of Time"

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(New page: Variant created by Jason Koeleywn <img SRC=http://www.diplomaticcorp.com/wiki/data/Wheel_of_Time_attach/Wheel%20Of%20Time.gif width=90%> == Powers And Starting Positions: == Trollocs:...)
 
 
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==Revisions==
 +
*Current version:  Wheel of Time 2.0
 +
**Added Several sea spaces around the Seafolk Isles
 +
**Added a territory allowing the crossing of the Mountains of Mist
 +
**Removed the Eastlands as a player, removed the SCs of Dragonmount and Fal Dara.
 +
*[[Wheel of Time 1.0]] Created 2007, playtested in [http://www.diplomaticcorp.com?game_id=dc134 dc134]
  
 
Variant created by Jason Koeleywn
 
Variant created by Jason Koeleywn
 +
This is Version 2 of this variant.  A number of changes were made after a very successful playtest of Version 1. 
  
<img SRC=http://www.diplomaticcorp.com/wiki/data/Wheel_of_Time_attach/Wheel%20Of%20Time.gif width=90%>
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Playtest for version 2 is currently recruiting.
 +
 
 +
[[Image:Wheel Of Time.GIF]]
  
  
 
== Powers And Starting Positions: ==
 
== Powers And Starting Positions: ==
  
Trollocs:  a Shayol Ghul.
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*Trollocs:  a Shayol Ghul. (Non Playable)
SeaFolk:  f The Aryth Ocean, f Sea of Storms, f Tremalking.
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*SeaFolk:  f The Aryth Ocean, f Sea of Storms, f Tremalking.
Borderlands: a Shienar, a Arafel, a Kandor.
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*Borderlands: a Shienar, a Arafel, a Kandor.
WestLands: a Arad Doman, a Katar, a Tarabon.
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*WestLands: a Arad Doman, a Katar, a Tarabon.
Southlands: a Illian, a Tear, a Godon.
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*Southlands: a Illian, a Tear, a Godon.
Midlands:  a Caemlyn, a Four Kings, a Whitebridge, a Lugard.
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*Midlands:  a Caemlyn, a Four Kings, a Whitebridge, a Lugard.
Eastlands: a The Black Hills, a Tar Valon, a Cairhien.
 
 
 
  
 
== WOT Variant Rules: ==
 
== WOT Variant Rules: ==
  
 +
WOT Variant Rules:
 
This Variant is based on Robert Jordan's Wheel of Time series.
 
This Variant is based on Robert Jordan's Wheel of Time series.
The rules follow the standard Diplomacy rules with Three major exceptions,
 
that must be adjucated manually
 
 
1. The Seafolk and Seanchen Navies are the only Navies able to enter the Deep
 
Ocean territories (The Aryth Ocean and Sea of Storms).
 
 
2. The Sea Folk must always have more Navies then Armies, and all other
 
nations must always have more Armies then Navies.
 
 
3. The hidden SC of Dragonmount belongs to the controller of Tar Valon.  When
 
TV changes hands, Dragonmount must be Manually transferred as well.
 
 
4. Shayol Ghul is controlled by the Trollocs. They will attempt to break out
 
of the Blasted Lands when ever the Borderlanders become distracted.  Any
 
non-Trolloc Army that Holds north of Fal Dara, or remains there for more than
 
2 turns will be destroyed.  The Trollocs will make no alliances and the GM
 
must commit their moves before receiving moves from players.  If a player has
 
been eliminated from the game they have the option of taking over the Trolloc
 
Forces.
 
 
5. Once every 5 years, in the Winter, a Trolloc Army will appear in the
 
Mountains of Doohm.  GM should specify how the timing is determined in
 
his/her house rules.  This army must capture a supply center to survive the
 
year, and will attack wherever it can.
 
 
6. Once every 5 years, in the Winter, an Aiel Raiding party (army) will
 
appear in either the Jangai Pass or Niamh Pass. GM should specify how the
 
timing is determined in his/her house rules.  This army Will last for 2 years
 
unless destroyed sooner.  The Aiel will sack any SC they can reach, Primarily
 
Cairhien or Tar Valon.
 
 
7. Once every 5 years, in the Winter, Two Seanchen Navies will appear in the
 
North Seanchen Sea and South Shenchen Sea. They will last for 3 years or
 
until destroyed.  If they capture a supply center that center becomes their
 
home territory and they may expand.  The 2 Navies will still disband at the
 
end of three years, but do not count when calculating builds.  If the
 
Seanchen control a supply center when the next 5-year invasion occurs, only 1
 
Navy appears as free reinforcements.  The Seanchen will make no alliances and
 
the GM must commit their moves before receiving moves from players.  If a
 
player has been eliminated from the game they have the option of taking over
 
the Seanchen.
 
  
8. The North Seanchen and South Shenchen Seas are one way only.  The cannot
+
The rules follow the standard Diplomacy rules with the following exceptions, that must be adjucated manually:
be entered.
 
  
9. Note to GM - The starting Army of Aiel and Starting Navy of Seanchen must  
+
#The Seafolk and Seanchen Navies are the only Navies able to enter the Deep Ocean territories (The Aryth Ocean and Sea of Storms).
be removed before the game begins.  RP requires at least one unit per nation.  
+
#The Sea Folk must always have more Navies then Armies, and all other nations must always have more Armies then Navies.
These are placeholder units and are not meant to exist until required as  
+
#Shayol Ghul is controlled by the Trollocs. They will attempt to break out of the Blasted Lands when ever the Borderlanders become distracted.  Any non-Trolloc Army that Holds north of Fal Dara, or remains there for more than 2 turns will be destroyed.  The Trollocs will make no alliances and the GM must commit their moves before receiving moves from players. 
above.
+
#Once every 5 years, in the Winter, a Trolloc Army will appear in the Mountains of Doohm.  GM should specify how the timing is determined in his/her house rules.  This army must capture a supply center to survive the year, and will attack wherever it can. The Trolloc armies can support each other.
 +
#Once every 5 years, in the Winter, an Aiel Raiding party (army) will appear in either the Jangai Pass or Niamh Pass. GM should specify how the timing is determined in his/her house rules.  This army Will last for 2 years unless destroyed sooner.  The Aiel will sack any SC they can reach, Primarily Cairhien or Tar Valon.
 +
#Once every 5 years, in the Winter, Two Seanchen Navies will appear in the North Seanchen Sea and South Shenchen Sea. They will last for 3 years or until destroyed.  If they capture a supply center that center becomes their home territory and they may expand.  The 2 Navies will still disband at the end of three years, but do not count when calculating builds.  If the Seanchen control a supply center when the next 5-year invasion occurs, only 1 Navy appears as free reinforcements.  The Seanchen will make no alliances and the GM must commit their moves before receiving moves from players.  If a player has been eliminated from the game they have the option of taking over the Seanchen.
 +
#The Mountains of Dhoom, The North Seanchen and South Seanchen Seas are one way only. The cannot be entered by any unit, and their support cannot be cut.
 +
#Note to GM - The starting Army of Aiel and Starting Navy of Seanchen must be removed before the game begins.  RP requires at least one unit per nation. These are placeholder units and are not meant to exist until required as above.

Latest revision as of 11:35, 13 September 2008

Revisions

  • Current version: Wheel of Time 2.0
    • Added Several sea spaces around the Seafolk Isles
    • Added a territory allowing the crossing of the Mountains of Mist
    • Removed the Eastlands as a player, removed the SCs of Dragonmount and Fal Dara.
  • Wheel of Time 1.0 Created 2007, playtested in dc134

Variant created by Jason Koeleywn This is Version 2 of this variant. A number of changes were made after a very successful playtest of Version 1.

Playtest for version 2 is currently recruiting.

Wheel Of Time.GIF


Powers And Starting Positions:

  • Trollocs: a Shayol Ghul. (Non Playable)
  • SeaFolk: f The Aryth Ocean, f Sea of Storms, f Tremalking.
  • Borderlands: a Shienar, a Arafel, a Kandor.
  • WestLands: a Arad Doman, a Katar, a Tarabon.
  • Southlands: a Illian, a Tear, a Godon.
  • Midlands: a Caemlyn, a Four Kings, a Whitebridge, a Lugard.

WOT Variant Rules:

WOT Variant Rules: This Variant is based on Robert Jordan's Wheel of Time series.

The rules follow the standard Diplomacy rules with the following exceptions, that must be adjucated manually:

  1. The Seafolk and Seanchen Navies are the only Navies able to enter the Deep Ocean territories (The Aryth Ocean and Sea of Storms).
  2. The Sea Folk must always have more Navies then Armies, and all other nations must always have more Armies then Navies.
  3. Shayol Ghul is controlled by the Trollocs. They will attempt to break out of the Blasted Lands when ever the Borderlanders become distracted. Any non-Trolloc Army that Holds north of Fal Dara, or remains there for more than 2 turns will be destroyed. The Trollocs will make no alliances and the GM must commit their moves before receiving moves from players.
  4. Once every 5 years, in the Winter, a Trolloc Army will appear in the Mountains of Doohm. GM should specify how the timing is determined in his/her house rules. This army must capture a supply center to survive the year, and will attack wherever it can. The Trolloc armies can support each other.
  5. Once every 5 years, in the Winter, an Aiel Raiding party (army) will appear in either the Jangai Pass or Niamh Pass. GM should specify how the timing is determined in his/her house rules. This army Will last for 2 years unless destroyed sooner. The Aiel will sack any SC they can reach, Primarily Cairhien or Tar Valon.
  6. Once every 5 years, in the Winter, Two Seanchen Navies will appear in the North Seanchen Sea and South Shenchen Sea. They will last for 3 years or until destroyed. If they capture a supply center that center becomes their home territory and they may expand. The 2 Navies will still disband at the end of three years, but do not count when calculating builds. If the Seanchen control a supply center when the next 5-year invasion occurs, only 1 Navy appears as free reinforcements. The Seanchen will make no alliances and the GM must commit their moves before receiving moves from players. If a player has been eliminated from the game they have the option of taking over the Seanchen.
  7. The Mountains of Dhoom, The North Seanchen and South Seanchen Seas are one way only. The cannot be entered by any unit, and their support cannot be cut.
  8. Note to GM - The starting Army of Aiel and Starting Navy of Seanchen must be removed before the game begins. RP requires at least one unit per nation. These are placeholder units and are not meant to exist until required as above.