Skip to content

Capture A City

A game of competitive besieging, for all of Illyria.

  • Friends or allies of a departing major player announce that the player has left the game, and issue a challenge to Illyriad’s players to capture the player’s now-unwanted cities.
  • Any players who wish then attempt to siege the cities. Others may attempt to break these sieges, and particular prizes may attract several multiple alliances to vie for victory.
  • Confederations, NAPs, etc., inevitably stay in place, and the prizes are the cities themselves.

And it’s that simple.

It is an excellent idea that a player’s departure from the game to should create entertainment for those who continue to play. The challenge is unlikely to appeal to the community if the settlements are only small, and it can be expected that an alliance would not invite others to take settlements in the midst of its own strategic holdings, but in instances where large players with scattered cities leave the game, this is a wonderful way for them to bow out.

Naturally the challenge needs no scoring or administration as such. This idea came from SunStorm and Lorre, on Lorre’s departure from the game, and much kudos to them for this. The challenge to seize Lorre’s cities was made in a Forum post which got a great deal of positive reaction. SunStrom then continued to update the announcement to provide a newsfeed, which was also an excellent idea.

Advertisements

Seven Swords

A game of competitive Blockading for 2-6 teams.

  • Two, four or six teams compete, each with the same number of players, and the same number of troops.
  • The adjudicator/referee sends 7 Caravans, each carrying 1 Sword, to 7 inactive villages.
  • The teams compete to capture more Swords than their opponent(s).
  • Since the teams will come to blows with one another, none can be in NAPs or Confederations with each other.

“The Secret Guardians of the Seven Swords will move their sacred relics before the moon is full! Honor and glory shall befall those who capture these blessed blades!”

The rules for the teams:

  • Players select the troops and commanders that they intend to use, and inform the adjudicator/referee..
  • Players may only use the armies that they initially nominate. They may not send other troops or commanders, and may not replace their losses in these armies – so, they have a finite number of troops with which to fight.
  • Players then Blockade the seven designated towns.
  • Players may Scout, Raid and Attack the other team’s Blockade camps. Indeed, it is expected that they will do so.
  • Players may Occupy lands without necessarily issuing a Blockade order, and may Reinforce camps.
  • If a Sword slips through, then it is out of the competition – Attacking or Thieving from the villages after the sword has snuck in will not help. The game is to Blockade, not to steal.
  • All combat reports should be sent to the adjudicator/referee.

Rules for the adjudicator/referee:

  • Several days before the game begins, the adjudicator/referee informs the teams of what their troop limits are. They may have, for example, 10 commanders + 1,000 Experience worth of troops; or 20 commanders and 40,000 troops by number; whatever seems interesting and appropriate.
  • The adjudicator/referee selects 7 inactive villages, and tells the teams where these are. These should be equally convenient (or inconvenient) for both/all teams.
  • S/he announces when the last of the seven swords will arrive, and so the game begins.
  • The adjudicator/referee sends the swords to arrive at intervals. For example, for a 5 day game, 1 might arrive after just 24 hours, 2 more after 3 days, 3 more after 4 days, and the last after 5 days. S/he does not tell the teams what the intervals will be – the teams only know when the last sword will arrive.
  • As each sword arrives (whether intercepted or not) the adjudicator informs both teams where and when the sword arrived, and whether it was intercepted. So, throughout the game, the teams both know what villages have yet to receive a sword (i.e. remain in play) and also what the score is between the teams.
  • The adjudicator/referee should review the battle reports sent, keeping a running tally of troops lost to ensure that they are not being replenished, and should also send his/her own Scouts to check on the camps, to ensure that no illegal troops are being used.

Scoring:

  • One sword = 1 point
  • The team with the greatest number of points at the end wins.

Clear the Camps

This game is intended to allow people to practise the tactics of setting up and repelling Sieges and Blockades.

  • Team A attacks
  • Team B defends
  • Winners are selected from each team (2 winners from A, 2 winners from B). There is no overall winner.
  • It would help if the teams were relatively close to each other on the map, as teams must march to each others’ cities. Naturally the teams cannot be from alliances under a Non Aggression or Confederation agreement.

“The lands are infested by villains” (i.e. troops from the other alliance) “and their camps are threatening our cities, so wipe them out with as few losses as possible.”

The rules for Team A:

  • Players from Team A  send their troops to Occupy squares adjacent to any of Team B’s settlements.
  • They can pick any settlements from a prescribed list (e.g. any; any within 20 squares of location x/y; or whatever else the organizer chooses to define).
  • They can pick any squares adjacent to those cities. They can only go for adjacent squares (i.e. squares where a siege or blockade could be set up).
  • They can only use the Occupy order – no Blockades or Sieges.
  • They may not otherwise damage Team B’s troops or settlements – no attacks or assassination attempts on their settlements, for example.

Rules for Team B:

  • Team B uses its armies to defeat or at least damage the troops from Team A.
  • They can Raid, Occupy or Attack.
  • It is permitted (indeed, encouraged) to Scout camps.
  • They may not otherwise damage Team A’s troops or settlements – no attacks or assassination attempts on their settlements, for example.

Army Sizes:

  • If using this game with small / new players (e.g. under 1,000 population) then there is no need to set a size limit.
  • If using this game with larger or medium players, or with mixed sizes, then set a maximum number of troops which can be used for both defense and attack. For example, it might be determined that each player can only field two armies, each of 1 commander and 100 troops; or each player might be allowed two commanders an 2,000 Experience worth of troops. The aim is to make the game balanced and fun for all.

Scoring:

  • At the outset, it should be established when the Game will end. E.g., 5 days from start, 3 days from start, etc.
  • All battle reports should be sent to an adjudicator/referee.
  • The referee totals up the kills and losses, awarding points based on the Experience of the troops. E.g. a slain Kobold Cohort (T1 spear) is worth 1; a slain Death Pack is worth 4).
  • This will give each player a score of Kills by Experience versus Losses by Experience. From this, two winners are selected from each team.
  • The Bloody Victor is the one who killed the greatest number of enemy (measured by Experience) regardless of his/her own losses.
  • The Tactical Victor is the one who got the best kill:loss ratio (measured by Experience).

Optional Rules:

  • A neutral party could be asked to send troops to set up Occupying camps. To the defenders these will look, at first glance, like “enemy” camps, but if Scouted will clearly not be from the enemy alliance. No points are gained for killing troops in such camps. This should teach participants to “look before you leap” – i.e., use Scouts.
  • One or more of Team A could deliberately send their troops to really unsuitable squares, where Team B will more easily kill them. This deliberately foolish placement won’t win the game for the person placing the troops, but this will make the game much more intriguing for Team B, as some camps will be much easier to destroy than others.