Okay everyone, thanks for all the feedback in the original thread. There are a lot of great ideas, so I had to pick and choose. (I had also begun work well before much of the discussion started taking place, which rather constrained what I could adapt in. I'm still looking at it though!) I hope to have the website and backend up by mid-June so we can do some short testing and see if folks like it. I'll try to make the framework flexible enough for adaptation to other rules in the future! Without further ado, here are the work-in-progress rules for Guild-Wars-as-I-am-building-it: == GUILD WARS RULES V0.2 == 1 Overview 1.1 Introduction Guild Wars is a mashup of Diplomacy, World of Tanks' Clan Wars, and Card Hunter. The Guilds of Cardhuntria will fight for dominance, glory, and loot! (Well, not loot just yet.) Each Guild Master will need to coordinate a motley crew in order to bash, smash, and backstab their way to victory! The actions of all Guild Members in normal Card Hunter play will contribute to the overall war effort of the Guild, but each Guild Master must also send forth hand-picked Champions to conquer his foes. Meanwhile, the Guild Master will need to rely on Cartographers to confound attacking forces. To battle, forces of Cardhuntria! 1.2 The Map Guild Wars takes place on an NxN world map. Grid units are considered to be connected only along edges (i.e., only along the cardinal directions) and NOT across vertices. Some grid units may be designated as impassible. Each passible grid unit contains a Card Hunter custom scenario and a Treasure (Ð) value ranging from 1Ð to 5Ð. The map is initially seeded with randomized encounters and resource values. 1.3 Gameplay The Guild War takes place in a series of action cycles, each lasting 25 hours. The Guild War will last for a specified number of cycles, usually around 14 or 30. Designated players submit actions via custom maps played in Card Hunter during each cycle. All actions submitted by all players during a cycle are resolved simultaneously. (See "Player Roles" below for description of actions and conflicting order resolution.) 1.4 Objectives When the specified number of cycles have been completed, Guild ranking is then determined by the number of grid units each Guild controls on the world map. The victor is crowned Supreme Guild of Cardhuntria, with all the rights and privileges pertaining thereto. An alternative scoring system under consideration would rank each Guild according to the quantity of resources it has extracted during the Guild War. (Completely speculative: If Blue Manchu would be open to a World of Tanks-style reward system, resources mined from terrain could be converted into chests at the end of play. I will presume that this is possible for the remainder of the rules, at a rate of ~4Ð per gold chest.) 2. Economy 2.1 Tribute (Þ) As a Guild's fame spreads throughout Cardhuntria, it earns Tribute which may be spent through various actions on the Guild Wars map. Tribute accumulated during an action cycle is not available until the next cycle begins. Tribute remains available in the Guild's treasury for 3 cycles. A Guild earns Tribute when a Guild Member is "active" by winning a MP or League match. The following are the means by which such activity earns Tribute during a single 25-hour cycle: - 10/8/6/4/4/2/2/1Þ... for the Nth active Guild Member NOTE: I may cap the above at the 10th active Guild Member so that SRC doesn't squash everyone... - 1Þ for each of 12 2-hour periods in which any Guild Member was active - 1Þ for the remaining 1-hour period - 2Þ for each of 5 5-hour periods in which any Guild Member was active 2.2 Treasure (Ð) As a Guild controls more territory, it can exploit that land to accumulate Treasure. Each passable grid unit of the world map has a Treasure rating ranging from 1Ð to 5Ð. At the end of each cycle, this quantity of Treasure is deposited into the Guild's treasury if it has (1) constructed a Mine on the grid unit, and (2) the grid unit is connected by claimed terrain to the Guild's Headquarters. Assuming that this Treasure could be converted an in-game reward, it will play no other role under the present rules. (NOTE: For the test run, we'll see about using Treasure as Victory Points at a rate of 8Ð:1VP, with each claimed grid unit contributing another 1VP.) If such an assumption proves invalid, Treasure will be used to pay upkeep on controlled terrain and to purchase upgrades. 3 Player Roles / Actions 3.1 Guild Master The Guild Master holds ultimate authority over administrative actions. These include control over the treasury, to spawn Champions, and the ability to delegate certain powers. Furthermore, the Guild Master may not enter the world map as a Champion. The Guild Master may spawn a Champion via a trivial custom scenario whose title indicates the Guild Member that controls the Champion. The Champion will spawn at the Guild Headquarters at the start of the next action cycle IF the Guild Headquarters exists and is empty. The cost of a failed spawn will not be returned to the Guild Treasury. If multiple spawn orders are submitted, only the last will be processed. Spawn orders may also be cancelled via a trivial custom scenario. Spawn orders have lower priority than Champion movement. The Guild Master may (un-)designate a Scribe via a trivial custom scenario whose title indicates the Guild Member that will receive the powers. The Scribe (un-)designation takes effect immediately. 3.2 Scribe The Guild Master may designate any number of guild members as Scribes, delegating to these players the power to submit treasury orders. (The Guild Master can always still submit treasury orders.) A Scribe or the Guild Master may submit a treasury order any number of times during each action cycle. Treasury orders are created at the Guild War website, and consist of an allocation of resources from the treasury to pay for upkeep costs and other purchases. The website will generate a unique id for the order which must then be confirmed via a trivial custom scenario. If multiple treasury orders are submitted, only the last submission will be processed. 3.3 Champion The Guild Master may designate any number of guild members as Champions who enter the world map to battle on behalf of the guild. A Champion will most often attempt to move to an adjacent grid unit. This is achieved by winning the scenario associated with that grid unit. If the Champion loses the scenario associated with the grid unit, it is removed from the world map. A Champion can also provide support for another Champion attempting to move into or hold a contested grid unit. Support is indicated by a trivial custom scenario. If the grid unit is already occupied, or another unit attempts to enter at the same time, the outcome of movement will depend on which Champion has the most support. If the Champions each have equal support, movement will simply be cancelled. If one Champion is defeated by a superior force, it is disbanded and removed from the world map. (Diplomacy movement rules, except that displaced units are always disbanded.) Finally, instead of moving, a Champion may build improvements on the grid unit it presently occupies. See Terrain Improvements below for more details. If multiple orders are submitted, the first build or move order will take precedence. If only support orders were submitted, just the last submission will be processed. 3.4 Cartographer Although this role is not officially recorded within the mechanics of the Guild War, each Guild will need to produce difficult maps which confound the enemy as it seeks to destroy the Guild's holdings. 4 Expenses 4.1 Terrain Improvements The Guild Champion may construct any one of the following improvements (build cost / upkeep): Headquarters (20Þ / 4Þ) - Enables the Guild to spawn Champions and to collect resources from Mines. Placed via defeating the custom scenario which is then attached to the grid unit. Fortress (10Þ / 1Þ) - Enables the Guild to shore up defenses by placing a more difficult challenge at a particular location. Placed via defeating the custom scenario which is then attached to the grid unit. Mine (10Þ / 2Þ) - Enables the Guild to extract resources from the grid unit at which it is located. Placed via a trivial custom scenario which is then attached to the grid unit. Claim (0Þ / XÞ) - A Guild Champion may claim a grid unit for the Guild by defeating for a second time the scenario attached to its current position. Guild Champions may move through terrain claimed by the Guild via a trivial custom scenario instead of defeating the related scenario again. (NOTE: A Guild may claim a fortress or mine constructed by a rival, if it can access and hold that position.) Remember that the Guild with the most claimed terrain at the end of the game wins! Upkeep is assessed at the END of each action cycle according to the last treasury order submitted by the Guild Master or a Scribe. Any terrain improvement whose upkeep is not paid (whether due to insufficient funds or failure to note in the order) will fall into disrepair at the start of the next action cycle and become neutral territory. 4.2 Champions and Special Actions The Guild Master may spawn a new Champion for 10Þ with an upkeep of 2Þ. Any Champion whose expenses are not paid will be removed from the game at the start of the next action cycle. The Guild Master or a Scribe may purchase via treasury order any number of Resurrection Stones for 10Þ each. These are each assigned to a particular Champion upon purchase. If that Champion would be removed from the board at any point in the future, it will instead return to the last unoccupied location along its history of movement. That grid unit is NOT re-claimed if it has since fallen to another guild. At any point a Guild Champion may teleport back to the Guild Headquarters at a cost of 2Þ per grid unit along the manhattan distance from Headquarters. The cost for this action is assessed prior to the resolution of the Guild's treasury order. Teleportation is triggered via a trivial custom scenario. 5 Special Rules for Single-Player Guilds A Single-Player Guild Master may also control a Champion. 6 Opening Round and Placement The world map is seeded with random encounters and Treasure values. Four corner squares are designated as landing zones. Guilds competing in the Guild War will designate a Guild Champion who must complete a time-trial custom scenario during the 25 hours prior to the first action cycle. The first Guild Member who completes the custom scenario during the 25-hour period will be automaticallly recognized as the Champion. The Guild Masters will choose their respective landing zones during the first action cycle in the order determined by the speed with which their Champions completed the time trial. Guild Champions will be placed in the respective landing zones at the start of the second action cycle (and Tribute from the first action cycle will be deposited in the Guilds' treasuries).