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Old 01-25-2010, 07:08 PM
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YOU CAN NEVER BE TOO SURE
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Conquest of AMERICA!

All Right boys and girls of all ages, let us begin the invasion of America!

Introducing...

THE MAP


(Applause)

And now, the rules!

THE RULES!

Alright, the rules are basic except for one new thing which I'll get to later. You each start with 5 Bank Points (BP) and a 5 territory, you can do one of the following.

Bank: This increases your BP depending on the area you own. Starting at one, once you have an area of 10 it increases to two, then at 15 to 3, 20 to 4 and 25 to 5.
Expand: Costs one BP and increases your territory by one.
Build up army: Changes BP into army points (AP) You can convert up to 5 BP a round
Attack: Attack another country. You send x amount of Army Points and it costs money to transport the army. Costs 0 bank points to attack a country next to you, 1 to attack one near you and 2 to attack one far away. (More than the length of Greenland away) You can't attack through another country unless they allow you to. It's like Risk, I roll a number of dice, how many AP you sent to invade against how many AP the defender has at home to defend. The higher dice roll beats the lower one, defender wins ties. Depending on how many dice are left, you get that much BP and territory if you are the attacker, if you win as the defender you get nothing however you would have stopped an invasion. Unless both the members in the battle attack, then there is no defender. The losses are subtracted from your AP.

Example. Mexico attacks Canada with 4 AP, Canada has 3 AP to defend.
I roll for each AP. The results are M4-C2, M1-C4, M1-C1. So then Mexico won one and lost two. However it still has an AP to attack with and Canada still has 2 AP, so I roll again until all the attackers AP are used. So the result is M5-C6. Mexico lost all it's AP, and Canada still has 2 AP to use for future events. If Mexico had won all of them, it would gain 4 BP and 4 Territory from Canada.

Other countries can also send AP to help the attacker or defender. How you distribute the winnings is up to you.

Now this would just be boring if it was this, so I added.

TECHNOLOGY

These are sort of like chance cards, technology can change the entire balance.

You can:

Research: Spend a bank point to research a technology, the chance of discovering a technology starts at 12%, then each consecutive research increases it to 25%, then 50% then 75% and finally 95%

Once you develop a technology you can use it (What it does will be explained later) or you could.
Teach: Give the technology to another country. (Such as teaching another nation to make spears)
Trade: Trade items made from the technology. (Trade already made spears to other nations without giving away how to make it)

Each turn you can choose to do one of these actions, however trade, teach and using technology (sometimes) can be done at the same time. So you could be expanding while trading another country items.

Any questions feel free to ask.

So to start, tell me your Country Name, Color and where you want it.
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Old 01-26-2010, 12:07 AM
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How do we chose where everyone starts? Calling dibs? If so, I call the southernmost areas of SA as my starting place.
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Old 01-26-2010, 05:54 AM
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Quote:
Originally Posted by I-merican
How do we chose where everyone starts? Calling dibs? If so, I call the southernmost areas of SA as my starting place.

Quote:
So to start, tell me your Country Name, Color and where you want it.

Pretty much calling dibs...
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Old 01-26-2010, 11:30 AM
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The American Congregation of Jahamalad (ACJ, or just Jahamalad for short).
Colour: Green.
Site: South-west canada/just north of Montana/Idaho. Round thereish.

Also, I was REALLY hoping it wouldn't come to pretty much being a game of risk... But oh well. Two questions:

1) Can we bank and do other stuff in the same turn?
2) If one of our APs, when attacking, defeats a defender, then
a) If the area is captured, do we keep that AP?
b) If the area is lost, do we keep that AP?
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Old 01-26-2010, 02:06 PM
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Quote:
Originally Posted by xStaticwolf
The American Congregation of Jahamalad (ACJ, or just Jahamalad for short).
Colour: Green.
Site: South-west canada/just north of Montana/Idaho. Round thereish.

Also, I was REALLY hoping it wouldn't come to pretty much being a game of risk... But oh well. Two questions:

1) Can we bank and do other stuff in the same turn?
2) If one of our APs, when attacking, defeats a defender, then
a) If the area is captured, do we keep that AP?
b) If the area is lost, do we keep that AP?
You can bank, attack, expand, Build Up an Army, or research. Then when you have a technology you can also teach or trade along with one of these actions.

a.) Yes
b.) Not possible, it will keep on attacking until someone had lost all their AP.
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Old 01-26-2010, 04:58 PM
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United Kindoms of the New World (Or just UKNW, or just plain simple UK)
Red
The very East of Brazil. Around the area of the point that sticks out.
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Old 01-28-2010, 05:59 PM
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Nieuw Nederland
Orange
Suriname.

I miss the Caribbean.
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Old 01-30-2010, 06:14 AM
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So, we gonna start this, or wait for mystery guest number 1 to join and post an advertisement?
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Old 01-31-2010, 01:26 PM
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Quote:
Originally Posted by xStaticwolf
So, we gonna start this, or wait for mystery guest number 1 to join and post an advertisement?
That sounds fantastic.

START OF ROUND 1



A key? YES INDEED, AT NO EXTRA COST!

You may be wondering who the hell Floridaville is, it's one of my friends that's playing, I'll just say what he does later.

So yeah, what do you folks do? Remember, you each start out with 5 BP and 5 Territory.

_____________________________________________
Floridaville researches.
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Old 01-31-2010, 01:46 PM
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Nieuw Nederland Expansions underway! NNE!.



...That's Expand, btw.
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Old 01-31-2010, 01:50 PM
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JCA converts all 5 points to army points.
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Old 01-31-2010, 01:59 PM
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Rawr! Everyone needs to post already!
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Old 01-31-2010, 02:14 PM
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The pink nation of I-merican(perhaps we could change it to something like the nation of Selvas Fluorescentes?) researches, in an effort to discover a way to change our nation's jungles to a different obnoxious color.
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Old 01-31-2010, 02:45 PM
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UKNW banks.
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Old 01-31-2010, 03:27 PM
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PHOTOSHOPPED!

Expand.
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Old 01-31-2010, 04:05 PM
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Quote:
Originally Posted by xDeath
PHOTOSHOPPED!

Expand.
Don't accuse me of photoshopping shit like that -_- You said that, you KNOW you said that.
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Old 01-31-2010, 06:09 PM
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END OF ROUND 1 (Holy shit that was fast)




The ACJ in preparing their military, spends most of their economy developing armies. They have become broke, but also now have the largest army.

The UKNW used some of their economy to expand into southern area.

The NNE being all dutch, decides to expand closer to the UKNW. They remain the most Dutch of everyone.

In researching on how to change the colors of the pink forests, the nation of Selvas Fluorescentes, while looking at the pigment that causes pink, discovers it's explosive. They soon develop muskets. (I'll explain what each technology discovered does at the end of the post)

Floridaville while researching historical documents, have discovered the secret to piracy. They can now get DVD's for free. Er wait, never mind, wrong kind.

Tech
Muskets: They allow one more dice roll during combat, and you automatically win ties.
Pirates: They can be sent to disrupt trade or armies. They halt armies or trade for one round, and they can be used only once every 3 rounds. One does this by declaring whether if one country starts trading, they will disrupt.

BEGGING OF ROUND 2
__________________________________________________ __
Floridaville converts 3 BP into AP.
Floridaville will disrupt ACJ if they send an army to attack them.
Floridaville offers to teach piracy to NNE for 5BP
__________________________________________________ _____
*Oh if you want to check your stats, just PM me and I'll PM you them back.
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Old 01-31-2010, 08:39 PM
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NN(!!!!) Accepts the offer and banks for this turn.


Not NE D:<

Last edited by xRedster : 02-01-2010 at 11:47 AM.
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Old 01-31-2010, 08:55 PM
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The Fluorescentians celebrate their new-found marksmanship abilities and host shooting competitions in all major population centers. In an effort to find further fun toys, the original inventors of the pink explosive compound are commissioned to research additional uses for the delightfully vibrant and destructive substance.
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Old 02-01-2010, 01:41 AM
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Research. Cause we can!

In the mean time the borders of UKNW and NE bicker about NE's ductiness.
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