Creator: Fruitigal || First Published: N/A || Players: 9 || Size: 45x49
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| Comments: |
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rip2g (10/31/2024 08:57pm):
We getting our ego stroked with this one |
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Fruitigal (10/31/2024 10:55pm):
As per Urbani's Phantom Domain Rules ~~~~~~~~~~SET UP~~~~~~~~~~ Fog: On =If have CO Power=: Sonja Banned (Vision Problem) Broken Five Banned (Grit, Kanbei, Sensei, Hachi, Colin) Sturm, Rachel, Von Bolt, Drake, Hawke, Olaf, Kindle Banned (Damage Abilities) Lab Gating: Preferably None (Though can as option) Orange Star has to be Javier and OS will be the games "Moderator". (OS will be referred to as mod from now on) Mod units cannot attack unless they are produced by the effect of tokens (see tokens appendix). Set the game up as a Free For All. The game is not truly free for all however due to the presence of roles (refer to roles for more information). The mod is not truly a player and is there to ensure the experience of the game does not go awry. If anyone has their win condition fulfilled, Mod will alert the rest of the players through broadcast to set draw and will eliminate all losers through means of the south west HQ area. Discussion between players is recommended to include the mod, and distribution of images/screenshot is not recommended, other than through token uses. ~~~~~~~~~~MAP~~~~~~~~~~ Explanation of Top(Center): If a player is actively trying to break the game rules, has lost all units on the main map, or another player's victory condition is triggered, the mod will use the infantry in this sector to remove that player from the game. Removing players from the game in this way ensures a fast turn cycle. The mod has no other purpose for this infantry and will not capture all HQ`s as a joke. Do not use this infantry for target practice if for some reason you can get a unit in range to fire upon it. The mods backup plan for you doing this is to send an arbitrarily large number of mega tanks and/or piperunners and make the game less fun for you. Explanation of Bottom(Top): At the start of the 'X' day and every 'X' days afterwords, The mod will publicly announce the winner(s) of the APC Lottery. (But not what they win.) To play the game, move your infantry into one of the available port (left, middle or right, or another others that get unlocked later). The players in the position of port with the least number of infantry are the winners. Capturing of the port will not yield you chance in the lottery, equally it will not allow you to build on it either. Prizes scale upwards for being the sole winner(position). Prizes are up to the Mod's discretion (Suggests tokens in the early game and abilities or helpers later on.) Explanation of Right(Top): At the start of the game, Mod will choose one or two player to be the Phantom and/or allies anonymously. The mega tanks in this section will cover the non-phantom players factories and leave the phantom the entire area to capture giving them an advantage. Rivers around the factories prevent the phantom from building rockets and gaining vision of the APC lottery below. Explanation of Left(Top): The Top Left corner contains the questing area. The Mod recons will not attack the infantry here but serve as a blockade. The Mod recons will move back at the cost of tokens. (See tokens appendix). Main Map: The map will normally start out as a eight-way free for all with the final goal of each player being to complete their roles victory condition. Players are allowed to interact with mod units however they would like however, the mod must follow specific rules listed here. B. Boat, Lander and Cruisers will be deleted as days progress to allow players option to get more tokens/function as the game wears on. All Noir units are ghosts units, so changing your CO to Noir will not give you access to said unit. |
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Fruitigal (10/31/2024 11:16pm | Edited: 11/06/2024 07:40am):
~~~~~~~~~~TOKENS~~~~~~~~~~ Tokens Appendix: Everyone starts with zero tokens and tokens can only be gained in four ways. Those ways are: 1) Sitting on Mod Labs - (See notes below.) 2) APC Lottery - (See notes under Map - Explanation of Bottom[Top].) 3) Role Abilities - (See examples under Roles.) 4) Donation from Another Player - At any time, you may private press message the mod and choose to donate any number of tokens you have to another player. Possible uses include diplomacy or throwing other players off your trail by randomly changing your token count. You may choose to donate anonymously or allow the mod to include your country. Mod will press message you when your token count changes. Mod Labs: At the start of 'X' day and every 'X' days afterwords, any player with a unit on top of a mod lab will receive a token, where 'X' is a number of set 'Day'. You may capture mod labs however this will prevent the mod from seeing who is on top of them and therefore turning off their ability to give players tokens. Tokens will be recorded by the mod and will be sent to you in a private press message. Token Purchases: 1 Token - SE Questing Area Purchase - Moves a Mod Recon back 1 space. (You may use this ability on other countries but if you don't specify it will be assumed you use it on your own.) 1 Token - Anonymous Mod Broadcast Message - Private Press Message the Mod, they will broadcast your message anonymously. 1 Token - Reconnaissance Scout - Mod private press messages you a link to an image of the central stealth's and piperunner's vision range. (You may share the link freely among all players if you choose to.) 1 Tokens - Activate Mod Piperunners - Message Mod a country. For the next five days, Mod piperunners will be allowed to attack units of that country. (You may choose to target your own country.) 1|2|3 Tokens - Mod Lab Information - The mod messages you with information of current units on top of (inner/central/all) mod labs. Info includes: Country, Fuel, Ammo, Health and Unit. 3 Tokens - Helper Unit Purchase Log - The mod messages you with the purchase history of mod units of target country. (Includes Day sent, who they target, and what unit was sent.) Mod Helper Units(Sample) - Message the Mod a country. Produces and sends the unit towards that country's base and only attacks that country's units. You may choose to target yourself. 1 Token - Mod Infantry(+1 if use to Capture or to Provide Vision) 1 Token - Mod Recon(+2 if use to Provide Vision) 1 Token - Mod APC(Set coordinate, APC will move to target location and stop there) 2 Token - Mod Tank 2 Token - Mod Anti-Air 3 Tokens - Mod Battle Copter 3 Tokens - Mod Medium Tank 4 Tokens - Mod Neotank 4 Tokens - Mod Fighter 5 Tokens - Mod Mega Tank 5 Tokens - Mod Bomber Mod helper units will be produced at the facility closest to their target. Mod Helper units AI: Mod helper units will move towards the original start location of the target country until they die. They will not attempt to refuel or repair and will attempt to attack the unit with the highest cost within Mod's vision. ~~~~~~~~~~ROLES~~~~~~~~~~ Roles are given to players at the beginning of the game, roles are random and are up to the mod's discretion to allow the correction of handicaps and to give each individual player a speciality. The phantom will always receive the phantom role (but may choose to bluff their ability to try to fool other players into thinking they are not the phantom.) Roles are private press messages on the mod's day one. Roles are formatted as the following: (Examples Below) *These examples include theoretical abilities, these are not the only possible roles and abilities are not locked based on what alliance your role is.* PHANTOM Alliance: Evil Win Condition: All players with the "Good" alliance are defeated. Abilities: On day five, and every five turns afterwords, you may attempt to steal 1 to 6 tokens (at random) from another country. Alliance: Neutral Win Condition: Survive long enough to see another player meet their win condition. Abilities: You will be warned whenever a player sends a mod helper unit after you. (This will be a private press message including unit type and country who is sending it.) Alliance: Good Win Condition: All players with the "Evil" alliance are defeated. Abilities: You have knowledge of all players token count. (This will be private press messaged to you at the start of each of the mod's turns.) Alliance: Good Win Condition: All players with the "Evil" alliance are defeated. Abilities: You start the game with one token. It is possible to have several phantoms in a game. If there is, they will share the north east corner. |
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Fruitigal (10/31/2024 11:20pm | Edited: 11/05/2024 03:18am):
~~~~~~~~~~MISC.~~~~~~~~~~ Press and Broadcasts are encouraged and you will have your tokens tracked for you by the Mod. --Leave a comment with any questions you have!-- ~~~~~~~~~GAMES~~~~~~~~~ In Progress: Trail & Go Error(Test 1) - In Progress(Testing the map with CO Power and using basic roles.) Dark Trials(Test 2) - Awaiting Result of Test 1 & 3, and minor change up of the map, if needed Powerlessness(Test 3) - In Progress(Test to see if map can be played without CO Power). Completed: ~~~~~~CHANGE LOG~~~~~~ 01/11/2024 - Beta Map Published. 05/11/2024 - Fixed the wrong Nation HQ with the correct units, added B. Boat to APC Lottery, so APC won't run out of fuel. (In case there was a game of 8 Drakes..) |
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TinyBomby (11/01/2024 12:11am):
This seems a little complicated haha. I hope everyone playing will read all the rules, but otherwise it seems fun! |
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Raedel (11/01/2024 01:47am):
To provide a better summary, there are 2 interactables for the player: - APC lottery, which seems to be the infantry picking 1 of 9 ports. - mod labs, sit a unit on it in time for the token/s. Anything else can largely be ignored and will play like a regular fog match, just consult the store for how to spend your tokens. |
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