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Clan War at the Flatlands
home campaign tools links

Clans of the Pitac
The Campaign

By C. David Ross (I’m just the guy who wrote all of our ideas down)
The Idea People: Vince Knuffman, Aaron Isaac, Stu Bernard, James R. Williams

Preface

Our Clan War gaming group has previously played a wonderfully designed and interesting campaign.  The problem was the campaign had too much book keeping and in-between game-time preparation.  Also, the complexity of the campaign-rule-set lead to various interpretations of some of the campaign phases.  Plus the campaign was designed to last a while and you were “stuck” with one clan through the whole thing, possibly several months.  A final problem is the unexpected, Bob is scheduled to play Jill, Bob’s kid has chicken pox, etc…  Rescheduling does not workout.  Now Jill and Bob miss one night and feel completely outside and outdistance in the campaign.  So for now we are going simple, but still “kool” (that was for Scott NoName).

Main Idea

Battles  

  • 2000 point Tournament rules (get the players ready for the big time)

  • Scenarios to keep’em interesting and variant

  • Scenarios have to work for multiple players, especially if an odd number of people show

  • Clan selection – players can change from week to week if they’d like – Experiment!

Ranks   

  • Keep a running total of Victory Points for all players

  • Separate from the Campaign, just for bragging rights

  • Reboot  the Rank list after one player reaches 25 VPs

  • The Reboot is nice for refreshing moral and adding new players

Campaign Map

  • Something tangible

  • Adds a “Diplomacy” like element to the game

  • Rewards the consistent attending players

Rules(a little long, but even simple is hard to write... well for some people)

Battles

Summary: pick a permanent administrator, 2000 koku army, create a scenario, pick 2 judges, and pair off

Create a 2000 koku army and show up on game day.  Players need to follow the tournament rules posted on www.clanwar.com.  Two people will be nominated as the “judges” for rules questions in any of the battles.  The “judges” are “player judges” so no one has to sit and obviously do not judge their own game.

Armies turn in to the Administrator 3 days before the gaming event earns a bonus of 50 koku.  The Administrator will be on the honor system to either have built an army before reviewing other army lists or just folder them all as done without review and hope they are legal.  The main point is to speed up the game preparation day.

The battle map and any scenario information will be posted a week before the next game day.

Players in the campaign can send “complete” scenario ideas with map to the administrator.  The administrator obviously should have several pre-made scenarios on hand, because we’re all gamers and some of us turn things in late.  The administrator is left to judge the balance of a scenario and the potential effect on the entire campaign.  In other words some very good ideas may need to be tossed for another day or reworked.  No scenario should require the use of a specific clan.  It is possible for the scenario designer to create an undisclosed battle map, but since the designer is most likely playing the same map, it might give them an unintentional edge.  In the end we’re there to have fun, so have fun.

Players will be matched up at the game day event (I'd show up on time).  Generally these will be one-on-one battles.  Loosely based on: you don’t play who you played last and you try to play everyone eventually (probably multiple times).  The administrator makes any final calls.  If there are an odd number of players, then there will be at least one multi-player game.

Some scenarios will be designed for all players on a huge multi-table setup.  Mass Carnage!  You might want to make some friends real fast.

Ranks

Turn in the Victory Point battle results to the administrator after your game.  Again see www.clanwar.com.

The administrator will keep trait of the ranking list.  After one or more players reach a total of 25 Victory Points the rankings will be restarted at 0.  The first player to reach 25 points (or highest total if more than one) should receive some kind of reward from the other players like a pop or something.  We’ll leave that detail up to your group.

Again this is totally separate for the campaign, but gives you something cool to hang on a wall where you game.

Campaign Map

Players should have a capital territory randomly selected.  Optionally all players roll a d10 and from high to low pick your own capital territory.   There are a few territories on the map that should not be starting capitals, Izumo and Buzen.

New players can start in the middle of the campaign and are randomly given one of the remaining neutral territories.  If there are no unoccupied territories, they can still play in the Battles, but should probably just wait for the next starting campaign for the map elements of the campaign.  Or maybe some kind and generous player would give them one of their territories.  Or maybe not.

All participating players receive at least one move at the end of a Battle.  The winning players will get two moves.  A campaign player who misses the game day will get no moves, they’ll be there the next time.

You may move to any country adjacent to any territory you currently occupy.  This includes adjacent via a sea-lane.  The move(s) are turn into the administrator scrolled or folded on paper that is not to be revealed until all players have turn in their campaign map move(s).

An example move for Paula Purple whose only territory is TOSA would be:  Attack BUZEN

For each move the following could occur:
*Note on d10 rolls: 1 is always a failure, and 10's get add-on rolls.

1)  Move into a neutral territory uncontested.  Roll anything but a 1 on a d10 and it’s yours.

Example: Ginger Green turns in the following move: Attack INABA.  Ginger is the only player to move into INABA.  She roll a d10 and gets 7.  INABA is hers.


before moves


after moves

2)    Move into a neutral contested territory, i.e. two or more players move into the same neutral territory.  All contestants roll d10s.  The highest roll gains the territory.  On a tie for the high roll the territory remains neutral.

Example 3 players move to Attack AWAJI: Billy Blue turns in Attack AWAJI, Paula Purple turns in Attack AWAJI, and Riddle Red turns in Attack AWAJI.
AWAJI conflict: All three roll a single d10, Billy rolls a 7, Paula a 1, and Riddle a 6.  Billy gains AWAJI.


before moves


after moves

3)    One or more players move into an occupied territory.  The defender rolls a d10 versus the challenger's rolls.  The highest roll gains the territory.  A tie goes to the defender with the exception of a tie of ones, then the territory returns to neutral status.

Example: Next turn...  Billy Blue turns in Attack DEWA, Riddle Red turned in Attack MIMASAKA and Paula Purple turns in Attack YAMASHIRO (you can only see YAMA in pic).
DEWA conflict: Billy rolls a d10; 4.  Riddle roll a d10; 3.  Billy gains DEWA.
MIMASAKA conflict: Paula rolls a d10; 2.  Riddle roll a d10; 2.  The tie goes to the defender.  MIMASAKA is still Paula's.
YAMASHIRO conflict: Paula rolls a 1 on a d10 and does not gain the new territory.


after moves

Example2: Billy Blue turns in Attack AKI and Riddle Red turns in Attack CHIKUZEN.
AKI conflict: Billy attacks with a d10; 1.  Riddle defends with a d10; 1.  On the tie AKI returns to unoccupied neutral.  
CHIKUZEN conflict: Riddle attacks with a d10; 5.  Billy defends with a d10; 1.  Riddle gains CHIKUZEN.


before moves


after moves

4)    One or more players move into a capital territory.  Same as above but the defender gets to roll 3d10.

If you lose your capital, pick another territory you occupy or if you don’t occupy any territories you get to pick any neutral territory.  The new capital now defends at 2d10.  If you lose the 2nd, 3rd, 4th ... castle, pick another, again with 2d10 defense.  If there are no open territories, the big show is over, you are done with the campaign map, but get to continue to play in the game day battles.

Example: Ginger Green turns in a move affecting some other part of the map.  Paula Purple turns in Attack HIGO.
HIGO conflict: Ginger defends with 3d10; 2, 1, 7.  Paula rolls a single d10, 10+3=13 (add-on roll).  Paula takes HIGO.  Ginger must now select a new capital from her territories.


before moves


after moves

Example2: Paula Purple turns in Attack CHIKUZEN, Billy Blue Attack CHIKUZEN, and Riddle Red's move effects some other part of the world.
CHIKUZEN conflict: Paula rolls a d10; 10+4=14.  Billy rolls a d10; 10+5=15.  Riddle rolls 3d10; 2, 3, 10+5=15.  Riddle keeps CHIKUZEN with the tie.


before moves


after moves

Additional rules

  • A player can select to not move and have an extra defense (an additional d10) in a territory. The move declared would be "Defend XXX", where XXX is a territory the player occupies.
    Example: Ginger Green turns in Attack INABA.  Paula Purple turns in the move Defend INABA.
    INABA conflict: Ginger roll a d10; 6.  Paula because of her defense move gets to roll 2d10; 8, 9.  Paula holds INABA.


    before moves

  • A player with multiple moves (normally for winning a battle) could do the above defense move multiple times to the same territory.
    Example: Paula wins her battle and gets two moves this turn, she could turn in the following: Defend INABA; Defend INABA.  Ginger with one move turns in INABA.
    INABA conflict: Paula rolls 3d10 (one for occupying INABA and two for the Defend "moves"), 3, 5, 7.  Ginger rolls a single d10, result 9.  Ginger gains INABA dispite Paula's attempted defense move.


    before moves


    after moves

  • And likewise a player with multiple moves could move to the same territory twice (or more).  This can be done to gain neutral territories with a roll of all 1’s not gaining the neutral territory.
    Example: Riddle Red really would like to take MUTSU from Paula, so after getting two moves turns in the following: Attack MUTSU , Attack MUTSU .  Paula not liking her BUZEN neighbor turns in Attack BUZEN.
    MUTSU conflict: Riddle rolls 2d10; 2, 10+10+8=28.  Paula rolls a single d10 for occupying MUTSU; 9.  Riddle is successful in gaining MUTSU.
    BUZEN conflict: Paula rolls a single d10; 8.  Riddle rolls a single d10 in defense; 9.  Riddle holds BUZEN. 


    before moves


    after moves

  • If there is a dispute over a territory for a player who is not in attendance for the game day, the administrator or one of the judges should roll for them.

That’s it in a nutshell.  Just remember resolve all rolls for a disputed territory all at once.

In 4 or less player games the first player control ½ of the territories is the Shogun.  In 5 or more player games, we suggest 1/3 of the territories for the win.  

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