Introduction:Welcome to Guns of Icarus Online - The Board Game! (proposal edition). The objective of this thread is explain and propose a different kind of contest/competition for GoIO and check for interested parties. It should be noted that this idea includes a combination of forum and ingame activity.
The game begins by players signing up and either choosing or being assigned some starting zones. The objective of the game is to control as much territory and resources as possible, ultimately aiming for 'global' domination. It could be considered similar to risk, but connectivity plays a large role. Largely strategy with some glorious combat thrown in. This is also a team game, just like a tournament.
Rules and Regulations:- A Team must consist of at least 6 people
- Players on a team may not participate as a member of another team
- Substitutes may be used, but cannot participate on multiple teams during the same turn
- Each 'turn' consists of a Move phase, and response phase
- The turn order will rotate after each full turn
- Purchased equipment cannot be used in the same turn it is purchased
- If a team is completely wiped off the map, they may re-enter, but must start from scratch (Resources and equipment do not carry over)
- Any and all disputes are to be taken to the ref, all rulings on part of the ref are final and not subject to debate
- Teams may take a leave of absence, during such a time they may bring use a temporary replacement (Up to 10 turns)
- Teams may not use equipment they do not have access to
How to Play:The game begins through the forums. Plays are assigned a turn order and have a limited period of time to complete their actions.
The first phase is setup and moving. Setup is where the team arranges their ships and ship loadouts. These are then locked, and cannot be changed until next turn. Teams start with access to the squid and spire, and may purchase other ships with resources. Teams also start with limited weapon choices, which can also be bought with resources throughout the game (explained in more detail below). It is during the setup phase that players also make 'purchases' with their resources.
Movement is based upon ship choice as well. Moving through neutral or your own territory costs 1 movement point. Going through territory claimed by another team costs 2 movement, and converts it to your team as you reach it.
After everyone has moved, the second turn phase begins, using the same turn order. This is the 'Response Phase', where you can move your ship back into your territory/what was your territory before your turn to attack enemy ships. This move range is based upon your ship choice, and can only be used when attacking/defending a town. You cannot move deeper into enemy territory, but may move into territory that was yours at the start of the turn, as long as it's still connected. Your piece must be able to reach the enemy ship.
These battles are first come, first serve based upon the turn order. Attacked teams have the option to retreat away one space, or battle for the territory. These battles occur in game, on the map that the node represents.
- Battle on the Dunes - Brown
- Canyon Ambush - Red
- Duel at Dawn - Yellow
- Norther Fjords - Blue
- Paritan Rumble - Black (only occurs at Major Cities and Capitals)
Teams must use the loadout chosen at the start of the turn. It is up to both teams to reach an acceptable time to meet and compete. If this cannot be done in a timely fashion, they may agree upon an alternative solution found acceptable by the ref. If no compromise can be made, the ref will determine the results by random chance. (If a team is found to constantly be refusing to retreat and/or compromise, they may be penalized at the ref's discretion).
The game board will be updated, and the next round of turns will begin. Turn order will rotate, everyone moving down in order by one, and the person who went last going first the next turn. Every 5 turns, new teams may enter the game, appearing at semi-random spots on the board as 'pirates' until the end of the turn.
The game ends when enough people vote for a reset, or when one team manages to dominate the map. Other victory conditions may arise depending on player suggestions.
Movement:Different ships have different movement and reaction ranges
Ship | Movement | Reaction |
Squid | 4 | 1 |
Spire | 2 | 3 |
Goldfish | 3 | 2 |
Junker | 2 | 3 |
Pyramidion | 3 | 3 |
Mobula | 3 | 3 |
Galleon | 2 | 4 |
The teams movement and reaction is the average of the two ship scores rounded down. It should be noted that even though moving into a claimed territory costs 2 movement, you can still do so with only 1 movement left. You cannot do so with 0.
Resources, Territory, and Equipment:You've heard a lot about resources and territory at this point, and you're probably wondering what it all is. Each circle on the map counts as a 'territory'. These come in three flavors, 'City', 'Major City', and 'Capital'. Cities are worth 1 resource, Major Cities are worth 2, and Capitals are worth 3 resources. These resources are added to your team total at the end of the round. The more you own, the more resources you get. As you gather resources, you can spend them to buy different ships and equipment, upgrade your territory, and even buy extra game pieces.
Territory is controlled by you as your game piece reaches it. Any upgrades on that territory will also belong to you. You can only own connected territory. If someone cuts off your connections to your other cities, those cities become neutral. You can upgrade any territory up to three times.
Upgrade 1 - x2 (costs 5)
Upgrade 2 - x4 (costs 20)
Upgrade 3 - x8 (Costs 100)
This makes upgrades very useful if you can hold the territory.
Prices:Item | Cost | Other |
Artemis Light Rocket Launcher | 15 | - |
Echidna Light Flak Cannon | Free | Value of 10 |
Whirlwind Light Gatling Gun | Free | Value of 10 |
Dragon Tongue Light Flamethrower | 25 | - |
Barking Dog Light Carronade | 25 | - |
Javelin Light Harpoon Gun | 10 | - |
Beacon Flare Gun | 10 | - |
Mercury Field Gun | 20 | - |
Scylla Double-Barreled Mortar | 20 | - |
Banshee Light Rocket Carousel | Free | Value of 10 |
Phobos Light Mine Launcher | 15 | - |
Hades Light Cannon | 15 | - |
Typhon Heavy Flak Cannon | Free | Value of 20 |
Manticore Heavy Hwacha | 30 | - |
Hellhound Heavy Twin Carronade | 30 | - |
Lumberjack Heavy Mortar | 30 | - |
Squid | Free | Value of 50 |
Spire | Free | Value of 50 |
Goldfish | 100 | - |
Junker | 110 | - |
Pyramidion | 150 | - |
Mobula | 150 | - |
Galleon | 160 | - |
Game Piece | 1000 | Limited to 1 purchase |
Each item is a single unit. Meaning that if you buy the Goldfish, you can have 1 goldfish on your team. Bought a hwacha? You can have 1 on your ship. Bought 3? You can have up to 3.
Player Interactions:Teams are allowed to work in conjunction with another, and trade equipment and ships, so long as their territories are connected. Teams cannot enter a claimed territory and not claim it.
If a team cannot bring their whole team to a fight, they may bring in substitutes. Substitutes may not participate in any other team's combat that turn. If a player is registered on a team, they may not participate on another team during that game.
If a team must have a leave of absence from a game (for example, maybe most of their crew has exams that week and can't take the time to play), they may have another group of players play for them. However, those players cannot participate in combat in more than one team each turn, and they may only take over for up to 10 turns. If the team still cannot play after this period, their territories will turn neutral.
Combat and Salvaging:What's the reason behind all these restrictions and costs? It comes down to the combat. When fighting other teams, you're both putting your equipment at risk. The losing team loses everything they had brought, but gets resources that amount to 10% of their total ship/equipment cost. The winning team earns the territory, along with 50% of the value of the losing team's ship/equipment. This is the salvage. The starting/free equipment is given a value in a table above.
You can also salvage any upgrades on territories, receiving 50% of the cost of the upgrade. The same rule works for equipment and ships, allowing you sell anything you own for 50% of it's costs (does not apply to the starting/free items, you have a limitless number of those). This can be done during the setup part of the turn.
Once a ship loses, they may 'respawn' anywhere in their owned territory. They choose this location at the start of their next turn. If they do not have any territory, they are totally destroyed and removed from the game; but may still re-enter at a later point with a clean slate (nothing carries over, they count as a new team).
Thoughts?Well that's my proposed game/competition. A little different than having tournaments and such, and it involves a lot of strategy and planning. I feel it might be a little too complicated, although I didn't want to make it too simple either. Any thoughts/suggestions about it? What should be changed/removed/kept? How long should turns last, how long should teams have to take their turn?
And most importantly, would this interest you or any other plays you know?
I plan on updating that map frequently to represent the game board, using colors or logos for the different teams (who I'm assuming will be mostly clans).
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Example Turn:Team: Flaming Examplers
Buy: Galleon, Hwacha (2)
Sell/Salvage: None
Ship 1: Squid (Gatling, Flamethrower, Carronade)
Ship 2: Junker (Gat, Gat, Flak, Flak, Carronade)
Value: 275
Move: 3
Reaction: 2
Current Location: Sabakumura
Move: -> Chirishi -> Landmark
End TurnAnother player moves to Kiro, which we'll pretend was in the example team's territoryReaction Phase:
Attack Team Blueberry Muffin Makers at Kiro
Team leaders communicate through PM to establish a match that night. Blueberry Muffin Makers win.Flaming Examplers lose: Junker (1), Flamethrower (1), Carronade (2)
Flaming Examplers receive: 28 resources (round up)
Blueberry Muffing Men recieve: Kiro, 138 resources (round up)
New turn starts and Flaming Examplers choose to start at Chirishi. Game continues.