NB's Campaign System

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Play

Setup

  1. Before starting a campaign, all players must agree on the following:
    1. Maximum U" Budget - The maximum U" any player may field during a battle. This should not be much bigger than the total size of the smallest faction.
    2. Starting treasury - This can be calculated by multiplying the Maximum U" Budget with the number of battles players expect to participate in, less one.
    3. Endgame triggers - See #Game End
    4. Starting Specialist or MOC units, if desired.
    5. First Offensive player, either by consensus or by random selection
  2. Players should construct one Hero and place it in their Reserve.
  3. Players should construct a Home Base or some placeholder. They thus start by owning 1 Territory, which sets their Size Limit to 1.

Declaration Phase

  1. All players have the opportunity to declare an Invasion. If multiple players wish to declare an Invasion, the player who has most recently been Offensive Player becomes the Invading Player. The Invading Player selects a Defending Player to host the battle.
  2. If no Invasion is declared, All players, except the Offensive Player, receive a chance to declare an Escapade. All players interested in participating in an Escapade secretly bid at least one Benny. At least two players must bid, otherwise the escapade is canceled. The player who bids the most Bennies becomes the Hosting Player for the escapade, so long as he has bid at least as many Bennies as he owns Territories. If he has bid too few, the escapade is canceled. In either case, all the players' Bennies bid on the escapade are spent, not refunded.
  3. If the escapade is canceled, the Offensive Player may either declare an Offense, or pass the offense to a player of their choice. This new Offensive Player must declare an Offense.
  4. The Offensive Player spends U" equal to the number of territories he owns, and selects a Defending Player to host the battle.

Construction Phase

  1. The Hosting Player sets the U" Budget for the Battle and constructs a battlefield. For each level of Fortification constructed, they must place one piece of Loot on the battlefield.
    1. In the case of an invasion, the Invading Player may set the U" Budget.
  2. Other players may declare participation in Offenses or Invasions. If they do so, they give the Hosting Player one piece of Loot to place on the battlefield.
    1. In the case of an Invasion they must additionally spend U" equal to the number of territories they own.
  3. All participants may place additional Loot on the battlefield at the cost of 1 Benny per piece of Loot. Players should provide their own Loot.
  4. All Participants now construct armies up to the U" Budget and their Size Limit, which is equal to the number of territories they own. They must pay the U" cost for all units, including Heroes, Specialists, Starting MOCs, and Captured MOCs from their Reserve. The Size Limit does not apply to Starting and Captured MOCs.
    1. If a Defending Player spends fewer U" than the Offensive or Invading Player, they receive Underdog Bennies equal to the difference in U" spent.

Battle Phase

  1. Play proceeds following the standard rules for Brikwars with the following additions:
    1. Any Instant Bennies earned for any reason may be saved during the End Phase for use in future battles.
    2. Any Loot that is within one Angry Inch of a minifig is claimed by that minifig. If two or more minifigs from opposing factions are claiming a piece of loot, a WISG roll may be used to determine who has claimed it.
    3. Any Loot that is carried off a battlefield is considered to be claimed by the faction that carried it off. Units that leave the map may not return, but they are considered to be survivors.
  2. The battle ends when only one faction is left on the battlefield, or all players mutually agree to an ending (For example, if all Loot has been carried off a battlefield). In either case, a Winner must be declared. If a winner is not obvious, all contenders may participate in a WISG roll to determine the winner.

End phase

  1. All players collect their surviving units, leftover Bennies, and claimed Loot from the battlefield. Loot that is unclaimed is considered as belonging to the Winner.
  2. The winner receives U” in their Treasury equal to the number of participants in the battle. The participant with the fewest surviving units receives Bennies equal to the number of participants in the battle.
  3. Players may spend Loot now for upgrades.
    1. Survivors may be upgraded into specialist units at the cost of one Loot per survivor.
    2. Surviving specialists may be sidegraded to a new specialty or upgraded into a Hero.
    3. Heroes that have died may be revived at the cost of one Loot per Hero.
    4. Starting MOCs and Captured MOCs may be repaired or upgraded at the cost of one Loot per Inch of repair.
  4. Heroes, Specialists, Starting MOCs, and Captured MOCs are placed in the player's Reserve for future use. Remaining loot is converted to u” that is added to the players’ treasury, and Bennies are saved for future use.
  5. The winner becomes the new offensive player.
    1. After an Offense, the winner receives one piece of territory, which increases their size limit by one.
    2. After an Invasion, if the winner is also the Defending Player, they do not receive territory. Instead, they receive U" in their Treasury equal to the U" spent in the Battlefield Creation phase. No Escapades may be declared in the next Declaration Phase.
    3. After an Invasion, if the winner is not the Defending Player, the Defending Player is Eliminated. The Winner receives all territory from the Defending Player. The Defending Player now owns zero territory, and their size limit is now 1, until they conquer new territory.
  6. If any endgame conditions are triggered, proceed to the Game End. Otherwise, return to the Declaration Phase.

Game End

  1. The following are some, but not all, possible endgame triggers:
    1. Successful invasion
    2. A certain number of rounds completed
    3. Maximum number of territories won
    4. Depletion of one or more players’ treasuries
    5. Elimination of all but one player
  2. In the simplest case, a campaign winner will be the player with the most territory, with the tiebreaker being most units in the Reserve. Other systems can be developed by players to award points for kills, loot collection, or pizza fund contributions.

Notes and Optional Rules

  • If a battle ends with cataclysmic destruction, no winner is declared. No additional Bennies or U” are awarded in the end phase. All loot left on the battlefield is considered lost. The Offense passes to the hosting player.
  • Alliances are allowed.
    • In the case that one or more allied players win a battle, rewards must be shared. If the offensive player, defending player, or declaring player (in the case of an escapade), is on the alliance, they receive the territory and are the new offensive player. Any loot that is not claimed on the map must be shared evenly between the remaining players on the alliance. If an alliance is made entirely of Participants, the player with the greater amount of loot receives the territory and becomes the new offensive player.
    • In the special case that a defending player’s army is eliminated in an invasion, but an ally wins the invasion, that is still considered a successful defense. However, in addition to the sharing system above, the u” bonus for a successful defense is shared evenly between all allied defenders.
  • Trading is allowed
    • Any players may conduct trades of loot, bennies, u” in their treasury, or territories. Players may not trade elements not typically used in Brikwars (e.g. six-packs of beer)
  • Captured MOCs
    • Players may wish to add rules for captured MOCs. Captured MOCs ignore the player’s unit size limits until the MOC is destroyed in battle or recaptured. The cost in u” to field that unit is equal to the effective size. Loot may be spent to restore size points to the MOC during the End Phase. Once the MOC is destroyed, it returns to the real-life owner for normal use.

Glossary of terms

Treasury 
A player’s treasury contains all the U” available for their use. Once a treasury is depleted to zero, the player cannot field units in battle.
Benny 
Bennies are awarded per the standard rules except that additional bennies are awarded to weakened players during the end phase, and bennies can be saved for future battles. Escapades can be used to convert Bennies to loot.
Owned territories 
Each player starts with one territory, their home base. Every battle a player wins awards them one additional territory. Players can only lose territory in invasions.
Loot 
Loot is placed on a battlefield to be captured by minifigs. Minifigs claim loot by standing within an angry inch of it. They can also take it off an edge of the map, in which case it is also considered as claimed. Loot can be converted to u” or specialist units.
U” Budget 
The U” Budget is a limit for battles, escapades, and invasions on the number of units each participant can field at the start of the battle.
Fortification Level 
for each structure on a battlefield, multiply the cover level by the structure level. Fortification level is the sum of this value for all structures on the battlefield. Example: A battlefield has a log cabin (cover level 3, structure 1) and a low rock wall (cover level 1, structure 2). The Fortification level of this battlefield is 5. There will be a minimum of 5 pieces of loot on this battlefield.
Unit Size Limit 
The unit size limit is equal to the number of territories owned.
Offensive Player 
The Offensive Player may declare battles. They intend to maintain momentum by gaining territory and additional treasury u”.
Invading player 
Any player declaring an invasion becomes the Invading Player. An Invading Player seeks to deal a killing blow to another player’s faction.
Defending Player 
The Offensive or Invading Player selects a Defending Player who will host the battle.
Hosting Player 
The player constructing the battlefield.
Participant 
A participant is a player who is elbowing into a battle in order to seize control of the narrative.
Underdog 
In Battles and Invasions, there are specific rules to award Underdog Bennies to a player with a smaller army to help even the field.
Winner 
At the end of a battle, a winner must be declared. This can be decided by last man standing or by player agreement.
Offense 
An Offense is declared by an offensive player. It creates one piece of territory that can be claimed.
Escapade 
An escapade can be declared by any player. It creates an opportunity to seize the offensive and convert Bennies into loot.
Invasion 
An invasion is a battle fought at a player’s home base. If the player fails to defend the base, they are effectively eliminated from the campaign.