Rules are
here.
The Cones of Dunshire - a brand new gaming experience. For 8-12 players (but on here it will be just 8
): 2 Wizards, 1 Maverick, 1 Arbiter, 1 Ledgerman, 1 Corporal, and 2 Warriors.
This game was made to be crazy ridiculous. Which is exactly why I want to play it. Signups are open! A link to the guy who made the rule's story is
hereMod (we don't NEED one, but it would be nice, you won't have to do much): ?
Wizard 1: EgorK
Wizard 2: Witherweaver
Maverick:
Arbiter:
Ledgerman: sudgy
Corporal:
Warrior 1: AndrewisFTTW
Warrior 2:
Others (who haven't decided yet):
I am reading through the rules again and clarifying anything I need to for forum play. If you haven't read the rules yet, you don't need to read this yet.
Dice rolling will be as follows: The first roll will be a 3d6 and a 1d8. the 1d8 means red if 1-2, green if 3-4, blue if 5-6, and yellow if 7-8. So:
Rolled 3d6 : 4, 4, 2, total 10
Rolled 1d8 : 4, total 4
(edited out the blockquotes to make it not freak out)
Means I can roll 10 dice, with the color of special dice I can roll being green.
Each special die is numbered for convenience:
1: 3 Red, 1 Green
2: 3 Red, 1 Blue
3: 3 Red, 1 Yellow
4: 3 Green, 1 Red
5: 3 Green, 1 Blue
6: 3 Green, 1 Yellow
7: 3 Blue, 1 Red
8: 3 Blue, 1 Green
9: 3 Blue, 1 Yellow
10: 3 Yellow, 1 Red
11: 3 Yellow, 1 Green
12: 3 Yellow, 1 Blue
If you roll a 1-3 you get the main color, if you roll 4 you get the other color. So, say in the previous example I decide to roll five normal dice and special dice 1, 4, 6, 8, and 11, this would be the result:
Rolled 5d6 : 5, 5, 6, 2, 3, total 21
Rolled 5d4 : 2, 2, 2, 2, 4, total 12
I would get 21 generic RS, 20 Action RS (from large die and special dice 4, 6, and 11), 5 Build RS (from special die 1), and 5 Advance RS (from special die 8
)
I'll figure out how to work cards when we figure out if we have a mod or not.
For Paramilitary cards, the Maverick will need to say in advance if he's going to use them or not. I don't want a "24-hour wait limit at the start of phases to wait for him" or something, making each turn a week long, making each player have a turn every two months.
For when we play, here is the world map (numbers are elevation, hexes with no number is elevation 0):
There are eleven columns from left to right, and they are columns 1-11. The top hex in a column is A, then next is B, and so on. Skip empty ones. For example, 4D is the yellow hex with elevation 2, and 4E is the black one below it.
A list of cards so we don't have to look on the site:
Agriculture cards:
Harvest cards:
7 of "0 RS Cost, Gain
0/
1 food for each farm (plus irrigation bonuses)"
7 of "3 RS Cost, Gain
1/
2 food for each farm (plus irrigation bonuses)"
7 of "6 RS Cost, Gain
1/
3 food for each farm (plus irrigation bonuses)"
7 of "9 RS Cost, Gain
2/
4 food for each farm (plus irrigation bonuses)"
7 of "5 RS Cost, Gain 9 Food"
Irrigation cards:
5 of "0 RS Cost, Gain
2/
1 irrigation tokens"
5 of "3 RS Cost, Gain
3/
2 irrigation tokens"
5 of "6 RS Cost, Gain
4/
2 irrigation tokens"
5 of "9 RS Cost, Gain
5/
3 irrigation tokens"
Famine cards:
5 of "10 RS Cost, All farms lose an irrigation token or gain a famine token; Farms on Doom Points are destroyed."
Spirit cards:
Positive:
Teleport:
2 of "
15/
20 RS Cost, Move avatar and any number of troops on the same hex to any transportation hub you own."
1 of "
15/
20 RS Cost, Move avatar from any transportation hub to the mountain summit."
1 of "
5/
10 RS Cost, Move any single troop you own to any non-mountain hex."
1 of "
10/
15 RS Cost, Move avatar to any non-mountain hex."
Influence:
1 of "
15/
20 RS Cost, Increase your vote strength by 2 for 1 round."
Power:
1 of "
10/
15 RS Cost, Gain 10 universal power points."
1 of "
10/
15 RS Cost, Gain 15 resource power points."
1 of "
10/
15 RS Cost, Gain 15 build power points."
1 of "
10/
15 RS Cost, Gain 15 advancement power points."
1 of "
10/
15 RS Cost, Gain 5 resource, 5 build and 5 advancement power points."
Conjuration:
1 of "
5/
10 RS Cost, Gain 3 resources of your choice."
1 of "
10/
15 RS Cost, Gain 5 resources of your choice."
Life Force:
1 of "
10/
15 RS Cost, Create 2 troops on any hex you own."
Golem Builders:
1 of "
15/
20 RS Cost, Create a farm for free on any legal hex."
1 of "
15/
20 RS Cost, Create barracks for free on any legal hex."
1 of "
15/
20 RS Cost, Create a fort for free on any legal hex."
1 of "
15/
20 RS Cost, Create an industrial corridor for free on any legal hex."
1 of "
15/
20 RS Cost, Create a commercial corridor for free on any legal hex."
1 of "
15/
20 RS Cost, Create a transportation hub for free on any legal hex."
(to be finished)