Understated Ur-Drakon Callie Posted August 28, 2014 Posted August 28, 2014 I attempted to start a complex forum game a while ago, but it failed to generate sufficient interest. There have also been two recent attempts to revive Northern Isles, which unfortunately failed. In such cases, I think that the complexity turned people away. I am proposing what I feel to be a simple, Avadon-themed deck-building game for six to ten players. I have posted the rules below. Please provide feedback if you have any; I'd love to moderate a game that everyone enjoys! If I feel there's enough interest, I will post a signup after Labor Day weekend. Rules: Introduction Lynaeus is a game for six, eight, or ten players. Players represent a unique nation and a corresponding allegiance (Pact or Farlander, there are an equal number of players for each allegiance). Each player begins the game with 20 unique cards, 2 faction-specific cards, and one scarab (at random). Cards and scarabs add to a combination of: attack (A), defense (D), culture (C ), and economy (E). Players acquire victory points (VP) by playing cards, creating military excursions, and diplomacy. The player with the most victory points by the end of 7 turns is the winner. Each turn lasts 24 hours. The Turn Cards: Each player draws 6 cards from the deck at random and plays 4. Attack, defense, culture, and economy totals for the turn are based on the cards played; a player who plays a flagbearer (2A/1C), walls (3D), bandit (1A/2E), and alchemist (1A/1D/1E) and has an Opaline (3E) scarab would have 4A/4D/1C/6E. Culture and economy accumulate over time, whereas attack and defense are only applied for the specific turn. Played and drawn cards are added to the discard at the end of each turn. When the deck does not contain enough cards for a draw, the remaining cards in the deck are kept and the discard is shuffled to supply the needed cards. Trades: Twice per turn, a player may trade up to two cards from the hand, deck, or discard with another player (except faction-specific cards). Trades must be balanced (no player can ever have anything other than 22 cards). Cards traded from the hand cannot be played. Scarabs may not be traded. Traded cards are added to the deck at random, not the discard. Classification: Once per turn, a player may attempt to identify another player’s nationality for a VP and defense bonus. Players are not penalized for incorrect classification attempts. Combat: Once per turn, a player may choose to attack another player. The player may also attempt to identify the victimized player for an attack bonus (this identification attempt does not provide VP). The winning player gains 2 VP and the losing player loses 1 VP. A player may not attack a specific player more than once. Combat is resolved by comparing attack and defense scores as follows: Attack: Sum of cards and scarab +2 for correctly identifying the defender -1 for incorrectly identifying the defender +3 if the defender is a faction-specific enemy -1 if the defender is part of your allegiance and not an enemy Defense: Sum of cards and scarab +3 for correctly classifying the attacker The defender learns the name of the attacker (not the nationality or allegiance). The winner has the difference between the corresponding attack and defense scores added to their military reputation total; similarly, the losing player has the difference subtracted. Both players learn the military reputation total gained by the winner, but not the attack and defense scores. Communication All forms of communication are allowed. End of game The VP total is calculated as follows: +2/military victory -1/military defeat +3 for each successful classification +4 for each enemy defeated +1/3 of accumulated culture (not rounded) +1/3 of accumulated economy (not rounded) +8 for having the highest military reputation +8 for having the most accumulated culture +8 for having the most accumulated economy -5 for having the lowest military reputation -5 for having the least accumulated culture -5 for having the least accumulated economy Faction-specific bonus (see Appendix B – each faction gains a VP bonus for specific totals in the deck, i.e. economy and defense) +5 VP bonus if one’s allegiance has the highest combined VP total The player with the most VP wins. Tied players both receive the same bonus/penalty. Appendix A: the Cards and Scarabs The scarab with the corresponding total is in brackets. Battalion……. (3A)……... [Warfare] Weaponsmith (2A/1D)…. [subtlety] Flagbearer…. (2A/1C)…. [Truesight] Galley………. (2A/1E)….. [Calling] Incantatrix…. (1A/1D/1C) [Void] Alchemist….. (1A/1D/1E) [Fleetfoot] Scribe……… (1A/1C/1E) [Timewalk] Walls……….. (3D)………. [Evasion] Archer……... (1A/2D)….. [Tenacity] Diplomat…... (2D/1C)….. [Life Symbol] Armorsmith.. (2D/1E)….. [spiny] Craftmaster. (1D/1C/1E) [Translucent] Artist………. (3C)………. [Amethyst] Drummer…. (1A/2C)….. [icerock] Bugler…….. (1D/2C)….. [Pure Clarity] Tailor……… (2C/1E)….. [Malachite] Mint……….. (3E)………. [Opaline] Bandit…….. (1A/2E)….. [Corrupted] Tanner……. (1D/2E)….. [Vibrating] Merchant… (1C/2E)….. [Frost-Rimed] Appendix B: The Nations and their Attributes Each nation gains a VP bonus corresponding to the total score of cards in the deck (except for unique cards). For example, the Kva gain a bonus for defense and culture; if the Kva never traded cards, the VP bonus would be +15 for total defense and another +15 for total culture (no points are awarded for two blademasters). Similarly, a Kellem player who has not traded during the game would receive 30 VP (+15 culture multiplied by two). Pact Members Dharam VP: 2E Enemies: Tawon Empire, Wretch Lands, and Svorgald Unique: Tinkermage (3D/2E) Holklanda VP: A + D Enemies: Tawon Empire, Khemeria, and Kellemderial Unique: Shadowwalker (3A/2D) Kellemderial VP: 2C Enemies: Holklanda, Tawon Empire, and Svorgald Unique: Sorceror (2A/1D/2C) The Kva VP: D + C Enemies: Wyldrylm, Titan Peaks, and Wretch Lands Unique: Bladmaster (3A/1D/1C) Wyldrylm VP: C + E Enemies: Khemeria, the Kva, and Titan Peaks Unique: Shaman (1A/2D/1C/1E) Farlanders: Khemeria VP: 2D Enemies: Wyldrylm, Holklanda, and the Tawon Empire Unique: Runner (3D, 1C, 1E) Svorgald VP: A + E Enemies: Dharam, Tawon Empire, and the Wretch Lands Unique: Longship (3A/1C/1E) Tawon Empire VP: A + C Enemies: Holklanda, Kellemderiel, and Dharam Unique: Temple (1A/2D/2C) Titan Peaks VP: 2A Enemies: the Kva, Wyldrylm, and the Wretch Lands Unique: Titan (3A/1D/1E) Wretch Lands VP: D + E Enemies: the Kva, Dharam, and Titan Peaks Unique: Wretch (2A/2D/1E) Quote
Hatchling Cockatrice Quiconque Posted August 28, 2014 Posted August 28, 2014 Can you trade any card from your hand/deck/discard, or only cards in your hand? Callie 1 Quote
Understated Ur-Drakon Callie Posted August 29, 2014 Author Posted August 29, 2014 Thanks for pointing that out! One can trade cards from the hand, deck, and discard, but cards from the hand cannot be played. Quote
Hatchling Cockatrice Quiconque Posted August 29, 2014 Posted August 29, 2014 You mean that IF you trade a card from your hand, you can't play it (since you traded it away)... not that you can never play cards from hand... right? Quote
Unflappable Drayk adc. Posted August 29, 2014 Posted August 29, 2014 This is for the Northern Isles Misc Game? At first, I was like; What game is it? Yes. Quote
Understated Ur-Drakon Callie Posted August 29, 2014 Author Posted August 29, 2014 You mean that IF you trade a card from your hand, you can't play it (since you traded it away) Correct Quote
Rotghroth Rhapsody BJ Back From the Beyond Posted August 30, 2014 Posted August 30, 2014 Looks interesting. Count me in, for now. Quote
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