Closed / Abandoned Erfstates
09-29-2014, 05:00 PM (This post was last modified: 05-09-2015 09:57 AM by WillyDeWulfe.)
Post: #1
Erfstates
~*~ ERFSTATES ~*~

Woo


Lately I’ve been rereading Erfworld and I have come to the conclusion that I NEED to play the game that the universe is built around. So that’s what we’re going to do.

In Erfworld, every side is striving for something: Peace, conquest, understanding, or another thing entirely. In this state-style game, you will control a side of your own design and lead it through the constant wars of Erfworld. If your ruler croaks, you're out! The game ends when only one side remains or all remaining sides have signed a peace treaty.

The rules for this game will be based heavily on Erfworld, but it will not be exactly the same. For one thing, the rules of Erfworld are not all explicitly stated, meaning that in some place I have to use speculation and game design to fill in the gaps. Many of the other rules will be scaled down and simplified since a forum game cannot move at the same speed as the turns do on Erf. You can get plenty of ideas for how Erfworld works by using the Erfwiki, but official game rules will be stated here.

Each side starts with a Level 1 Capital City, a royal ruler, a semi-random Caster, 100,000 Shmuckers, and units as if they had spent 10 turns popping them. Each Capital City has Natural Allies nearby that can be won over to your side. What this means will be explained below.

CITIES
These are the territories you will be fighting over in this game. Capturing a city nets you more Shmuckers and allows you to pop more units at a time as well as giving you a foothold in the area.

Every city has a level with 1 being the lowest and 5 being the highest. A city’s level contributes to its defenses (explained below), how many units it can pop, and affects the number of Shmuckers it produces. A city produces 1,000 Shmuckers per level per turn. So a level 5 city would produce 5,000 Shmuckers per turn. A city can be working on popping one unit per level at any given time. So a level 5 city can be working on popping 5 different kinds of units or 5 of one kind of unit while a level 1 city can only pop 1 unit at a time.

Your Capital City produces an extra 1,000 Shmuckers per turn, houses your portal to the Magic Kingdom, and is the only city capable of popping your Personal Unit.

If your Capital City is taken but your Ruler is not taken with it, your Ruler becomes a Barbarian. All your other cities freeze in time, unable to do anything until someone else enters the city. All your field units disband except the ones your Ruler is stacked with at the time the city falls. Your treasury is captured by the enemy, except for 10,000 Shmuckers your Ruler keeps with them and any gems he can carry. Your side technically still exists, but you're on your last legs.

Frozen cities do not normally require upkeep for any of their units and cannot do anything because they never get a turn. If an enemy tries to enter the city, the units will attack it. If any ally tries to enter the city, the units can talk to the ally but can't do much else. They will likely agree to being captured or turning just so they can get out of this place.

Zones
Cities have 4 zones within them: Outer Walls, Tunnels, Airspace, and Garrison. In the comic these zones were sometimes split into other zones and there may be additional zones, but we’re not going to deal with that and instead stick to the basic 4. Units allied with the city can move around the zones freely, but enemy units have to spend Move to go into each zone as if they were crossing hex boundaries. It takes 1 Move to cross zones normally, but terrain types that slow movement also apply to city zones. So forest cities take 2 to move between, mountains 4, etc.

Outer Walls: The outer walls have Hits equal to 50*(City Level). Units with the Siege or Digging specials can attack the walls to attempt to breach them, but other units cannot. While attacking the walls, Digging units have 0 defense and cannot attack other units, making them easy targets. Siege units still have their full defense. For simplicity’s sake, we will ignore whether or not the walls have a door.

Ranged units can stand on the Outer Walls to attack units trying to get through and they can only be hit by other Ranged units or Flying units. If the Outer Walls fall, the units up there fall as well.

Tunnels: Tunnels can only be entered by non-heavy units or heavy units with the Tunnel-Capable special. A unit with the Digging special can collapse the tunnels to instantly croak everything in them (including the unit that collapsed it), but this causes your city to lose 50 Hits from your Outer Walls as the ground crumbles around them. After collapsing, the tunnels can be reentered and moved through, but they cannot be collapsed again until the start of your next turn when they are automagically rebuilt. Enemies moving into collapsed tunnels spend an additional 2 Move. Tunnel-Capable units are not affected by this extra Move requirement.

Airspace: Only flying units can enter the airspace. The airspace has a Tower that is based in the Garrison. A caster can charge the tower with 1 unit of juice per city level that can be stored for later use. If there is no caster to direct it, the Tower will automatically use the juice for Shockamancy attacks in combat. This is essentially 5 Attack per unit of juice spent on an enemy stack. If a caster is present, that caster can use the juice as if it was part of their normal amount.

Garrison: The most important city zone. It can only be attacked after coming through one of the other zones and serves as the passageway between each zone. If the enemy comes through the Outer Walls, they must also get through the Inner Walls to enter the Garrison. The Inner Walls have 25*(City Level) Hits.

Ranged units can stand on the Inner Walls to attack units trying to get through and they can only be hit by other Ranged units. If the Inner Walls fall, the units up there fall as well.

The base of the Tower is in the Garrison and can be attacked just like the Walls to cause the Tower to fall and leave the Airspace undefended. In this case the Tower has 10*(City Level) Hits. The portal to the Magic Kingdom is in the base of the tower if the city is the capital.

The Garrison acts as a separate hex to the Airspace and there is no room for flyers. This means that ranged attacks cannot go between the Garrison and Airspace and that flyers must land to enter the Garrison.

Units allied to the city may move within its zones freely and spend no move. Attackers must spend one move to cross into each zone as if they were different Hexes. This means that the defenders can automatically attack the enemy whenever they enter a new zone, but can be redeployed freely wherever they are needed within the city.

To capture a city, you need to capture or croak all units within the Garrison. When it is clear, a warlord, caster, or ruler in the garrison may then claim the city. All remaining enemies in the city will be automagically captured.

UNITS
Wars are fought with units that can be popped in cities over a number of turns. Each unit has the five stats in varying amounts: Move, Hits, Combat, Defense, and Level. Each unit has a number of turns it takes to pop one and an upkeep in Shmuckers that must be paid at the start of every turn. If the upkeep is not paid, the unit will be disbanded (gone forever).

Stats
Move: This is how many Hexes a unit can enter per turn.

Hits: This is how much damage a unit can take before croaking.

Attack: How easily a unit can hit a target and how much damage they do when they hit.

Defense: Makes a unit harder to hit and reduces the damage the unit takes by half this amount (rounded down). So a unit with 3 Defense that is hit by an attack that does 5 damage would take 4 damage.

Level: A summary of how strong a given unit is based on its experience. A unit’s level is added to all their other stats. A unit’s upkeep is increased by 5 per level. So a level 2 unit with a base Attack of 4 actually has an Attack of 6.

Units can level up by defeating enemies in combat. When a unit’s stack croaks an enemy, captures an enemy, or forces an enemy that they have engaged to retreat, that unit gains XP. To level, a unit needs to defeat 10*(Current Level) worth of units. So a level 1 unit will level up after beating three level 3 units and one level 1 unit or ten level 1 units. All units that took part in the combat gain the same XP.

Specials
Some units have special abilities that can be incredibly useful for combat and other things, but are often situational.

Flying: This unit can move through the air without falling. While flying, it can only be attacked by other flying units, units with the Ranged special, and some types of magic. In forest hexes, water hexes, and mountain hexes, only other flying units and units with certain specials can attack them. Flying units cannot attack non-flying units unless they have the Ranged special or land.

Water-Capable: This unit can breathe in water hexes and move through them without penalty.

Forest-Capable: This unit can attack Flying units in a forest hex if they also have the Ranged special. They can also move through forest hexes without penalty.

Mountain-Capable: This unit can move through mountains with no penalty. While in mountains, it gains an additional +1 per level to Attack.

Hill-Capable: This unit can move through hills with no penalty. While in hills, it gains an additional +1 per level to Attack.

Tunnel-Capable: Allows a unit with the Heavy special to enter the tunnels. Tunnel-Capable mounts can carry Heavy units into tunnels, but if the rider loses its mount for any reason, it is stuck in the tunnels until another mount fetches it, it is croaked/disbanded, or an enemy captures it. Tunnel-Capable units are not affected by the movement penalty from collapsed tunnels. While in the tunnels, this unit gains an additional +1 per Level to Attack.

Dance-Fighting: This unit dances and sings while fighting, increasing the Attack and Defense of itself and other units in its stack that it leads by (50% * (Dance-Fighter's Level)). This bonus can only be applied once per stack. Some units are unable to be led in Dance-Fighting and will not get this bonus (Usually mounts and golems not made by the caster leading). A warlord, caster, or ruler may choose to take this special for 25,000 Shmuckers.

Digging: This unit can dig for gems in the tunnels under its city, can dig through walls, and can collapse the tunnels. A digging unit can spend its entire turn digging in the tunnels of an uncontested city with no combat or anything else. If it does this, it has a 50% chance of finding a gem each turn. The gem is randomly worth anywhere from 50 to 300 Shmuckers. All gems are in increments of 50. A warlord, caster, or ruler may choose to take this special for 25,000 Shmuckers.

Fabrication: This unit can create small non-magical items. If a unit spends its entire turn in an uncontested city fabricating, you gain 100 Shmuckers. Every unit with this special in a city when it is upgraded decreases the upgrade cost by 200 Shmuckers. This unit can spend its entire turn fabricating to take care of the Shmucker cost for making golems and items instead of making Shmuckers for its side, but this is usually more useful when out in the field than in a city. Golems still require a caster that can make golems.

Leadership: This unit can have his stack target specific members of another stack for more effective fighting. This unit may also choose for his stack not to engage an enemy instead of attacking it automatically. All units within this unit’s stack have their Attack and Defense increased by (50% * (Leader's Level)). This bonus can only be applied once per stack and doesn’t affect this unit. This unit can see the stats of other allied units. All warlords and rulers have this special, but casters may choose to take it for 25,000 Shumckers. Some units can have this but not be technically considered warlords.

Caster: This unit has juice and can cast spells from its discipline. It can also use scrolls from any discipline. This unit may choose for its stack not to engage an enemy instead of attacking it automatically. Units within this unit’s stack that are associated with its form of magic have their Attack and Defense increased by (50% * (Leader's Level)) and the Caster can direct them to target specific enemies. This bonus can only be applied once per stack. This unit can see the stats of allied units associated with its form of magic. Your first Ruler may have the Caster special, in which case you do not get a separate caster and instead get 2 extra turns to pop whatever you want. The only other unit that can have this special are naturally popped Casters.

Heir: This unit will become the new ruler of the side if their ruler is croaked or if the ruler abdicates. Only warlords can be popped with this special, and they must add 10 turns to their popping time to get it. A unit popped with this must be popped in the capital. A warlord or caster can take this special for 25,000 Shmuckers.

Royal: This unit adds +1 to their Attack, Defense, Move, and Hits. Instead of needing 10*(Current Level) XP to level up, they only need 9*(Current Level) XP to level up. A unit can only be popped with this if their side has at least one Royal in the city where the unit is being popped. Only warlords can be popped with this, and they must add 10 turns to their popping time to get it.

Chief Warlord: This unit is the Chief Warlord of a side. All units on a side that are not in the same Hex as their Chief Warlord get a bonus equal to the Chief Warlord's Level. The bonus applies after all other modifiers, so it won't be boosted by things like Dance-Fighting. All units on a side that are in the same Hex as the Chief Warlord, but not in the Chief Warlord's stack receive a Leadership bonus based on half the Chief Warlord's level. If they are stacked with another unit with Leadership or the Chief Warlord's Bonus is incredibly small, they will instead receive the flat bonus as if they were in another hex. The Chief Warlord can choose targets for all allied units in his hex like with Leadership, even if he's not stacked with them. Units stacked with the Chief Warlord receive his full Leadership bonus as if he were a normal Warlord. Chief Warlords are compelled by Duty to help their side and will make sure that available resources don't go to waste, similar to a Courtier. A Warlord or Ruler may choose to take this special for 25,000 Shmuckers, but no other unit can have it. Natural Allies cannot have this special. No unit can be popped with this special. A side can only have 1 Chief Warlord at a time.

Capture: This unit can capture and transport 1 unit. This requires it to successfully hit the unit, but does no damage. If a unit has the Mount special, they may carry an additional unit. For 25,000 Shmuckers, a warlord, caster, or ruler may take this special. For 5,000 Shmuckers, a unit with this special can take it again allowing them to capture and transport multiple units. A single unit will never be able to capture more than 8 units at once.

Heavy: This unit gains an additional +1 per Level to Hits, Attack, and Defense. It cannot fly or use a flying mount. It cannot enter tunnels. For 25,000 Shmuckers, a warlord, caster, or ruler may take this special.

Siege: This unit can attack and breach walls. When doing so, it gains and additional +5 per Level to Attack and does not lose its Defense like Diggers breaching walls do. This unit cannot ride a mount. This unit does not apply its Level to its Move at all, meaning that it has to rely on its base movement speed.

Mount: This unit can be ridden by humanoid units and cannot ride other mounts. It uses its move instead of the rider’s when crossing hexes. The Mount's Attack and Defense are not affected by any modifiers (like Leadership) unless it is attacking or is being specifically targeted. When a stack attacks, either the Mount or the Rider may attack, not both. If the rider attacks, the mount automatically screens for him. If the mount attacks, the rider can choose whether or not to screen for the mount. A mounted Mount's defense is not added to the total defense of a stack. A mounted Mount does not count towards a stack's maximum of 8 units, but an unmounted one does because it is just a regular unit. Killing the Mount will cause the Rider to fall off, which may be deadly if they fall off a Flying Mount. If a Mount unit also has the Capture special, they can carry an additional unit. Units can take this special multiple times allowing them to carry multiple Riders, but a single unit can never carry more than 8 riders at once.

Spear Wielder: This unit gains an additional +4 per Level Attack bonus when fighting mounts and mounted units. This bonus applies after modifiers like Leadership. Mounts cannot take this special and mounted units cannot apply this special. For 25,000 Shmuckers, a warlord, caster, or ruler may take this special.

Ranged: This unit may attack units in the sky. For 25,000 Shmuckers, a warlord, caster, or ruler may take this special.

Courtier: This unit can manage cities like a warlord. If this unit is in an otherwise unled stack, the stack can choose not to automatically attack enemies. Additionally, it will automatically make use of resources you would otherwise waste to strengthen the side. (This way my OCD doesn’t kick in about someone wasting turns without trying to pop something)

Scouting: This unit adds 4*(their level) to their move stat instead of the normal amount. Additionally, they add +1 per level to their chance to detect veiled units. Scouts in stacks with no non-scout units will attempt to retreat instead of automatically attack enemies. Scouts will attempt to avoid all combat unless ordered to a specific hex. For 25,000 Shmuckers, a warlord, caster, or ruler may take this special.

Small: This unit is very small. This unit takes -1 to its Hits, Move, Attack, and Defense. This unit gains 1 less Move per level (So they normally gain none but would gain 3 per Level with Scout). Small units cannot take Mount or Heavy. Two Small units can ride a single Mount. This unit can be sent through a Sending Hat, but remember that the owner has to accept the message for the unit to come through so you can't teleport a tiny warlord on top of a Ruler's head and croak him. You can have a stack with 7 regular units and 2 Small units. Note that this does not mean that you can have a stack with 16 Small units; 9 is the maximum if you use at least two Small units (not including Mounts).

Basic Units
All cities can pop these basic units. The stats given are the base stats before levels.

Stabber-Basic Infantry
• Move: 9
• Hits: 6
• Attack: 2
• Defense: 2
• Upkeep: 5/Turn
• Turns to Pop: 1
• Special: N/A

Scout-Infantry that can scout areas out
• Move: 12
• Hits: 2
• Attack: 1
• Defense: 2
• Upkeep: 5/Turn
• Turns to Pop: 1
• Special: Scouting

Archer-Infantry that can attack flyers.
• Move: 9
• Hits: 6
• Attack: 2
• Defense: 2
• Upkeep: 5/Turn
• Turns to Pop: 2
• Special: Ranged

Knight-Better Infantry
• Move: 16
• Hits: 12
• Attack: 4
• Defense: 4
• Upkeep: 15/Turn
• Turns to Pop: 3
• Special: N/A

Siege Engine-Destroys walls
• Move: 6
• Hits: 15
• Attack: 2
• Defense: 5
• Upkeep: 15/Turn
• Turns to Pop: 4
• Special: Siege

Warlord-The leaders of armies
• Move: 20
• Hits: 15
• Attack: 6
• Defense: 4
• Upkeep: 20/Turn
• Turns to Pop: 5
• Special: Leadership

Caster-Magic users
• Move: 7
• Hits: 5
• Attack: 1
• Defense: 1
• Upkeep: 20/Turn
• Turns to Pop: Small chance to pop instead of a warlord.
• Special: Caster

Courtier-Help manage cities, but useless in battle.
• Move: 0
• Hits: 1
• Attack: 1
• Defense: 0
• Upkeep: 5/Turn
• Turns to Pop: 2
• Special: Courtier

Specialized Unit
Choose one of the following units. All of your cities can pop that unit, but not any of the others listed here.

Piker-Infantry that’s good against mounts
• Move: 9
• Hits: 6
• Attack: 2
• Defense: 2
• Upkeep: 5/Turn
• Turns to Pop: 2
• Special: Spear Wielder

Digger-Infantry that can dig through walls
• Move: 9
• Hits: 6
• Attack: 2
• Defense: 2
• Upkeep: 5/Turn
• Turns to Pop: 2
• Special: Digging

Gwiffon-Delicious gooey flying mount
• Move: 35 (This is much slower than what it is in the comic, but still plenty)
• Hits: 6
• Attack: 2
• Defense: 2
• Upkeep: 10/Turn
• Turns to Pop: 6
• Special: Flying, Mount, Capture

Spidew-Powerful land mount
• Move: 27
• Hits: 8
• Attack: 4
• Defense: 2
• Upkeep: 10/Turn
• Turns to Pop: 6
• Special: Mount, Heavy, Tunnel-Capable (They have poison in the comic, but not here)

Personal Unit
Now create a new unit that can only pop in your capital. Use one of these templates and modify it as directed.

Cheap Unit-This unit is cheap and expendable, but has interesting specials
• Move: 10
• Hits: 5
• Attack: 2
• Defense: 2
• Upkeep: 10/Turn
• Turns to Pop: 2
• Special: (Your choice), (Your choice)

Defender Unit-This unit can soak tons of damage and be your bulwark in a fight. A few of these defending your borders will prevent enemies from waltzing through.
• Move: 5
• Hits: 15
• Attack: 2
• Defense: 8
• Upkeep: 15/Turn
• Turns to Pop: 6
• Special: (Your choice),(Your choice),(Your choice)

Destroyer Unit-This unit can’t take much damage, but it certainly can dish it out.
• Move: 15
• Hits: 5
• Attack: 8
• Defense: 2
• Upkeep: 15/Turn
• Turns to Pop: 6
• Special: (Your choice),(Your choice),(Your choice)

Mount Unit-A mount to get your units places faster
• Move: 23
• Hits: 6
• Attack: 2
• Defense: 2
• Upkeep: 10/Turn
• Turns to Pop: 3
• Special: Mount, (Your choice)

Ruler
Here are the base stats for all rulers. You get to choose one of their specials, but all Rulers have Leadership and the same base stats. The first ruler of each side is a Royal unless you don’t want it to be. If you choose not to be a royal, pick another special.

Ruler-The ruler of your side.
• Move: 21
• Hits: 16
• Attack: 5
• Defense: 7
• Upkeep: 25/Turn
• Turns to Pop: N/A
• Special: Leadership, Royal, (Your choice)

Promoting Units
In return for Shmuckers, many units can be promoted.

Stabbers, Scouts, Pikers, Archers, Diggers, and all Natural Allies can be promoted to Knights in return for 5,000 Shmuckers each at any time on your turn. Any base stat that is below that of a basic Knight is raised to the level of a Knight. The unit keeps its Level and any specials it has. The unit's upkeep is raised to that of a Knight. If the unit's upkeep was greater than or equal to a Knight's already, it requires an additional 5 Shmuckers of Upkeep per turn.

Knights can be promoted to Warlords in return for 25,000 Shmuckers at any time on your turn. Any base stat that is below that of a basic Warlord is raised to the level of a Warlord. The unit keeps its Level and any specials it has, but also gains the Leadership special. The unit's upkeep is raised to that of a Warlord. If the unit's upkeep was greater than or equal to a Warlord's already, it requires an additional 5 Shmuckers of Upkeep per turn.

As mentioned in a previous section, Rulers, Casters, and Warlords can gain some additional specials for 25,000 Shmuckers each. The possible specials are Dance-Fighting, Digging, Leadership, Heir, Heavy, Spear-Wielder, Capture, Ranged, or Scouting.

Mounts can be promoted for 5,000 Shmuckers each. This gives them the Mount special again and allows them to carry multiple units.

Units with Capture can take it again for 5,000 Shmuckers each time, allowing them to capture and transport multiple units.

This can create incredibly powerful units with strange combinations of specials, such as a caster warlord with exceptional Dance-Fighting skills.

NATURAL ALLIES
Each of the capital sites has a tribe of natural allies. They can easily be convinced to fight for your side if you can pay their upkeep and promise to give them Shmuckers to make more units. Each Natural Ally starts with only 1 unit. While it is possible to trade normal units with other sides, Natural Allies refuse to be bargaining chips.

Here are the 7 possible natural allies:

Marbits-Infantry that can dig through walls slowly.
• Move: 8
• Hits: 7
• Attack: 2
• Defense: 2
• Upkeep: 5/Turn
• Shmuckers to Pop: 2,000
• Special: Digging

Woodsy Elves-Infantry that can shoot Flyers even in forests
• Move: 9
• Hits: 6
• Attack: 2
• Defense: 2
• Upkeep: 5/Turn
• Shmuckers to Pop: 3,000
• Special: Ranged, Forest-Capable

Giants-Powerful Infantry that can fight well in mountains
• Move: 9
• Hits: 6
• Attack: 2
• Defense: 2
• Upkeep: 5/Turn
• Shmuckers to Pop: 3,000
• Special: Heavy, Mountain-Capable

Gobwins-Infantry that can dig through walls if protected.
• Move: 9
• Hits: 6
• Attack: 3
• Defense: 1
• Upkeep: 5/Turn
• Shmuckers to Pop: 2,000
• Special: Digging

Tardy Elves-Always fashionably late and always fashionably cheap
• Move: 4
• Hits: 6
• Attack: 4
• Defense: 2
• Upkeep: 5/Turn
• Shmuckers to Pop: 1,000
• Special: N/A

Eager Elves-Eager to be in battle
• Move: 16
• Hits: 6
• Attack: 4
• Defense: 4
• Upkeep: 10/Turn
• Shmuckers to Pop: 2,000
• Special: N/A

Hobgobwins-Strong units
• Move: 12
• Hits: 10
• Attack: 4
• Defense: 4
• Upkeep: 10/Turn
• Shmuckers to Pop: 2,000
• Special: N/A

SHMUCKERS
Shmuckers are the currency of the realm. They are important for a number of reasons and a side with bountiful Shmuckers can convert them to a similarly bountiful number of resources.

As said in the city section, cities produce 1,000 Shmuckers per turn. This is the main way to make Shmuckers, but it can be improved. If the city is the side’s capital, it produces an additional 1,000 Shmuckers per turn. Additionally, if a Ruler, Warlord, or Courtier is managing the city, it gains another 500 Shmuckers per turn. Managing involves spending an entire turn walking around the city without doing anything else. Because of this, it cannot be done when the city is under attack.

Shmuckers are used to upgrade cities. It costs 40,000 Shmuckers to upgrade a city by one level. The same amount can be used to found a new city in an unclaimed hex.

A captured city can be razed. This destroys the city completely and gives you 20,000 Shmuckers per level of the city. It’s usually better to keep a city than raze it, unless you are certain that you can’t defend it.

Natural Allies do not pop based on turns, but by pumping Shmuckers into the tribe. A large treasury could be quickly converted into dozens of units this way.

All units popped in your city and your natural allies have an upkeep that must be paid every turn. Units in the field can move at half speed in order to forage. This will usually take care of their upkeep, but depending on the hexes it may not. The easiest way to support a large army is with a large treasury.

MAGIC
Magic in ErfStates, much like every other element in the game, is based around the systems described in the Erfworld comic. Each caster has a specific discipline that they can cast spells from.

The Erfwiki page on Magic should tell you everything you need to know about the basics of each discipline. I will reveal the specifics of a discipline (for the purposes of the game) to players who have a caster of that type.

Every caster has Juice equal to (their level * 2). Every spell requires Juice to perform, but some require more. Some spells may be impossible for a low level caster simply because they do not have enough Juice. Juice is replenished at the start of your turn.

In this game, the only way to cast spells outside of a caster’s discipline is through scrolls. Casters can make scrolls for a specific spell by spending 3 times the needed Juice to cast the spell in order to make the scroll. Any caster can then use that scroll to cast that spell once at no cost to them, after which the scroll is destroyed.

Casters (AND ONLY CASTERS) can access the Magic Kingdom via the portal in the Garrison. There are many Barbarian casters in the Magic Kingdom who are willing to create scrolls for you in return for a hefty amount of Shmuckers. Some may even be willing to work for you for a short time in return for a substantially increased upkeep. Any interaction with the Magic Kingdom has to be done through your caster, meaning that you cannot use it at all if all your casters are croaked.

Every City has a Library in the Garrison area. The library can be searched for hints and other pieces of information if the Player is looking for some direction on what they can do. Casters can also spend Juice in the Library to gain XP at a rate of 1 XP per Juice spent for training. If they spend Juice like this, the Caster cannot have moved or been involved in any battles this turn and can't move or be involved in any battles for the rest of the turn (Magic Kingdom doesn't count as movement). The Caster can still cast normally though, which can include things like making units to defend the city in the middle of battle.

When popping a Warlord, there is a small chance that you will instead get a caster. The caster’s discipline will be chosen by the will of the Titans (Which could be random dice or whatever I want to see in action). If you already have two casters, there is a much smaller chance that you will get another caster. If you have three already, you will not pop another caster. You can still capture or trade for them though.

You have some control over the discipline of your first caster. Choose a class (Hocus Pocus, Spookism, Stuffamancy, Eyemancy, Hippimancy, Naughtymancy, Stagemancy, or Clevermancy) and you will receive a caster with one of the 3 possible disciplnes from the class. You do not get to choose which discipline, just which class. This is because caster disciplines are random in the comic, but it is said that the leader of a side can will the sort of caster he wants.

No mortal caster can have Retconjuration, that one is reserved for when I make a mistake.

BARBARIANS
If a ruler or heir escapes the falling of their side's capital city, they become a Barbarian. Barbarians can lead up to a stack of units as long as they can pay the upkeep of the units. They have a purse that can hold up to 10,000 Shmuckers and they can carry up to 500 Shmuckers in gems to supplement this.

Barbarians that claim a Capital City can restart their side and unfreeze any of their frozen cities. Disbanded units will not repop and captured or turned units will not return to your side, so the sooner this is done the better. If a Capital City has been razed, a Barbarian can start a Level 1 Capital City on that location for 5,000 Shmuckers. Capital Cities can only be built on certain hexes, so it is rare for them to find one.

There are several Barbarians who will rent themselves out to sides as mercenary units. Most prefer Signamancy contracts if they have access to a Signamancer, but some will take a job for half the payment up front. Most Barbarians will lend their services for 1000 Shmuckers + (500*Level) more for each unit in their stack per turn. The main Barbarian is equivalent in stats to a ruler and most of their units are usually knights, so it may be worth it for sides who need a strike force to do their dirty work.

Barbarians can be reached through Thinkamancers, Hat Magicians, and by running in to them in the field. In the field, they rarely fight unless you threaten them or someone is paying them.

TERRAIN
There are several terrain types that range from useful to annoying to deadly.

Types
Desert: Every unit that ends their turn here has their upkeep raised by 5 Shmuckers. Miners are 20% more likely to find gems in this hex. These are Yellow Hexes on the map.

Field: Basic terrain type. Nothing special. These are Pale Green Hexes on the map.

Forest: It takes 2 Move to enter a forest hex, unless you have the Flying or Forest-Capable special. Flyers cannot be attacked in this hex except by other flyers or units with both the Forest-Capable and Ranged special. Flyers must land to attack Forest-Capable units in this hex. These are Dark Green Hexes on the map.

Hills: It takes 3 Move for most units to enter a Hill Hex. It takes 2 Move for a flying unit to enter a Hill Hex. Hill-Capable units can move through with no penalty. These are Orange Hexes on the map.

Lava Lake: Only Flyers can pass through this hex. These are Red Hexes on the map.

Mountains: It costs 4 move to enter this hex. It costs Flyers 2 move to enter this hex. Mountain-Capable units can move through with no penalty. These are Brown Hexes on the map.

Impassable Terrain: Usually mountains too high to fly over or maelstroms in the seas no unit can pass alive. These are Gray and Dark Blue Hexes on the map.

Farm: Units that end their turn in this hex have their upkeep reduced by 5 Shmuckers. These are Purple Hexes on the map.

Water: Only Water-Capable and Flying units may enter this hex. Only other Flyers and Water-Capable units with the Ranged special can attack Flyers in this hex. Only other Water-Capable units can attack Water-Capable units in this hex. These are Light Blue Hexes on the map.

COMBAT
A maximum of eight units can stack together at a time to attack as a single unit. A maximum of 4 allied stacks can occupy a single hex. Keep in mind that a single unit can be considered a stack even though it is alone.

A stack automatically attacks another stack if it is their turn and there is an enemy stack in their hex, an enemy stack enters their hex, or they are attacked. Both stacks attack each other at the same time whenever there is combat. If a stack includes someone with the Leadership ability, a Caster, or someone with the Courtier special, they can choose not to attack an enemy.

If it is their turn, unled stacks will automatically reengage enemies until the hex contains only one side. Led stacks can choose to do this as well. Off-turn, stacks can only attack if an enemy stack enters their hex or they are attacked and cannot reengage unless one of those conditions is met again.

When a stack attacks a target, 1d20 is rolled. The stack needs a 10 or above to hit. The combined attack of the stack is added to the roll and the combined Defense of the target is subtracted from it. If the attack hits, the target takes damage equal to the combined Attack of all the units in the stack minus half the combined Defense of all the units in the target stack. This damage is spread equally over the Hits of all the units in the target stack, meaning that no one unit will take too much damage. If the unit rolls a Natural 20 on their attack, they perform a critical hit. Critical hits always hit and are only mitigated by 1/4 defense instead of 1/2. The damage is still spread equally across all units hit.

If a stack contains someone with the Leadership ability, they can choose specific units within a target stack to attack. For example, you could focus four groups of two on the four most fragile units within the target stack. Each group attacks its target with the combined attack of the two units versus the defense of the single unit. They still get the bonuses from Leadership and other modifiers because they are still stacked with the leader. This allows immediate threats to be put down more quickly.

A stack with a leader can have some of the units screen instead of attack. A unit screening another unit acts as a bodyguard for that unit. If the protected unit is specifically attacked, they get the defense of the screening unit in addition to their own. The damage received is also spread evenly between the screening units and the protected unit. This is good for protecting a stack's Warlord or a Ruler from being instantly taken out.

If a stack enters a hex occupied by an enemy stack, it can only leave by defeating the stack or retreating back the way it came. Flying units can fly over ground units, but will be stopped by other flying units and Ranged units. Grounded units will be stopped by other grounded units, Flyers that land, or flyers with the Ranged special. So stacks of highly defensive flying units provide massive roadblocks to enemies.

Sometimes, units fall. This can be falling from a great height like a wall or falling off a flying mount because it was croaked. If a unit falls, it has an equal chance of croaking, becoming incapacitated, becoming mostly croaked, or being perfectly fine. Incapacitated units have 0 Move for 1 turn, but that's about it.

INCAPACITATION
There are two kinds of Incapacitation.

Incapacitated: The unit is unable to Move, Attack, Cast, or do much of anything. This normally disappears after 1 turn.

Mostly Croaked: The unit is incapacitated. If they do not receive medical attention (usually a Healomancer) they will croak at the beginning of their next turn.

TURNS AND UPDATES
A side can only do most things, such as moving, on their own turn. Some types of casting and responding to an attack can be done off turn. Some sides take turns one after the other and some sides can take turns at the same time as others.

A side's Battlespace is every hex that they can affect within 1 turn. This is generally every hex that they can move to, but some magic can affect multiple hexes. When the Battlespaces of two or more sides overlap, their turns come one after another. Turn order is mostly just what I feel like at the time, but once an order is decided it will stay the same until one side leaves the Battlespace or another joins it. If a side joins the Battlespace of two sides already with turns one after the other, it will be the last one to take a turn.

Even if you are technically after another side, you can go ahead and PM me what you plan to do on the turn. If the other side doesn't do anything to stop your orders, I will carry them out.

When all turns are finished, I will make a post in this thread with the map and listing the turns of each side. Technically you shouldn't be able to see the turns of a side out of your Battlespace, but whatever. This thread will be for checking the map, for asking questions you don't feel the need to PM, and general discussion of the game. Try not to metagame this as sides can't communicate easily without a Thinkamancer or linked Sending Hats.

I will try to update at least once every 3 days. It may be earlier if everyone finishes their turn earlier. Most weekends I won't be doing much updating, but I will try to have something done by every Monday.

THE MAP
[Image: ErfStatesMap.jpg]
Within the Magic Kingdom, there is a group of Lookamancers that pride themselves on keeping up to date maps of Erf. Though they certainly won’t turn down donations, they provide these maps free of charge to all sides. When asked why they do this, the response is usually: “It is the will of the Titans”.

The map shows cities and capitals as well as hex types in the world. The owner of a city will be denoted by a colored dot near the city and the map will change as cities are claimed, razed, and built. It will not show troop movements, though you may get a peek at those with a lookamancer of your own.

There are some non-capital cities on the map now. No one knows who these belong to, how well defended they are, or when they were created.

Scouting, Sending Information, and Moving Units
On your turn, units can see enemy units in adjacent hexes. Sides Off-Turn cannot see enemy units in adjacent hexes.

Scouts can be useful for finding enemies by moving through hexes avoiding combat and returning information on enemies in adjacent hexes. Because they have to physically move back to relay the information, scouts are more useful with a Sending Hat or if you have a Thinkamancer. There are plenty of Hat Magicians in the Magic Kingdom that will sell you a pair of Sending Hats.

It is important to note that you play as the Ruler and only know what the Ruler knows. When your units are in the field, you know where they are and what they are, but not what they see. You know if they fight and if they win or lose, but not who they fight. The only way to know for sure and give on the fly direction is through use of Sending Hats with detailed reports, Thinkamancers to check on your units, or Lookamancers to look in an area.

You can order your troops to move without any of these things, and you can give them basic directions like: "Avoid all combat", "fight all enemies, or "Fight enemies that look weak". If nothing like this is given, and the units are unable to send back reports, they will move as quickly as they can to their destination and fight any enemy in their path.

The Capitals
E3: A city situated in the mountains, making it difficult to enter or leave for most units. Natural Allies: Giants.

L6: A desert city where food is hard to come by but gems are plentiful. Natural Allies: Gobwins.

K11: Guarded by mountains on one flank and a lava pit from behind, this capital is an excellent start for any evil overlord. Natural Allies: Hobgobwins.

U7: A pleasant capital nestled between a lake and the forest. Natural Allies: Eager Elves.

T18: A plain city on the Plains. Natural Allies: Marbits.

I17: A capital hidden in the forest. Natural Allies: Woodsy Elves.

G23: A capital on a fertile peninsula away from the rest of those crazy murder fools. Natural Allies: Tardy Elves.

SIGNUP
I'm going to try to start this sometime between Wednesday and Monday depending on response and my schedule. There are only seven capitals and therefore only room for seven people. It is not "first come first serve", but earlier applications are more likely to get the capital they want.

Ruler's Name:
Ruler's Special:
Side Name:
Raiment: (Optional) A picture of your side’s symbol.
Color: (Red, Blue, Green, Orange, Purple, Pink, or Yellow)
Initial Capital City Position: (E3, L6, K11, U7, I17, T18, or G23) (This affects what Natural Ally you get)
Initial Capital City Name: (By tradition this is the same as you side name, but it can be whatever)
Preferred Caster Class: (Hocus Pocus, Spookism, Stuffamancy, Eyemancy, Hippimancy, Naughtymancy, Stagemancy, or Clevermancy)
Specialized Unit: (Just say the name)
Personal Unit: (Say which template you used and the specials)
Units Popped: (You have spent the last 10 turns in your level 1 city popping units. What did you pop?)


It's late and I'm sure I've not stated everything clearly. I will try to fix it in the morning. Until then, feel free to ask questions.
Reply
09-29-2014, 09:10 PM
Post: #2
RE: Erfstates
Ruler's Name: Jones Davison
Ruler's Special: Water Capable
Side Name: Dubbloon Nothin'
Raiment: TBA, but... I'm sure you can make an educated guess.
Color: Blue
Initial Capital City Position: G23
Initial Capital City Name: Dubblor
Preferred Caster Class: Spookism
Specialized Unit: Spidew
Personal Unit: Glooper (Destroyer, Heavy, Water-Capable, Ranged)
Units Popped: 1 Glooper, 1 Knight, 1 Stabber.

Only problem I can see is that there's no easy way to engage Flying units, you have to invest SOMETHING into it. And if you decide to try to invest your Natural Allies into it, and you DON'T get the Woodsy elves, well, you're kinda screwed.
Reply
09-30-2014, 12:03 AM
Post: #3
RE: Erfstates
OH MY FUCKING GOD I HAVE BEEN WAITING SO LONG FOR THIS

RESERVED RESERVED RESERVED SO RESERVED I DON'T HAVE TIME TO MAKE A APP AT THE MOMENT BUT OMG
Reply
09-30-2014, 12:31 AM
Post: #4
RE: Erfstates
Your app looks good Leafsw0rd, and I can't wait to see what you make Hector.

I've changed some of the specials including Flying, Siege, Mountain-Capable, Tunnel-Capable, and Mount. I also altered the rules for collapsing tunnels. One of the oversights I fixed is that most flyers now have to land if they want to attack, so most things can hit them if they do fight.

Flying is fairly close to how it is portrayed in the comic, being one of the best specials for positioning and etc. Keep in mind that a talented caster should be able to even the odds against flyers if he has the juice as well. Maybe a Carnymancer could break the rule saying that flyers can't be attacked by ground units or a Dollamancer could make a Flying accessory.
Reply
09-30-2014, 01:53 AM (This post was last modified: 10-01-2014 12:23 PM by Supernerd.)
Post: #5
RE: Erfstates
I have decided not to apply to play this game after all. My original application is still in this spoiler.

Ruler's Name: Roy Highness
Ruler's Special: Mountain Capable
Side Name: High Men
Raiment:
[Image: EKNPGC.png]
Color: Pink
Initial Capital City Position: E3
Initial Capital City Name: Tinker
Preferred Caster Class: Stuffamancy
Specialized Unit: Digger
Personal Unit: Goatee (A goat with funny facial hair) - Cheap Unit, Mountain Capable, Mount
Units Popped: Warlord, Goatee x2, Stabber
Reply
09-30-2014, 02:02 AM
Post: #6
RE: Erfstates
Flying + Ranged is still brutal to those unprepared.
Reply
09-30-2014, 02:13 AM (This post was last modified: 10-01-2014 11:18 AM by Palamedes.)
Post: #7
RE: Erfstates
I'm good with fabrication Supernerd. Also, I think that we could just have people swear off using Flying+Ranged?

Also, I'm unsure as to which specials can be chosen for the ruler (and feel like it might have been listed somewhere and I missed it).

Ruler's Name: Paul la Mede, Esq.
Ruler's Special: Caster (Stagemancy, crossing fingers for Carnymancy for meta's sake)
Side Name: Bright and Outstanding Righteous Empire
Raiment:
[Image: Bright%20Empire%20Flag.png]
Color: Green
Initial Capital City Position: U7
Initial Capital City Name: Opulencia
Preferred Caster Class: Hippimancy
Specialized Unit: Gwiffon
Personal Unit: Bored Elite (top of the line guards with nothing to do most of the time) - Defender, Heavy, Ranged, Fabrication
Alternate Personal Unit: Manticow - Assault, Mount, Scouting, Flying
Units Popped: (1 Bored Elite, 1 Warlord, 2 Stabber)
Reply
09-30-2014, 03:06 AM
Post: #8
RE: Erfstates
Palamedes you clever Carnymancer, you found a hole in my rules. I was planning on having only casters be able to cast, BUT I will let your ruler have the caster special since there are caster rulers in the comic. In return, you will not have a separate caster unit; you just have an exceptionally powerful ruler.

I'm going to go amend the rules right now, and work on rules for promotion. Maybe also better scouting rules.

As far as Flying+Ranged being brutal to those unprepared: Yes it is in the field. In cities, your tower can attack flying units automagically for you without you risking any units. You could also send a caster up there stacked with some fatties for more damage and archers on the tower can attack flyers as normal.

Also in cities, flying units have to land to attack garrison units. This is because it is considered a separate hex that only grounded units can be in. In the comic ranged attacks could travel between hexes, but not here. I will go amend the rules to make that more clear.
Reply
09-30-2014, 03:26 AM
Post: #9
RE: Erfstates
So wait if we are not a caster we get to start with one? Or do you mean I cannot ever have other casters?

Because if it's the latter I might have to rethink, but if it's the former I might have to change my preferred caster class or just ask if my ruler can be a Carnymancer ruling over a hippie kingdom.
Reply
09-30-2014, 03:31 AM
Post: #10
RE: Erfstates
If it was the former, it would not affect you at all since you are not making any warlords with your ten turns of production.

I'm pretty sure that starting with a caster is pretty unlikely. I might get a caster by building a warlord with my free turns, but I suspect the RNG will not come up in my favor.
Reply
09-30-2014, 03:39 AM
Post: #11
RE: Erfstates
Oh I know it won't affect me, but now I want my leader to be a Carnymancer (but I also like Hippimancer magics ;-; ).

Do sort of need to know if having a caster leader prevents ever getting any more casters though.
Reply
09-30-2014, 03:44 AM (This post was last modified: 09-30-2014 03:47 AM by WillyDeWulfe.)
Post: #12
RE: Erfstates
Everyone starts with 1 caster, because A) I want to see crazy magics and B) in the comic it is said that: "Sides often pop a caster among their first warlords". You get this even if you don't pop any warlords.

The exception is Rulers with the Caster special. Then your ruler is your caster and you don't get a separate free one to start out. You still have the same small chance to get a caster when popping warlords as anyone else with 1 caster.

The only thing that affects your chance of popping casters is how often you pop warlords and how many casters you have. This counts casters that you have captured, even if you haven't turned them yet.

ALSO, I added some Promotion rules that let you make exceptionally powerful units fairly quickly in exchange for Shmuckers. You may want to change your applications because of this, even though you cannot spend Shmuckers until the game starts. You can change your application until the game starts.
Reply
09-30-2014, 03:49 AM (This post was last modified: 09-30-2014 08:43 PM by hector212121.)
Post: #13
RE: Erfstates
Are there rules for making new specials? I want to make a unit that gets bonuses for having low hits and for being unstacked. Like, a berserker.

I'll leave personal unit blank until I have a answer for that...


Ruler's Name:Lazarus Cwimson
Ruler's Special: Spear-User.
Side Name:The Cwimson Cwusadews. (erf does the fudd)
Raiment: (Optional) A picture of your side’s symbol.
Color: Red.
Initial Capital City Position: (E3, L6, K11, U7, I17, T18, or G23) (This affects what Natural Ally you get) T18--Marbits can pay their own upkeep when it's peaceful!
Initial Capital City Name: (By tradition this is the same as you side name, but it can be whatever) The Cwimson Capital!
Preferred Caster Class: Naughtymancy
Specialized Unit: Spidew
Personal Unit:Cwusadew: Defender. caster(jk) Fabrication, Heavy, Dancefighting.
Units Popped: 1 Cwusadew, 1 Spidew to be done next turn.
Reply
09-30-2014, 04:27 AM (This post was last modified: 09-30-2014 04:31 AM by WillyDeWulfe.)
Post: #14
RE: Erfstates
I made better Scouting rules that also cover movement and ordering units. Desert Hexes have been bumped so that they give a bonus 20% chance to gem finding.

Hector:
There are some specials in the comic that I didn't include simply because they probably wouldn't get much use (like seafarer) and other reasons. If you want to use one of the specials I didn't make rules for we can try to work something else. Maybe we could also make completely new specials, but you would have to link it back to something that happened in the comic and I'd really rather not. This page of the Erfwiki shows the specials.

The closest thing to your berserker is probably Luckamancy Reserve. The unit would be more likely to take damage until they decide to use all the good luck they've stored up and go all out. I purposefully didn't include most of the abilities that act like Magic because I'm not certain how to balance them, but if you REALLY want that I can add it in.

I need to go look at Barbarians, but I think that you can hire a barbarian non-caster as a mercenary to help fight and etc. They will probably be royal (Since most heirs are royal and I think only heirs and casters can be barbarians). The upkeep will be quite steep for each barbarian unit and they will probably betray you if they get a better offer.
Reply
09-30-2014, 04:52 AM (This post was last modified: 09-30-2014 04:53 AM by Palamedes.)
Post: #15
RE: Erfstates
Final question (for now at least): since my ruler is a caster, do I start off with a warlord instead of a caster, or do I lose out on a second leader entirely?
Reply
09-30-2014, 05:00 AM (This post was last modified: 09-30-2014 05:32 AM by WillyDeWulfe.)
Post: #16
RE: Erfstates
I guess it's fair to give you a warlord. Sure.

EDIT: Actually, no. A warlord is simply too good of a unit. Instead you get 3 extra free turns to pop something.
Reply
09-30-2014, 06:35 AM
Post: #17
RE: Erfstates
Alright cool.

I also noticed what you meant by 'super powerful ruler' since I didn't realize Casters had such weaker stats than Warlords. Sorry about my misunderstanding and thanks for the leniency.
Reply
09-30-2014, 06:44 AM (This post was last modified: 09-30-2014 06:48 AM by hector212121.)
Post: #18
RE: Erfstates
Well, if you hired a royal Barbarian, couldn't you then pop royal units? That's part of what I wanted to know.

Also, shouldn't we all be able to make some kind of weak Archer-type unit? Perhaps make Archers Crossbowmen and Archers a normal class? It doesn't seem fair to give so much power to people with flying units.

Also, I want to be clear here. Any unit that isn't a mount can be promoted? I mean, couriers would be useless, obviously, because for some reason you feel the need to make couriers have a special that demands instagib AND give them 1 hit and 0 defense.
Reply
09-30-2014, 07:13 AM
Post: #19
RE: Erfstates
I've got a question now. Would a mountain-capable unit have a penalty in hills?
Reply
09-30-2014, 07:36 AM (This post was last modified: 09-30-2014 07:42 AM by WillyDeWulfe.)
Post: #20
RE: Erfstates
If you hired a royal Barbarian, then yes you could pop Royal units. You just have to start the popping on a turn when you are allied with the Barbarian. Since most rulers are Royal, you can probably pop royals anyway.

I'm moving the Archer unit over to basic units so anyone can pop them. Even though there will be very few non-magical Flyers (Gwiffons which aren't great in combat and few sides will have, possibly Personal Units that can only be popped in your capital, and maybe your ruler), it should at least end the debate on whether Flyers are OP. Flyers are great in the field, but they can rarely take a city without ground units.

As for what can be Promoted, I was leaving that vague so I didn't have a huge info dump. Which is stupid because that's exactly what the post is for. Stabbers, Scouts, Pikers, Archers, Diggers, and all Natural Allies can be promoted to Knights. All Knights can be promoted to Warlords. Warlords, Casters, and Rulers can learn some other specials like it says.

Mainly Mounts, Siege, Courtiers, and Caster-Created Units cannot be promoted. I also fixed Courtiers so they seem less useless and made it so other units could take the Courier special without penalty if you wanted that for some reason.

Hills are not Mountains, so the Mountain-Capable special would not apply in hills. Sure giants can climb up the side of a cliff with no problem, but rolling hills? That's just too much!

I also put in how turns work and info about the update schedule. If you didn't realize, most of this game will be played through PM.
Reply
09-30-2014, 07:43 AM
Post: #21
RE: Erfstates
Now that archers are universal, I have changed my specialized unit to Digger.
Reply
09-30-2014, 07:43 AM
Post: #22
RE: Erfstates
Grabbing a spot here while I continue to read the comic and the rules.
Reply
09-30-2014, 07:44 AM
Post: #23
RE: Erfstates
Dance Fighting. Y/N?
Reply
09-30-2014, 07:48 AM
Post: #24
RE: Erfstates
(09-29-2014 05:00 PM)WillyDeWulfe Wrote:  Dance-Fighting: This unit dances and sings while fighting, multiplying the Attack and Defense of itself and other units in its stack that it leads by (1 + ½ its level). Some units are unable to be led in Dance-Fighting and will not get this bonus (Usually mounts and golems not made by the caster leading). A warlord, caster, or ruler may choose to take this special for 25,000 Shmuckers.

Oh yes. I'd have taken it if caster wasn't an option.
Reply
09-30-2014, 07:50 AM (This post was last modified: 09-30-2014 07:54 AM by hector212121.)
Post: #25
RE: Erfstates
Huh. I swear that the personal units were 5 turns/pop. Fixing app up a little. Also going to point out that the mandatory engagement thing was for unled stacks and that casters can lead stacks, though it's pointless without leadership.

I was asking about promotion for intents of 'can i promote my caster into a badass so they can go out and get some real levels without croaking' btw

Edit:If a stack is hit with Capture, do you capture the whole stack? Do you have to do enough total 'damage' to croak the units? Walk me through this here xD
Reply
09-30-2014, 08:16 AM (This post was last modified: 09-30-2014 08:23 AM by WillyDeWulfe.)
Post: #26
RE: Erfstates
You can give casters more specials, but you can't give them better base stats. You could make it a heavy unit so what levels it does have are twice as good. You could mount it so that the mount protects it some and then send it out with a warlord that has a decent level. The bonuses from Mount and Leadership still apply even if an enemy singles the caster out with their own leadership. As for casters leading, I think I mentioned something about that in the Caster special, but it might not be in the Combat section. I'll fix it later.

Capturing is a little shaky at the moment, but here's what I have so far. When a unit with the Capture special wishes to use it, it has to attack alone. If it is being led its commander can tell it to target a specific unit, but if unled it targets an entire stack. The Capturing unit rolls an attack roll against the target as normal. If it hits, the target takes no damage and is captured. If it hits a stack, the unit chooses which target to capture.

So the best capture units are the ones with high attack that have been led to choose a specific enemy. If a unit attempts to capture, it does not attack with the rest of its stack, but may still take a portion of the damage.

Ranged Capture units would be similar, but not exactly like, Pink Dwagons. They have a ranged attack that captures the unit so that they can immediately grab it. This would bring down a flyer once its captured.

Units are also captured if you take the garrison of the city they are in. If you're feeling lucky, you can ask a unit to surrender. Warlords will never allow themselves to be captured this way, but you might get lucky with a lone caster or random unit. Whether a Ruler is captured like this is entirely up to the player controlling him.

If I remember the comic correctly, a prisoner can restack and escape if a stack of his side is in the same hex as them on their turn. If you manage to capture a unit it the middle of battle, you should GTFO so they don't escape.

All prisoners have an upkeep of 5 Shmuckers + 5 more per Level (Unless for some reason they don't have an upkeep at all). You could let them starve and disband if you were particularly cruel.

I also changed the Fabrication Special. It was too reliable compared to the Digging special, but now it can make your caster-created golems cheaper. Honestly this is probably a buff if you want to make a strong golem.
Reply
09-30-2014, 08:34 AM (This post was last modified: 09-30-2014 05:05 PM by Vancho1.)
Post: #27
RE: Erfstates
I need to reread Erfworld sometime....


Ruler's Name: Jareth Quinn, the GoblinGobwin King
[Image: Jarethehadshot.jpg]

Ruler's Special: Caster(Stagemancy)

Side Name: Labyrinth

Raiment: TBA

Color: Yellow (Actually blond, the color of Jareth's Hair)

Initial Capital City Position: L6

Initial Capital City Name: The Gobwin City

Preferred Caster Class: Stagemancy

Specialized Unit: Spidew

Personal Unit: Jareth's Gobwin Guards: Defender-Type, specials: Tunnel-Capable, Heavy, Spear-Wielder

Units Popped: 1 Scout, 1 Warlord, 1 Jareth's Gobwin Guard.

The one, the only, Vancho!
Reply
09-30-2014, 08:35 AM (This post was last modified: 09-30-2014 08:45 AM by hector212121.)
Post: #28
RE: Erfstates
why not do that on the first turn vanch, then you can keep Royal.
Edit:Does capturing give EXP?
Reply
09-30-2014, 09:01 AM
Post: #29
RE: Erfstates
Nonono, I kept royal, but I paid 25K to get dance-fighting, so I will start with only 75K Shmuckers. Can I do that, or do I have to pay the 25k on turn one?

The one, the only, Vancho!
Reply
09-30-2014, 09:04 AM
Post: #30
RE: Erfstates
I believe you can't spend any money until turn start.

Also I am incredibly disappointed that you didn't make your personal unit more goblins.
Reply
09-30-2014, 09:06 AM (This post was last modified: 09-30-2014 09:19 AM by WillyDeWulfe.)
Post: #31
RE: Erfstates
You have to pay the Shmuckers on Turn 1. It's a small difference, but I feel like it keeps things organized and prevents some early confusion to not allow any Shmucker spending before the game starts. You might also want to hold off on it for other reasons which will be revealed to you when the game starts.

I feel I should mention that buffs don't stack with themselves. You could have caster-made golems led by a dance-fighting ruler/caster so that you could get the bonus from dance-fighting, leading caster-created units with a caster, and Leadership. However, a stack full of warlords only would only get the Leadership bonus once.

I mention this so you don't think all your dance-fighting units need to have dance-fighting to dance-fight. Your Jareth's Guard can lead stacks of their own in dance fighting, and would probably be more effective that way than stacking with each other.

HECTOR:
Capturing does give XP. All that is necessary to give XP is to "defeat" a unit. This could be croaking, capturing, or having them retreat from a hex after your stacks have battled within it. (This was done in the first book with Parson's Guerrilla strategy. The enemy got XP because GK technically "lost" those battles, even though they lost no units.)
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09-30-2014, 09:17 AM (This post was last modified: 09-30-2014 09:21 AM by Vancho1.)
Post: #32
RE: Erfstates
Okay, I'll make the edits. Took Dance-Fighting away, will give it to Jareth t1, and replaced the Guards' dance-fighting with tunnel-capable (since they're defenders, they'll probably be led by Jareth or another dance-capable warlord anyway). And btw, the Guards are these guys:

[Image: Goblinarmy.jpg]

The one, the only, Vancho!
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09-30-2014, 09:24 AM
Post: #33
RE: Erfstates
Yeah but Vancho the Guards are simply too competent to be Jareth's guards.
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09-30-2014, 09:52 AM
Post: #34
RE: Erfstates
Might I suggest that Farm bonuses are per level per turn? So a level 5 city gets 1000 shmuckers, 10 gets 2000, etc?
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09-30-2014, 09:55 AM (This post was last modified: 09-30-2014 11:11 AM by Vancho1.)
Post: #35
RE: Erfstates
Ehh... I sacrifice realism for mechanics. They have been training under Sir Didymus and have gained an organization and éspirit de corps which they lacked previously.

Edit: But I will not sacrifice Jareth's T1 Dance-Fighting, no matter the cost. Bowie can dance, dammit!

The one, the only, Vancho!
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09-30-2014, 10:18 AM
Post: #36
RE: Erfstates
Hector:
First off, Cities have a max level of 5.

As for increasing the farm bonus, I don't think that would be a good idea. Farms are already one of the best terrain types to build on, so making them increase with city level would just be too much.

Besides, sides that gain a massive Shmucker advantage will be nearly impossible to beat. They will be able to pop scores of Natural Allies in their capital instantly and have strong promoted units. Shmucker income shouldn't be too huge.
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09-30-2014, 10:57 AM
Post: #37
RE: Erfstates
Willy, in the comic, a unled stack could only fight. A led stack(with caster, warlord, ruler, etc) could however choose to disengage from combat.

Perhaps if there are 2 led stacks of the same side, one can choose to engage and the other not to?

Also, perhaps make it possible for archers to attack disengaged enemies? You've already removed cross-hexing after all.
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09-30-2014, 11:10 AM (This post was last modified: 10-16-2014 06:12 AM by ICan'tGiveCredit.)
Post: #38
RE: Erfstates
Ruler's Name: Shwek the Fwst (The first Shwek, the best Shwek)
Ruler's Special: Heavy

(Screw Nobility) and Digger

Side Name: Klobewizers' Shwangdom
Raiment:
[Image: shwek_by_icantgivecredit-d82xn74.png]
Color: Brown
Initial Capital City Position: K11
Initial Capital City Name: Globwobolopulis
Specialized Unit: Spidews
Preferred Caster: Stuffomancer
Personal Unit: Shwuklings: Destroyer. Tunnel-Capable, Heavy, Capture.
Units Popped: 1 Shwukling, 1 Spidew to be done next turn.
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09-30-2014, 11:15 AM
Post: #39
RE: Erfstates
Uh. Credit. Two things. One. You can't choose dirtamancy right of the bat. That is not a possibility at all.

Two. You made up your own special. When I broached the topic with Willy he referred me to the list of existing proposed canon, fanon, etc specials.

just saying here.
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09-30-2014, 11:17 AM
Post: #40
RE: Erfstates
If they're in the same hex, that should all be possible as the rules are now. I suppose it depends on your meaning of "Disengage" though. I see it meaning simply a led stack that chooses not to fight. Being "Disengaged" doesn't prevent you from being attacked.
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09-30-2014, 11:17 AM
Post: #41
RE: Erfstates
One other thing I thought of (sorry).

How exactly does the 'preferred caster class' affect us? Does it just mean that we can't naturally get casters of any other class or does it mean that we simply have less of a chance of getting other casters and/or have to pay more?
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09-30-2014, 11:19 AM (This post was last modified: 09-30-2014 11:21 AM by hector212121.)
Post: #42
RE: Erfstates
udating my unit specials hopefully. And btw…… LOOOOOOPHOOOOOLE! Bolding loophole.

(09-30-2014 03:49 AM)hector212121 Wrote:  Are there rules for making new specials? I want to make a unit that gets bonuses for having low hits and for being unstacked. Like, a berserker.

I'll leave personal unit blank until I have a answer for that...


Ruler's Name:Lazarus Cwimson
Ruler's Special: Capture.
Side Name:The Cwimson Cwusadews. (erf does the fudd)
Raiment: (Optional) A picture of your side’s symbol.
Color: Red.
Initial Capital City Position: (E3, L6, K11, U7, I17, T18, or G23) (This affects what Natural Ally you get) T18--Marbits can pay their own upkeep when it's peaceful!
Initial Capital City Name: (By tradition this is the same as you side name, but it can be whatever) The Cwimson Capital!
Preferred Caster Class: Naughtymancy
Specialized Unit: Spidew
Personal Unit:Cwusadew: Defender. caster(jk) Leadership, Heavy, Dancefighting.
Units Popped: 1 Cwusadew, 1 Spidew to be done next turn.

Pala, the preferred is what our first caster will fall into.
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09-30-2014, 11:22 AM (This post was last modified: 09-30-2014 11:23 AM by Palamedes.)
Post: #43
RE: Erfstates
On Leadership: "Some units can have this but not be technically considered warlords."

Doesn't seem like much of a loophole?

QE: Also warlords seem arguably superior to defensive units (unless you're broke) and take less to pop.
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09-30-2014, 11:24 AM
Post: #44
RE: Erfstates
(09-30-2014 11:15 AM)hector212121 Wrote:  Uh. Credit. Two things. One. You can't choose dirtamancy right of the bat. That is not a possibility at all.

Two. You made up your own special. When I broached the topic with Willy he referred me to the list of existing proposed canon, fanon, etc specials.

just saying here.

Vancho seems to have chosen Stagemancy as a Caster though.

wrt Anti-gravity mud... I'll think of something else then :/

Edited for Readability and Preservation of Sanity - The Revolution - OP - Chapter 1/2 - Chapter 2/2 (missing maps) - Chapter 2 - Chapter 3 (Ongoing) - Chat
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09-30-2014, 11:27 AM
Post: #45
RE: Erfstates
"Hocus Pocus, Spookism, Stuffamancy, Eyemancy, Hippimancy, Naughtymancy, Stagemancy, or Clevermancy" are listed as the magic classes you choose.

Also people should stop copying my (accidental) gimmick and making caster rulers >:(
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09-30-2014, 11:30 AM (This post was last modified: 09-30-2014 11:31 AM by hector212121.)
Post: #46
RE: Erfstates
hrmm good point fine i'll go back and just use warlords for that stuff :P

am now torn between changing it back to fabbing and changing it to Water-Capable and calling them The Knights In Scuba Suits
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09-30-2014, 11:35 AM (This post was last modified: 09-30-2014 11:38 AM by Palamedes.)
Post: #47
RE: Erfstates
Make it water capable because

A) It's significantly funnier
B) You wouldn't be copying me and then I'd only have Credit to deal with (Vancho gets a break because of Jareth Gobwinking) :3

QE: Also of note is another critical sin of Credit's - first of all Shwek was an ogwe not a pile of mud, and Shwek the Second was way better than the First.
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09-30-2014, 11:38 AM (This post was last modified: 09-30-2014 11:41 AM by WillyDeWulfe.)
Post: #48
RE: Erfstates
Credit:
There are a few things wrong with your application.

Anit-Gravity Mud: A special that gives other units permanent specials? Way way WAAAY OP and nothing like that ever happened in the comic to my knowledge. Some casters can accomplish what you want to do temporarily or at great cost though (Mainly Carnymancers, but Weirdomancers or Changemancers might be able to make it work).

Ruler: If you choose to have your ruler be a Caster, you don't get a separate caster unit and instead get 3 more turns to pop something. Just so you're clear on that.

Magic: You get to choose one of the Classes and then I'll give you one of 3 possible caster disciplines from there. This is partially because of how popping casters work in the comic and so you can have some control over your caster without everyone getting the same type. Diritamancy would be part of Stuffamancy, but you might end up of a Dittomancer or Changemancer instead of a Dirtamancer if you choose that.

Color: Those 7 specific colors were chosen for a reason. I'm using Roll20 for the map and those are the only colored dots that were available. I think Brown and Purple are still available.

PALA
Your Preferred Caster Class is just so I know what sort of caster you want to start out with. It affects nothing once the game starts. When you pop casters naturally, it is supposed to be mostly random and unaffected by your Preferred Caster Class. The Titans/I may be generous and give you a Hippiemancer of some sort if you happen to pop a caster.

Shwek the Third and Fourth brought great shame to the Shwek name though.

HECTOR
I was wondering why no one was taking Leadership, because that's totally a thing you can do. Units with Leadership can basically act as Warlords, except that they can't be promoted like Warlords can be.
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09-30-2014, 11:43 AM (This post was last modified: 09-30-2014 11:45 AM by Palamedes.)
Post: #49
RE: Erfstates
Leadership would be pretty useful if given to the weaker personal unit, unless they have ambitious plans with their money (and thus won't be able to afford upgrades).

Actually wait - if you're willing to invest 30,000 Shmuckers for each special you save 20,000 from what a warlord would have to spend (5k for upgrade to knight and 25k for upgrade to warlord, as opposed to two 25k upgrades for abilities). That seems... a little broken, given how getting maybe 200-400 per turn until lategame is.

QE (I am so sorry): Also, how does popping work with upgraded/extra cities? Does it shorten the time it takes and/or allow you to pop multiple units at once?
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09-30-2014, 11:49 AM (This post was last modified: 09-30-2014 12:20 PM by Swampmist1142.)
Post: #50
RE: Erfstates
Ruler's Name: Zain
Ruler's Special: Caster (Eyemancy), Flying (No Royalty)
Side Name: The Dimensional Defender's
Raiment: Coming Later
Color: Purple
Initial Capital City Position: I17
Initial Capital City Name: The Modor Hidden in the Leaves
Preferred Caster Class: Eyemancy
Specialized Unit: Gwiffon
Personal Unit: Planar Bulwark (Defender, Forest-Capable, Heavy, Leadership)
Units Popped: 2 Planar Bulwarks

Putting this here for the night, hope it's good. I will be buying like 14 Woody Elves on turn 1 :P
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