Sassy has generalized the Warmok rules and tweaked the point values and added a couple of things. I've re-printed it here, with my own corrections/modifications, in preparation for another game, set in Europe.
So read it over and make your suggestions!
WARMOK ASYNCHRONOUS GAME ENGINE
HOW IT WORKS
The game takes place over ten turns, one turn per day, Monday through Friday for two weeks. Each turn represents a year, so things are pretty abstract.
Each day you will email your orders by noon, and the referee will post the results by 4 PM. You are free to communicate with other players either in public or privately.
At the end of each turn, you’ll have points to spend equal to the number of regions you control to buy reinforcements. New units are built in your home region.
The nation that controls the most regions at the end of day ten wins!
You need to determine your system of government, name your nation and leader, and select a starting region and an alternate (in case of a conflict).
Each form of government gets a starting bonus of some type. Each player begins with a specified number of points to spend on combat units and dirty tricks, in addition to the bonus.
SYSTEMS OF GOVERNMENT
Various ways to organize units should all start with a balanced package of “free” units and specials, all with the same point total. 12 points is a good number to shoot for.
THINGS TO BUY
Simple Foot (SF): Simple Foot are easily dispersed by organized units (Advanced Foot, Advanced Mobile, Ultra-Tough) but can hold territory and fight Simple Mobile and other Simple Foot on equal terms. They can move to any one adjacent region per turn. Cost: 1
Simple Mobile (SM): Fast troops fight like Simple Foot, but cover twice the ground (2 territories per turn). Tunlike Advanced Mobile, they cannot hold territory. Cost: 2
Advanced Foot (AF): Heavily-armed and well-disciplined soldiers. One AF unit is a match for two or even three Simple Foot units. AF units can move to any one adjacent region per turn. Cost: 3
Advanced Mobile (AM): Fast-moving, lightly-armed troops. Advanced Mobile move and fight like SM units, but are able to hold territory. Cost: 3
Ultra-Tough Foot (UF): The top of the food chain, capable of fighting two Advanced Foot to a draw and crushing anything else. This much power in the hands of an ambitious commander can be dangerous - Ultra-Tough Foot units occasionally carve out their own kingdoms and are not reliable far from home (3 or more spaces away). Ultra-Tough can move to any one adjacent region per turn. Cost: 5
Navy (NV): Transport and combat ships that can carry a single unit from any friendly coast to any other coastal region in a turn. Useful for surprise attacks and rapid deployment and expansion. If two naval units cross paths or arrive at the same region, one of them will be randomly sunk with all hands. They can be built in any coastal region with a Capitol or Factory. Cost: 2
Finger of God: Some huge weapon that be used to eliminate all units (friendly and otherwise) from a region or to destroy the nation’s Capitol, making it a useless wasteland. The wasteland cannot be claimed and produces no income, and destroys a unit trying to cross it 50% of the time. The victim is frozen the following turn if an F.O.G. is played on his capitol. Cost: 12
Spy/Counter-Spy: If you purchase a spy, the referee will bcc: you on all communication with the player you specify. If you purchase a counter-spy, the referee will cut off one spy randomly, if you have one leeching your communication. Cost: 4
Revolution: Cause a general revolt to overturn control of a region. The cost is equal to the point total of the occupying units plus one. So if there are four Simple Foot, it will cost 5. The region is then independent, the occupying units are dispersed, and it is considered controlled by you until re-taken. Note that you may not know the exact price before starting a Revolution, and if you cannot pay it, the points are wasted. Even success may bankrupt you.
Defection: A randomly-determined unit of the enemy of your choice joins forces with you or, if you have no adjacent regions, tries to set up their own fiefdom. The random determination includes all units within the region specified by the attacker. Note that the Finger of God is a “special” and not a unit. Cost: 6.
Internal Security: Insurrection insurance. Once “purchased”, your secret police begin a brutal reign of terror that prevents Revolution or Assassination (but not the Defection of friendly units) for the rest of the game. Cost: 6.
Assassination: Kill the leader of an opposing nation, causing great turmoil. None of that nation’s units can move the following turn, although they can defend against attacks and are subject to Defection. Cost: 6.
Factory: Setting up a Factory allows you to build units in a region other than your Capitol. Once a Factory is established, whoever owns the region can use it. Cost: 3
Losing your Capitol: If you lose your capitol to attack, Revolution, or Finger of God, none of your nation’s units can move the following turn, although they can defend against attacks and are subject to Defection. You must name a new region to be your capitol during your “frozen” turn. Pick one you won’t lose.
Finger of God Attacks: In addition to eliminating the point value of a region and rendering it dangerous to cross, an F.O.G. destroys any units that end their turn in the region. If you attack a capitol and it produces units who are ordered out, they may move freely.
Ultra-Tough Foot Revolt: As a rule of thumb, Ultra-Tough Foot three or more regions away form their Capitol have a 50% chance of revolting and setting up their own nation.
Referee-controlled empires: These will react to attacks but not expand. They will spend their accrued points, if any, on Infantry.Posted by muaddib at March 5, 2004 04:50 PM