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Hexworld - Mighty Empires as a self-contained game!
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Old 07 Jul 2007, 15:35   #1 (permalink)
Ethereal
 
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Default Hexworld - Mighty Empires as a self-contained game!

What is Hexworld:
Hexworld is basically a way to play Mighty Empires as a stand alone game, rather than as a campaign system. The game is supposed to be easy to pick up and quick to play, so tell me if it isn’t!

Setting Up:
To set up a game of Hexworld, simply put together a Mighty Empires map in a mutually acceptable manner. All the normal rules apply.

Once the map is generated, each player picks a starting location. You may not start within 1 Hex of another Player, or in a location that already contains another structure.

The Object of the Game:
The object of Hexworld is to win! To do this, you must conquer the world by means of either capturing over 50% of the tiles on the map or by defeating all opponents. Simple!

Sequence of Play:

Phase 1: Events.
Phase 2: Revenue.
Phase 3: Recruitment and Movement.
Phase 4: Battle.
Phase 5: Conquest and Build.


Phase 1 – Events:

Events are picked out as per Mighty Empires, with the smallest Empire picking first. Because of the way Hexworld works, the Scouts and Elite Army work slightly differently.

Scouts: If you defeat an enemy unit this turn in the Battle Phase, you may decide which direction they flee.

Elite Army: One Infantry unit counts as a Monster unit this turn.


Phase 2 – Revenue:
Revenue is earned as per the system in Mighty Empires.

Each player starts with 150 Gold.


Phase 3 – Recruitment and Movement:
In Phase 3, you can purchase new Armies for your Empire. You may only purchase one Army per turn for each Castle and City you control. Newly purchased armies come into play from a friendly Castle or City.

Infantry armies cost 100 gold to purchase. These are the standard armies.
Cavalry cost 250 gold to purchase. Cavalry may make a free move at the start of the Movement phase, so long as it does not take them out of your territory.
Any unit may be upgraded to "Elite" status for +100pts. Elite units have additional rules listed below.

With the exception of the Cavalry’s free move, each army can only move one Hex per turn.


Phase 4 – Battle:
Battles are very simple to resolve. The attacker rolls 3D6 and picks the highest two dice. The Defender then does the same. Whichever side scores the highest wins the fight, and earns 1 Empire Point for winning, plus another Empire Point for every 3 points he wins by.

Regardless of the outcome, both players earn 1 Empire Point for fighting a battle. It pays to pick fights!

Example: Player A rolls 6, 5 and 3. This gives him a score of 11. Player B rolls 4, 3 and 2, giving a score of 7. Player A wins the battle, and scores 1 point. In addition, because he scored over 3pts, he earns another point. Finally, he adds his point for fighting a battle, giving a total of 3.

The Rule of 1:
If the Attacker rolls a 1, then the Defender rolls one less dice to counter-attack. This roll is assumed to be a 0. The attacker may still use a roll of 1 to add to his score (ie: if he rolls double one and another number).

Finally, if you roll a triple 1, you automatically win and earn five Empire Points, and destroy the enemy army without having to roll in the Regrouping phase! Bravo!

Example: Player A rolls a 1, 3 and 5, giving a total of 8. Player B must now roll just two dice, and rolls a 5 and 3, giving 8 as well. The fight is a draw, and both sides earn 1 Empire Point. Player B got lucky!

Elite units are immune to the Rule of 1 when defending, but are still destroyed on a roll of triple 1!

Regrouping:
After a battle has been resolved, the winning army moves into the square and the losing army is forced back into an adjacent square. In the case of a draw, the Attacker is repelled back to his starting location. If the losing side cannot fall back (ie: it has no friendly squares) it is wiped out.

The attacker then rolls 2 dice. If any of the dice score a 5+, the fleeing army is cut down and destroyed! Elite units need a roll of 6 to be destroyed.

Supply Lines:
Armies in Hexworld need supplies to keep marching. To represent this, an army that is more than 3 hexes away from a friendly City or Castle, or 2 hexes away from a friendly Mine, picks the lowest two dice in combat, not the highest (0s don’t count).

Phase 5 – Conquest & Build:

This works exactly as described in Mighty Empires, with two exceptions:

Armies may capture an empty Hex by moving into it. This does not cost Empire Points. Armies cannot capture Mines, Castles or Cities in this way; they need specialist siege gear to break the enemy defences.


Finally, each player automatically receives 1 Empire Point per turn, to spend how they wish.


That’s all there is to it! Be sure to let me know what you think, and happy gaming!
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Old 16 Jul 2007, 01:56   #2 (permalink)
Shas'El
 
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Default Re: Hexworld - Mighty Empires as a self-contained game!

Looks pretty simple if I were to play mighty empires, which is unlikely.

On a side-note, do you think that mighty empires would be compatible with a 40k campaign? Or even your system for a campaign? Such as an infantry army would be swarm for tyranids, cavalary would be balanced and monster would be godzilla? Or if it was changed slightly, that would help me and my friend play our campaign.

Wish to give some aid in that area, wargamer? (Or anyone else :P)
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Old 16 Jul 2007, 10:46   #3 (permalink)
Ethereal
 
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Default Re: Hexworld - Mighty Empires as a self-contained game!

After testing, some tweaks have been made... I'll edit accordingly.
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