Gnashrak
29th April 2003, 08:35 AM
Seeking two opposing teams for a 3 team fourth age grudge game (Neutral team already filled). Individuals or small groups are welcome to sign up but full teams will be given preference. If interested, send email to keith<at>kendallweb.com (replace <at> with @).
The following special rules apply. All are negotiable.
- Standard setup rules unless otherwise noted (though we'd be happy to negotiate regional assignment to allegiances)
- Dedicated Neutrals (order 175 not allowed except for kingdoms on turn 1 so they can join their pre-assigned allegiance)
- Three teams: FP (NK+7), DS (SK+7), N (9)
- SNAs 31 (K/A @ +20) and 11 (New Agents @ 40) are not allowed.
- No improvement of PCs to MT or City status or setup placement of MT or Cities in the hexes 4215, 3329, and 2430 (which are inaccessible to armies).
- Kingdoms do NOT get starting capital information (fully realizing that they might get it anyway if there's a mix-up)
- Victory condition: Highlander (there can be only one...allegiance remaining, that is). Each team will select a captain and will inform Harlequin of who that is. If the captain submits a team concession, then the entire allegiance drops from the game. Victory is automatically achieved if any one allegiance has 3:1 superiority against _all_ active opposing nations in number of active nations as well as all victory point categories (armies, characters, wealth). Evaluation of this automatic victory condition must be requested (i.e. Harlequin will not evaluate it automatically every turn).
- In order to faciliate negotiation, all players will receive a list of names and email addresses (but not nation name) for each allegiance
at game start.
- After startup, if any player is found to have violated any of the Setup or Gameplay limitations, that player will be immediately dropped from the game. That player's nation will go dormant (i.e. no other player will be allowed to adopt it) unless all remaining allegiances vote to permit it to return to play.
The following special rules apply. All are negotiable.
- Standard setup rules unless otherwise noted (though we'd be happy to negotiate regional assignment to allegiances)
- Dedicated Neutrals (order 175 not allowed except for kingdoms on turn 1 so they can join their pre-assigned allegiance)
- Three teams: FP (NK+7), DS (SK+7), N (9)
- SNAs 31 (K/A @ +20) and 11 (New Agents @ 40) are not allowed.
- No improvement of PCs to MT or City status or setup placement of MT or Cities in the hexes 4215, 3329, and 2430 (which are inaccessible to armies).
- Kingdoms do NOT get starting capital information (fully realizing that they might get it anyway if there's a mix-up)
- Victory condition: Highlander (there can be only one...allegiance remaining, that is). Each team will select a captain and will inform Harlequin of who that is. If the captain submits a team concession, then the entire allegiance drops from the game. Victory is automatically achieved if any one allegiance has 3:1 superiority against _all_ active opposing nations in number of active nations as well as all victory point categories (armies, characters, wealth). Evaluation of this automatic victory condition must be requested (i.e. Harlequin will not evaluate it automatically every turn).
- In order to faciliate negotiation, all players will receive a list of names and email addresses (but not nation name) for each allegiance
at game start.
- After startup, if any player is found to have violated any of the Setup or Gameplay limitations, that player will be immediately dropped from the game. That player's nation will go dormant (i.e. no other player will be allowed to adopt it) unless all remaining allegiances vote to permit it to return to play.