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Revision 15 as of 2010-04-28 18:57:38
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Editor: SteveKillen
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Revision 28 as of 2010-05-26 20:55:27
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Editor: SteveKillen
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Using the map at http://www.ititches.com/middleearth/, I'm trying to make a Warfish game involving the rings of power. So I'm laying out some conceptual groundwork first, before I get all crazy with map mechanics. --- SteveKillen <<DateTime(2010-04-24T17:21:30Z)>> Using the map at http://www.ititches.com/middleearth/, I'm trying to make a Warfish game involving the rings of power.
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 * --(Twenty)--Seventeen Rings total:
  . '''''Three''' Rings for the Elven-kings under the sky,'' [but the Elven rings were safe from Sauron's power...?]
We're currently in [[/AlphaTesting]].

[[http://www.glyphweb.com/arda/|The Encyclopedia of Arda]] has been helpful for keeping the game tied to the text when possible.


* --(Twenty)--Seventeen? Rings total:
  . '''''Three''' Rings for the Elven-kings under the sky,'' [but the Elven rings were safe from Sauron's power...And yet their power faded with the One Ring's destruction.]
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 * Each ring should convey power:
  * Knowledge is power in RISK.
  * Fog of War restricts knowledge.
  * Ergo, a ring should clear fog of war.
 * Rings should be geographically consistent.
  * 9 distributed among territories of men (Rohan, Eriador, Gondor)
  * 7 among dwarves (blue/misty mtns, --(Iron Hills, Rhun)--)
  * 3 among elves (Lorien, Rivendell/Mirkwood, Lindon)
  * 1 in Mordor
 * Each ring should
  * convey power:
   * Knowledge is power in RISK; Fog of War restricts knowledge; Ergo, a ring should clear fog of war.
   * give an army bonus?
  * be potentially detrimental
   * the servant rings can be controlled by the One Ring (somewhat easily) and other rings (with more difficulty)
   * each set of rings might provide a Wraith negative overbonus? ''(Except the three!)''
  * Be geographically consistent:
   * 9 distributed among territories of men (Rohan, Eriador, Gondor, ''Southrens?'')
   * 7 among dwarves (blue/misty mtns, --(Iron Hills, Rhun)--)
   * 3 among elves (Lorien, ''Fangorn?'', Rivendell/Mirkwood, Lindon)
   * 1 in Mordor, in the obvious place (no other rings can reveal it)
  * have a one-way border to attack for control of it--making a thing of power requires pouring one's power into that thing
 * The One Ring should have power over the other rings (i.e., a decent chance of capturing via one-way border)
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 *Overall, two games in play:
  * the country game (encouraged by continent/size bonuses)
  * the visibility game (encouraged by army bonuses on rings)
  * Need to make sure there are multiple victory strategies

The background map so far (a work in progress):
{{http://calefaction.org/warfish/middle-earth-4.1.gif}}

Lure of the Rings

geddit??

Using the map at http://www.ititches.com/middleearth/, I'm trying to make a Warfish game involving the rings of power.

We're currently in /AlphaTesting.

The Encyclopedia of Arda has been helpful for keeping the game tied to the text when possible.

  • TwentySeventeen? Rings total:

    • Three Rings for the Elven-kings under the sky, [but the Elven rings were safe from Sauron's power...And yet their power faded with the One Ring's destruction.]

    • Seven for the Dwarf-lords in their halls of stone,

    • Nine for Mortal Men doomed to die,

    • One for the Dark Lord on his dark throne

    • In the Land of Mordor where the Shadows lie....

  • Each ring should
    • convey power:
      • Knowledge is power in RISK; Fog of War restricts knowledge; Ergo, a ring should clear fog of war.
      • give an army bonus?
    • be potentially detrimental
      • the servant rings can be controlled by the One Ring (somewhat easily) and other rings (with more difficulty)
      • each set of rings might provide a Wraith negative overbonus? (Except the three!)

    • Be geographically consistent:
      • 9 distributed among territories of men (Rohan, Eriador, Gondor, Southrens?)

      • 7 among dwarves (blue/misty mtns, Iron Hills, Rhun)

      • 3 among elves (Lorien, Fangorn?, Rivendell/Mirkwood, Lindon)

      • 1 in Mordor, in the obvious place (no other rings can reveal it)
    • have a one-way border to attack for control of it--making a thing of power requires pouring one's power into that thing
  • The One Ring should have power over the other rings (i.e., a decent chance of capturing via one-way border)
  • Citadels should have higher defenses: Minas Tirith, Minas Morgul, Barad-dur, Helm's Deep, Isengard, Dol Amroth, Lothlorien
  • Overall, two games in play:
    • the country game (encouraged by continent/size bonuses)
    • the visibility game (encouraged by army bonuses on rings)
    • Need to make sure there are multiple victory strategies

The background map so far (a work in progress): http://calefaction.org/warfish/middle-earth-4.1.gif

Games/WarOfTheRing (last edited 2010-05-26 20:55:27 by SteveKillen)