How The Game Is Played
Walords is played in turns. Each turn is one day of events. The first action of each day begins with an "Opening Post" by the GM. These posts should be read carefully. Based on what you have read you can do what you want, or choose one or some of the ideas that will be noted at the end of each opening post by way of storyline or an npc advisor.
Ending Of Day: When you read the last post for a thread it will be marked as "End Of Day". At the bottom of this post you will have an update of that days events, any rewards, items recieved, and a tally of stats.
There are three basic actions
Move: Movement is based on the map which shows the location of every town and village. Connecting each town is a road, players can travel from one town to another only by connecting paths. * SEE MOVEMENTS for more details.
Rest: Resting costs one turn/day. When you are resting you most stay at one location/town, your charcter can only RP. You have the oportunity to heal wounds suffered at a rate of 1D4 +1 Damage Points. Leaders/Commanders can call for reinforcements, which they can recall any amount of troops within 3 days travel from their location. Troops recalled will arrive at the Leader/Commander's location by the next turn, these troops travel by forced march and can not be used in combat until the following turn. * SEE ENCOUNTERS for more details.
Fight: Fighting is divided into two types, Duels and Battles. Duels are very dangerous, players can be severely wounded or even killed. Battles are not so risky as duels, leaders/commanders can escape but do suffer serious consequences. * SEE COMBAT for more details.
Winning The Game
The object of this game is to capture or slay your opponent's character. Below are special circumstances that can bring the game to a sudden climax.
1. If the Prince captures Fukijo, the capital of the province, that player wins automatically. To capture the capital, the player must defeat any garrison left in the capital and have his character and troop points occupying it at the end of a turn.
2. If the Prince gains control of eight (8) towns, he has succeeded in raising the countryside to rebellion and wins the struggle. To control a town, the Prince must have Troop Points present in the town and the Lord cannot.
3. If the Lord's forces defeats the Prince in battle, and or his Troop Points outnumber the Prince by greater then 5-1, the Prince is automatically defeated.
4. If thirty (30) turns/days pass and the Prince has not won the game, The Lord automatically wins. The Shogun will send aid to the Lord, ensuring his victory. This victory is bittersweet, for the Shogun will remove his titles of Lord, his command and insist on he retire from service.
This message was last edited by the GM at 01:55, Fri 19 Feb 2016.