Old Erf: Age of the Titans of Ark.

v0.0

A.  BASIC CONCEPTS

A.1 Preamble:  Long ago, when the Titans of Ark had only just genned the Erf, the mechanics were much simpler than they are in more modern times. “A short and merry life” was a unit’s motto, and the world could comfortably be conquered in an afternoon. Back then the Titans still had a direct hand in things, and regularly tinkered with stuff. However, this process of design evolution brought with it power creep, and an increasing amount of micro needed to conduct even the simplest of skirmishes. So, the Titans tweaked units to be capable of handling the micro themselves; however, shortly after doing so they realized that they realized that their direct hand as players was no longer needed. They decided to try out a new form of UI instead, at the time called “FATE v1.0”. The version number’s gone up since then, but on occasion, when the Titans gather together on a parallel board for some good ol’fashioned hack’n’slash, they’ll dust off an old version of the Book of Rules, and for a while Erf-That-Was will live again.

A.2 Rules Errors:  All results stand after play has progressed past the point of commission. In other words, if an error has been discovered after play has progressed that point, the game cannot be backed up to correct that error, even if such error is in violation of a rule.{1}  In the layman's terms: no mulligans, tough luck.

A.3 Rules Conflicts:  If ever two rules contradict each other, and no specific exception is listed, then the one written later in the rules takes precedence.

 

A.4 Rules Disputes:  If two players cannot agree on an interpretation of the rules, a neutral third party should arbitrate using common sense as a guide.  If the two players cannot find a third person they agree is ‘neutral’ enough, then just roll for it and figure it out later.

A.5 Dice & RNG:  Whenever the rolling of dice is called for, the roll is reference in the form xdy; where ‘x’ is the quantity of dice to be rolled and ‘y’ is how many-sided a die to roll. For instance: 1d6 or 2d6, one or two six-sided dice respectively, are by far the most common rolls in all games in general, and probably the only rolls most non-gamers have ever made. Dice rolls can be strung together in mathematical formula of arbitrary complexity for advanced random number generation. Rolls of dice with an unusual amount of sides can be accomplished by rolling other dice in clever ways; for instance, 5d5 can be simulated with 5d6, rerolling 6’s, and 1d24 can be done with 1d6 + 6 * (1d4 - 1). To avoid accusations of unfair dice, players are encouraged to share dice, and to establish a convention for rolling them before the game begins.{2}

A.6 Capitalization:  Capitalization is important. Similar terms may be distinguished between by one being in all caps, and the other all lowercase.

A.7 Organization:  The rules are laid out into or chapters, each of which has a letter and a title. Each chapter is divided into sections, which are numbered except for the introductory section. Each section is referred to by a combination of the chapter letter and section number, [EX: A1, A2, A3, etc.] omitting the number for the introductory section. Sections contain individual rules which are numbered according to order and hierarchy.  Rule hierarchy is shown by adding another digit to the rule number for rules which are exceptions, clarifications, additional information, or whatever; therefore rule (A1.21) is subservient to the one before it (A1.2). Some rules may have individual titles as warranted. Individual rules are referred to by section and rule number. [EX: (A1.1), (A1.23), etc.]

A.8 Notation:  Rules which refer to other rules have a set convention for doing so, as explain under organization (A.6). Notes of the form [EX: ___ ] are clarifying examples while those such as [EXC: ___ ] are specific exceptions to the rule just stated. Examples may also be listed after a rule, in a slightly smaller font size.  Small numbers in curly braces are footnotes, listed at the end of each chapter.{0}

Ex: Just like this.  This is usually reserved for very long examples, though.

1.  GAME COMPONENTS

1.1 The Map:  The Map represents the world the players are fighting over. It is divided up into many individual Hexes, which are the basic units of measurement for the game. Each hex has a terrain type, which is discussed in <a later section>.

1.2 Counters: 

1.3 Cards: 

2.  UNITS

2.1  < TODO >

2.2 Basic Unit Types: 

2.21 Infantry: 

2.22 Creature: 

2.24 Heavy: 

2.25 Equipment: 

2.26 Construct: 

2.3 Special Units: 

2.31 Warlords: 

2.32 Casters: 

2.4 Unit Stats: 

2.41 Tier:  Tier is a general measure of how powerful a unit is.  Tier determines unit upkeep (cite), the effects of certain spell cards (cite), production costs (cite), experience point gain (cite), and spoils (cite).

2.42 Move:  Move determines how far a unit can go in a turn (cite).

2.43 Power:  Power is added to all modifiers in combat to produce the unit's Combat Value (cite).

2.44 Defence:  Defence is what a unit must roll under to Save (cite).

2.45 Hits:  Hits is the number of remaining unsaved (cite) attacks a unit can suffer before croaking (cite).

3.  STACKS

3.1  All units on the board are organized into Stacks.  At the end of the turn there can be only one stack per hex. [EXC: Cities (cite)]  Each stack has a limit of 8 units, [EXC: Cities (cite), some card effects (cite), Casters (A2.32)] but can pick up/drop off units as often as it wants as long as it does not violate this limit (see ###).  Stacks can pass through hexes with other stacks in them, but there is usually some sort of penalty involved (cite).

4.  STATUS MARKERS

B. COMBAT

B.1: Almost all combat is resolved via a set algorithm.  However, players will still wish to understand how their units fight so that they may better comprehend why some units are better against others, and in case they wish to take personal command (cite) of a battle.

1. COMBAT ROUNDS

1.1