Interregnum - Core Game Rules

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3rd version rules for a tile-control board game I developed. ©Daniel NewbyNot for resale or reuse in any fashion, please contact me (at Newwby@gmail.com) if you'd like to be kept up to date. 4th version, and release version, in development.

Text of Interregnum - Core Game Rules

Interregnum Boardgame Core Game Rules

Daniel Newby 2014

Page 20 of 20Interregnum Boardgame Core Game Rules

Daniel Newby 2014

Page 20 of 20

Interregnum

A board game about taking power by any means necessary.

Core Game Rules Version 2.1, June 2014 ( Daniel Newby)

Interregnum1

Introduction (In Times Before)2

Chapter 1: Setting Up3

What you should have3

Set-up Order3

Placing Tiles and Capitals4

Games with Fewer Players5

Chapter 2: Game Objectives6

Guilds6

Economical Power (Resources)7

Cultural Power8

Victory by Guild Support8

Victory by Conquest8

Chapter 3: The Game Board9

Territories9

Settlements10

Units12

Chapter 4: Structure of Play13

Game Phases13

Initiative14

Combat and Battle Order14

Chapter 5: Core Game Facets16

Exhaustion16

Alliances16

Voting17

Event Cards18

Trading18

Recycling18

Guild Support19

Volleys19

Sieges20

Introduction (In Times Before)

For a full century the kingdoms of the land, although each unique and solitary, were counselled by a diplomatically elected group composed of the most learned scholars, wisest clergy and peaceful elders elected by the smallfolk and overseen by a triad of royal houses, the family Primitus, the house Secundus and the clan Tertia.

It wasn't without it's problems but for the most part peace reigned amongst all the great houses, procured through a precarious balance of the three royal families that they plead allegiance to. No one house or guild could become too powerful, as they were all subject to the same governance and regulation as each other. Drive was the price to pay for this serene time and the smallfolk paid it gladly they were without any other understanding of life, without need to compete, and their lives were decidedly content.

The royal lines were all but squashed on what should have been an uneventful June day.

The patriarch of the Primitus family was found dead in his wash room, poisoned; his lineage destroyed by a calculated and purposeful campaign of assassination over that single day.

The queen of the Secundus house committed suicide amidst her gardens, after taking the lives of her young children and servants.

The chief and heirs of the Tertia clan mysteriously vanished, without trace.

Although an effort was made to link the litany of crimes, it was futile in the end. All three royal lines were seemingly extinguished by unrelated tragedy and little could be definitively proven otherwise.

In the year since, things have dramatically shifted, unlike anyone would have previously thought possible. Now that the life of the people is less controlled it has become increasingly more chaotic prone to bouts of both fortune and ill luck at a moments notice. The proletariat, the smallfolk and the voiceless are now without stewardship except their own but decades of organisation under a kinder regime softened what would have otherwise been a hell upon the land. Factionalism, under guilds of nearly all pursuit, is now as common as family loyalty once was.

They look for leaders. Where once stood mighty heroes instead stands selfish officials. Hardly a comparison can be made between the two generations but the people, the guilds and the lesser houses still look for guidance.

Pirates have begun marauding along the coasts, tribesmen of the higher peaks have descended, powerful houses have started to gather support and corrupt merchants and diplomats struggle to assert their force. Amidst secret societies, riled ex-royals, ignominious augurs and renowned outlaws the voices of reason continue to grow ever slighter. The lands are entering a period of turmoil unlike any seen in the past century and the last hope for any preservation of culture is for immediate unification, under any banner the banner of whoever can accrue the greatest support of the kingdoms.

Now is a time for the powerful those of unparalleled political, military and economical might to stand up, to bring order and rule the once-lawful lands that have sunk into pandemonium during this interregnum.

Chapter 1: Setting Up

What you should have

56 guild cards, 50 settlement cards, 50 event cards, 10 hero cards, 6 initiative cards64 territory tiles (split: 18 plain, 20 ocean, 16 forest, 10 mountain)6 capital tokens (1 in each colour) and 86 settlement pieces/tokens (21 in each colour) 600 counters, 100 in each colour (split: 30 resource, 25 soldier, 25 fake units, 15 archer, 5 builder) In each colour: 10 cavalry pieces, 5 siege weapon, 5 ship pieces, 1 hero unit standA cloth bag containing 50 folded settlement names30x Heavy unit movement and 30x volley declaration tokens (5 in each colour of both)6x Unit reference, 1x Phase order reference, 1x Battle order reference

Set-up Order

1. Assemble draw areas: Players should place all the resources into a 'resource bank'. This resource bank should be within reasonable reach of every player. Players place all their individual unit tokens and pieces into an area known as their 'reserve unit area'.

2. Adjust for players: Consult the table in the section 'games with fewer players' at the end of this chapter if less than six people are involved in the game. Remove the appropriate amount of guild cards and territory tiles listed in the table and place them aside.

3. Shuffle cards: Separate the assigned guild cards from the drawn guild cards (assigned guild cards have a hero symbol on the reverse instead of the Interregnum logo). Place all cards (guild, settlement, event, hero, initiative) into individual decks and shuffle them. Place all card decks in to an area that is within reasonable reach of every player. Additionally you may take this opportunity to shuffle territory tiles and place them aside for now.

4. Draw hero cards: Players take it in turns, beginning with the oldest player and moving left, to take the top hero card from the pile. After drawing a hero card players may choose their army colour.

5. Ready starting pieces: Players take a appropriate number of units (as listed under 'starting units' on their hero card) from their reserve unit area, as well as locating their assigned guild card/s (the guild card listed under 'starting guild support' on their hero card). Players then take one of each resource type from the resource bank, and any additional resources listed on their hero card (under 'starting economy'). Finally each player should take their capital token (one), heavy unit movement tokens (five), volley tokens (five) and settlement pieces (twenty-one), putting all aside until needed.

6. Draw initiative: The first round initiative is drawn instead of rolled as with every other round. Players take it in turns, beginning with the youngest player and moving left, to draw an initiative card. The player with the highest number initiative card (ordered from 1 to 6) acts first, then the player with the next highest and so on.

7. Placement: Players draw and take it in turns (in order of initiative) to place territory tiles to create the game board and roll for placement of their initial settlement, as detailed in the 'placing' section of this chapter.

8. Begin play: The first round begins in the logistics phase instead of the cultural phase.

Placing Tiles and Capitals

Placing the Board

Take the shuffled territory tiles and deal them, one a time, to every player until all tiles have been dealt. Some players may have an extra tile.

In order of initiative players take it in turns to place tiles as territories and form the game board.

The first 4 tiles placed should be the corners of the game board and the following 24 tiles should be either placed adjacent to these corners, or a previously placed tile, to form the far layer (as detailed in the image below). Afterwards players should place 20 tiles inside this outer central layer, adjacent to the already placed tiles, to form the central layer. The next 12 tiles placed should be placed adjacent to and inside these tiles, forming the inner central layer. The last 4 tiles should form the core of the board, a 4x4 square in the middle of all other tiles. Once all tiles have been placed you may move on to placing initial settlements.

Shape of the Game Board

The diagram to the left shows the placement of layers when laying tiles to form the game board. The largest red layer is the 'far layer'. The second largest blue layer is the 'outer central layer'. The second smallest green layer is the 'inner central layer'. The smallest 4x4 cyan layer is the 'core'.When the game has fewer than six players some of these layers are ignored during tile placement.

Placing Initial Settlements and Forces

After the board is formed players must place their initial settlement and forces to the board. Beginning with the player with the highest initiative card, players take it in turn to roll longitude and latitude to determine the starting location of their settlement.

Roll a d10 die twice. If either die result is higher than the number of tiles the board is long or tall (e.g. a result of 9 or 10 for the standard 8x8 board) then reroll it. Take the first result (longitude) and count (from the bottom-left corner tile relative to where you are sitting) horizontally across until you reach the tile that equals the result. Take the second result (latitude) and count from this tile vertically until you reach the territory that equals the result.

You may choose to place your initial settlement upon this territory or any territory adjacent to it as long as the foll