Rules

Construction

 

 

Island Frontier

Rules

Here are the rules my potential players. Please peruse them at your will. It is important to at least grasp the basic concept of the game before you play. If you have any queries, just feel free to email me.

Basics - Construction - Troops - Combat - Diplomacy - Magic - Happiness - Random Events

Character Generation - Orders

 Basics

Winning - Resources - The 'Building Unit' - Population

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The entire game system revolves around the governing of a domain in a medi-evil society. Each player begins the game with the intention of developing his resources in such a way that he can triumph over his enemies. One must explore the lands, conquer new territories, and trade in information and economy with the neighbouring provinces.

Each turn the player must first assign his citizens to Work or to Build. The workers will aid the production of raw resources while the builders will develope new war machines and create helpful structures for the progress of the domain.

Meanwhile, the player must send troops to accomplish missions, to explore or to invade other lands. Sometimes it is necessary to call in the powerful forces of the Magical, Clerical or Druidic lore.

True victory will come with well planned stretegy, concern for the populous of one's domain and above all, trade and diplomacy.

Winning

To find ultimate victory, your domain must be either the sole survivor or one of a pact (or faction) of nations that overun their enemies. This will be a slow process, but eventually the better side will come through to glorious success. You have a long journey ahead. I hope that it is an enjoyable one, and that victory lies at it's end.

May Herid guide you well,

Good luck.

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Basic Rules

Resources:

Resources are the the basis of any domain. They form the foundations for any of the greater troops and structures that you will no doubt acquire through the game. Each of the raw materials can be converted to Building Units, while each of the live resources can be used to create more powerful soldiers. There are seven resources.

Food is created from farms and crops. It is used to provide sustenance for your troops and citizens. If your food level is not enough to sustain your population, your people will begin to starve.

Gold is created primarily from trade, although many domains gain increased wealth from their larger size and higher taxation (reflected through the size of your Keep). Gold is used in diplomacy but many find it especially useful in the completion of secret missions and spy networks.

Horses are bred at your ranch. They are useful for the upgrading of your troops.

Iron is created in the forge. It is used in the creation of new troop types, great structures and war machines. Some say it is the most useful resource available to an aggressive domain.

Lore is created from study and prayer. It is used to aid magical research.

Stone is mined from local quarries to supply the workers with construction materials. It's prime use lies therein.

Troops are civilians that have been converted to the art of war. They can be trained to higher levels if sufficient resources are available for their upgrade.

Wood is gathered from the woods into the lumbermills. It is useful in building any structure or war machine.

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Building Units:

Building units are a way of measuring the progress of construction on any particular structure or war machine. When a structure is being built, it requires a certain number of Building Units (BUs) before it is completed. For example, a farm requires 30 Food BUs. BUs are created by builders. The builders convert what resources you have in your posession into the relevant BU. For example, Wood is converted into Wood BU. Or Iron is converted into Iron BU. BUs are a very temporary thing altogether. They only last for the time it takes to complete the structure. After the sufficient number of BUs have been produced to complete a building, the BUs are replaced with the structure in question. Eg it takes 30 Food BU (30 FBU) to produce a farm. If you produce 15 FBU in one turn, you will have 15 FBU listed in your posession. However, should you produce another 15 FBU next turn, you would have a cumulative 30 FBU in your posession. Since a farm requires 30 FBU, the BUs you have will immediately be 'spent' on the farm. After two turns you would have a new farm.

However, a point must be mentioned here. BUs can only be created for one structure. If you abandon a constuction before it has been completed, all BUs so far attained will be null. You cannot swap your BUs to another type of construction. For example, should you begin building a Farm and decide to switch to a Library, the BUs you have created for the farm can NOT be transferred to the construction of the library.

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Population:

Your people are divided into Troops and Citizens. The combined total is your overall population. Citizens are created over time as your empire expands. Troops can only be actively created. They are created by arming your citizens and sending them out as militia. Once you create a Troop, it cannot be returned to the status of Citizen. That's the price for a taste of blood and war.

Citizens:

Citizens are those folks who do not take part in battle. They can be assigned as either Workers or Builders each turn. Any citizen can change from one to the other as is desired.

Workers:

Each turn each worker in your domain creates resources from any structure or land affectation that exists. Most structures allow the creation of 1 or more units of a specific resource for each worker that is present. (To find out the resourses created by certain structures, see the Construction section.) E.g. Lets say that a player has a Farm, a Quarry and a Lumbermill. A farm creates 4 Food, a Quarry creates 2 Stone and a lumbermill creates 2 Wood. Therefore, if 20 workers were assigned this turn, (20*4=80) 80 Food, (20*2=40) 40 Stone and (20*2=40) 40 Wood would be created. If 40 workers were assigned this turn instead, (40*4=160) 160 Food would be created, (40*2=80) 80 Stone would be created and (40*2=80) 80 Wood would be created this turn.

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Builders:

If workers are those who produce resources for the community, the builders are those who convert such resources into structures and war machines. They use the raw materials to create new buildings and developements for the domain. Each builder employed in a turn will convert one raw resource into a Building Unit. Builders convert one type of resource each per turn into building units as opposed to one of each resource. For example let us say you want to build a library. It costs 80 Wood and 80 Stone. Let's say you apply 20 Builders to do the work for each turn while it is being built and that you have enough resoiurces to supply the building of this library. In turn one the 20 builders will convert 20 Wood into 20 Wood BUs. The Farm would still require 60 Wood and 80 Stone. The following turn the builders would do the same so the library would need 40 Wood and 80 Stone to be completed. This would continue for 4 turns altogether at which point there would remain zero Wood and 80 Stone to compolete the library. The 20 builders will then automatically start to convert Stone resources into Stone BUs and will stop convertinf the Wood as it is no longer necessary. It would take them 4 more turns, for a total of eight, to complete the building of the libray after which 80 Wood and 80 Stonbe would have been used up to build the library.

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Troops:

Troops are all those involved in the trade of battle. They are without a doubt a key role in the dominance of the Island. Whenever you instigate an assault or fall victim to one yourself, your Troops are the sole protectors of your domain. Over time, you may wish to upgrade your troops to specialists and more powerful soldiers, but at the beggining you will more than likely have to be satisfied with Militia. Troops are created by converting Citizens to the cause. Once a Citizen is enrolled as a troop, he cannot return to the old life. He must remain a Troop for the remainder of the game.

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Construction

The following is a comprehensive list of all the available structures known to your domain at the begginning of the game. After time and research you may find that you have discovered new building structures avaiable for construction.

Please note, you may only build one of each of these constructions. Each structure is supposed to reflect that the entire domain of the player has access to the new building upon it's completion. Building more than one of any structure would thus prove futile. However, there is an exception. You may build as many Extra Farms as your empire allows. The exact number of maximum farms per territory is listed in the map of Herid's Point.

F=Food, G=Gold, H=Horses, I=Iron, L=Lore, S=Stone, T=Troops and W=Wood

Sp=Speed, A=Attack and D=Defense

Back to Contents

Name

Resource Created

Build Cost in BUs

Special Notes

Alchemy

None

100W

100S

50I

Requires Library

Allows Assassins

Allows Ninja Assassins

Blacksmith

2I

60W

60S

None

Bower/Fletcher

None

100W

100S

20F

Requires Lumbermill

Requires Quarry

Requires Blacksmith

Allows Archers

Church

1L

80W

80S

10I

Allows Initiates

Docks

None

500W

300S

Requires Lumbermill

Requires Quarry

Allows Boats

Extra Farm

+2F

30F

You may only hold as many farms as your region allows. See the map for details.

First Farm

4F

30F

The Garden you have in this territory becomes obsolete.

Fortress

1G+1L

100F

200W

250S

50L

100I

Requires Keep

Requires Blacksmith

Requires Quarry

Requires Lumbermill

Grants extra defense

Furnace/Engineering

2I

150I

40W

50S

Requires Blacksmith

Allows Catapult with Quarry

Allows Siege Tower with Quarry

Garden

2F

Free

None

Guilds

None

70W

80S

25I

20L

Requires Library

Allows Ambassadors

Allows Explorers

Keep

1F+1L+1G

20F

60W

100S

Grants extra defense

Allows Bard

Library

2L

80W

80S

Allows Apprentices

Lumbermill

2W

60F

None

Ranch

1+2H

100W

100S

100F

Requires Farm

Training Grounds

None

60I

40W

40S

Allows Knights

Allows Champions

Quarry

2S

50W

Allows Catapult with Furnace/Engineering

Allows Siege Tower with Furnace/Engineering

*War Machines*
*War Machines*
*War Machines*
*War Machines*

Ballista

None

50W

50S

1S - 8A - 10D

Caravel

None

250W

50I

3S - 2A - 1D

Holds 1000 Troops

Requires Docks

Catapult

None

100W

100S

1S - 12A - 6D

Requires Quarry

Requires Furnace/Engineering

Man o' War

None

50L

350W

150S

100I

2S - 3A - 2D

Holds 3000 Troops

Requires Docks

River Boat

None

200W

2S - 1A - 1D

Holds 500 Troops

Requires Docks

Siege Tower

None

400W

1S - 4A - 1D

Ignores siege defenses

Requires Quarry

Requires Furnace/Engineering


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