The island of K'tann is peaceful, with the original settlers having established their own identity over many centuries. But now the descendents of the original nations that settled the island have rediscovered it. And this time they are bringing weapons of war to seize power. WarZone is a game of strategy, tactics and bluff. Players deploy their forces across the island and try to second-guess their opponents plans. No dice, one results table and a little bit of luck. Can you emerge the victor from the WarZone?
The game is completely untested in any shape or form.
You should be able to find it here:
http://www.scurra.com/warzone/index.htm
Does it make any sense at all?
Wow - lots of interesting comments in a short space of time. So, a long response too.
0. The title. Hey, it's no a big deal. I don't like the title either :) (I actually don't usually have trouble with titles, but this one has caused me trouble. Suggestions?)
1. The whole K'tann thing. That was intended mostly as a joke. I just wanted to draw the players attention to the setting being an island, and that was the obvious prior example. This links to:
2. The Combat Table. This was also partly intended as a joke, since this is sort of a parody wargame, and all wargames have combat tables. I understand perfectly that most of the entries are redundant, that was sort of the intent. However, everyone does seem to have an opinion about it.
3. The Game End issue. I had misgivings about this ending too - I think there are almost certainly better ones. The bonus scoring at the end was supposed to give people an incentive to try and get into the Capitol. but it may not be enough. I will have a think about this one.
4. The Blank tile. I see that some people have picked up on why it's there, but nobody seems to have completey registered the Alliance business yet, which means that some people will only have four tiles anyway during some turns, so they need a blank one. Plus, it certainly was intended as a bluff mechanism. I quite like the idea of it being a "reclaim" mechanism, but I was deliberately making that difficult because I wanted people to think really hard about where and how they used their units. Indeed, I think that nine units may actually be too many.
5. The Black units. I really want the "natives" to be a significant factor in the game. I was trying to find a way of ensuring that people who just "sat around" would get picked off by them, but I don't think I've got it yet. I will note that it is complicated trying to figure out how to use them.
6. The action tiles. Yes, there are five of them so that it doesn't become a major memory issue (most people can remember two tiles!), it keeps the interactions to a minimum, and it makes for tough choices as you try to decide when to use certain tiles.
7. The map. I wanted a three-ring map (outer, inner and centre) simply to make my life easier. It's the same reason why there aren't rules about mountains and rivers, even though I would expect the actual gameboard to map to have topological features. But the borders on the map I did draw for it are certainly slightly more irregular than the "abstract" sketch I did for the posted rule-set.
8. Scoring. Yes, if someone can sit in a region uncontested they will consistently score. I don't anticipate this happening (even in a three-player game) as I don't think you have enough units to do it without letting other players do the same thing elsewhere and essentially negate that strategy. Note that the scores are only for presence, not for size of presence (iyswim.) Zaiga (I think): it was a typo regarding the "tied for first" issue, since it was supposed to apply to everyone tied for first. And the rule already covers ties for second! (no-one scores.)
9. (jwarrend) The "four actions" idea is very interesting - I will have to give that some thought. I do think it might add too much analysis paralysis to the game though. By making everyone place two guys and take two actions (from a very restricted pool), the idea was to speed the game up.
10. (sedjtroll) The "can't place" rule was just to stop everyone piling their units into the same region on the first turn! And as for putting the tiles directly on the regions - That was to help make it obvious which regions had two tiles in them already and so on.
Thank you for all the interesting comments. I shall maybe have a play with the Combat Table (see if some of the interactions can be made clearer or more intuitive). Ideas for fixing the Game End dilemma would be gratefully received!