Video Tutorial:
Game design:
This is the instruction manual for a tabletop game called "Warlords."
Welcome to Ansvinia, a land of abundance where six equally formidable warlords vie for supremacy. Each warlord commands their own domain, seeking to assert dominance over this chaotic world. Border skirmishes, diplomatic strife, uprisings, and warfare are the constants in this tumultuous realm.
In this era of upheaval, you, as one of the six warlords, may pursue ultimate power, glory, peace, or simply revel in causing suffering to this land. Over the span of a century, you will be both hero and leader. The people will revere you, the army will rally behind you, and your territory will expand in all directions. You are your own sovereign, and the world is yours to conquer.
Victory Condition: Victory is achieved by annexing three other countries.
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Gameplay:
The game proceeds in turns, starting with the Emperor and proceeding clockwise. During each player's turn:
Each player has 3 action points, which can be used for the following actions:
· Recruitment: Draw 2 troop unit cards into your hand. · Deployment: Use strategic resources on army cards to deploy troops to cities or capitals. · Movement: Move one unit two spaces, or two units one space each. · Attack: Engage in combat with an adjacent unit. · Resource Gathering: Draw 3 strategic resources into your hand. · Construction: Spend strategic resources to construct factories.
After expending action points, the next player begins their turn.
After expending action points, the next player begins their turn.
Recruitment:
Each action point allows the recruitment of 2 military units. Each military unit is deployed by expending the specified strategic resource points on the card during the deployment action.
For example:
Strategic Bomber - 3 Aluminum, 1 Oil Strength - 7
This card requires spending 1 action point for deployment onto the field. There is no limit to the number of units that can be deployed per turn, but the corresponding strategic resources must be expended.
Combat Round:
Combat resolution is straightforward. During the resolution phase, if one side's strength exceeds the other's, the opposing military units are destroyed. Units involved in combat can only move again after skipping one turn.
Resource Mining:
Using 1 action point can also be allocated for resource mining. Each card corresponds to 1 strategic resource:
Factories and Enterprises:
Factories require 2 steel and 2 oil to construct. Once built, a factory is marked in a major city or capital with a factory icon. Each factory generates 1 strategic resource point per turn.
If a city with a factory is occupied by enemy forces, its benefits transfer to the enemy.
Peace and Surrender:
All ceasefires and declarations of war in the game are instantaneous actions and do not consume action points. A player can declare war an unlimited number of times within a turn, but restoring peace requires mutual agreement.
Unit Introduction:
Scout Team: 1 Iron, 1 Oil; Strength -1; Trait: Can move an additional +1 distance.
Infantry Unit: 2 Iron, 1 Oil; Strength -3.
Artillery Unit: 1 Iron, 2 Oil, 1 Aluminum; Strength -5. Armored Unit: 2 Iron, 3 Oil; Strength -7.
Anti-Aircraft Unit: 2 Iron, 2 Oil; Strength -4; Trait: Can directly engage air units within 2 squares.
Chemical Unit: 3 Iron, 2 Oil, 1 Aluminum; Strength -4; Trait: Victory in combat can eliminate all surrounding units with strength lower than this unit.
Anti-Aircraft Gun Unit: 1 Iron, 4 Oil; Strength -8; Trait: Can directly engage units within 2 squares.
Communication Unit: 1 Iron, 1 Oil; Strength 0; Trait: Friendly units within 1 square gain +1 attack. Rocket Army Unit: 3 Iron, 3 Oil, 2 Aluminum; Strength -10; Trait: Can directly engage all units within 3 squares. Requires an additional cooldown turn after attacking.
Cavalry Unit: 1 Iron, 2 Oil; Strength 2; Trait: Can move an additional +1 distance.
Fighter Jet: 3 Aluminum, 1 Oil; Strength -5; Trait: +3 strength when attacking enemy aircraft.
Bomber: 3 Aluminum, 1 Oil; Strength -2; Trait: +6 strength when attacking ground units.
Transport Aircraft: 2 Aluminum, 2 Oil; Strength 0; Trait: Each transport aircraft can carry and move 2 ground units.
Reconnaissance Aircraft: 1 Aluminum, 2 Oil; Strength -1; Trait: Can move an additional +3 distance but cannot occupy cities.
Helicopter: 1 Aluminum, 1 Oil; Strength -2.
Spy: 2 Iron, 2 Aluminum, 2 Oil; Trait: A country can have up to 6 spies. When a country with spies engages in combat with us, each spy adds +1 to the strength of our units.