Hyrule Castle has fallen, and now, nearly immediately after it's walls have finished crumbling, normally peaceful groups have declared their independence and have begun preparations for a bloody conflict.
In the struggle to control Hyrule, which side will you take?
In the struggle to control Hyrule, which side will you take?
Sign up here for the Hyrule Civil War Mk II! Just post what faction you want to be on, and I'll sign you up. You can be by yourself on a team, or you can join a big group; its your decision.
Current Teams:
Gerudo (Starting in the Gerudo Desert)- Sephiroth's Masamune, Phantom7, Dark Horse
Zora (Starting at Zora's Fountain)- DTP
Goron (Starting at Death Mountain)- Blaziking17, Spire, PokemonTrainer1
Kokori (Starting in the Lost Woods)- DARKDRAGONHIEI, Kosta
Rules
1. Team Play and Moves
-You may play on teams, but remember that you will have to get everyone's opinion before doing anything.
-There is no cap to the number of players per team, and a player may play solo if no one else registers for his/her faction.
-You may use any program (Msn, etc) or site feature (private groups, PMs, etc) to get in contact with team members, but you need to be able to contact them quickly.
-Inactive players have no say in the final move choice if they miss out on choosing what to do.
-If no move is posted after 72 hours after I post the newest update, that faction misses out on a turn.
-Moves will take place at the exact same time, but some actions can interrupt part of another faction's move (will expand on this later).
-Teams may elect a "team captain" to send me their moves for each turn. This captain will be in charge of sending moves and making the final move decision for each turn.
2. Capturing Territories.
-Each faction may capture two adjacent neutral territories per turn. Each faction may also choose to only capture one or none each turn.
-If two factions try to capture the same neutral territory as part of their "two territories per turn," the first faction to place a squad on the territory gets it.
-Taking over an undefended (in other words, without a squad on it) enemy territory requires one of your squads to be on the territory, and it takes 3 turns to capture it, including the turn that you use to move onto the territory.
-If a squad moves onto a neutral territory, it is automatically captured. This does not count toward the "two per turn" rule.
-If a squad is defeated while on it's own territory, the winning squad automatically captures the territory. This does not count toward the "two per turn" rule.
3. Rupees and Squad Creation
-If you capture a territory with a rupee (which come in different amounts), you may use 1 to create a squad of units.
-Squads may only be created on the territory that you got the rupee from. In other words, if you get a rupee on Central Hyrule, you can only "spend" it on that territory.
-Squads may only move after the turn of creation.
-Only 30 units (not squads) may be created per turn.
-1 rupee may be used to create a squad of 10 (which stand for 100, 1000, or however many units you want 1 to stand for. I don't really care; 10 is used to make calculations easier) basic "Soldiers" who can move to 1 adjacent territory each turn.
-1 rupee may also be used to create 5 "Mounted Units" who may move to an adjacent territory then move again.
4. Groups
-If two squads are moved to the same territory, they can merge into one big Group.
-"Mixed" groups of mounted and regular soldiers can only move to one territory per turn, like regular soldiers. However, these groups can be re-separated into their respective parts.
-If you choose to separate a group, you have to decide on both a number to split from the main group and what adjacent territory to send it to. The newly split group can't attack or move, but the group on the original territory may attack but not move.
5. Attacking
-A squad may attack (or initiate battle) whenever it is located next to another squad.
-If a squad declares an attack, it cannot move during the same turn.
-If a squad declares an attack, the defending squad cannot move. If the defending squad was going to move before the attack, the move is interrupted and canceled.
-Battle results will be decided by a random number generator (or dice roll irl. Whatever works). Both sides (attacking and defending) will each get a unique number from the generator, and that number is how many units are lost.
-Numbers are chosen from a set of 0-n, where n is the number of units within the squad.
-The attacking squad is given "priority," and it will receive the second number. If the defending squad (who gets the first number) is completely wiped out, the second number is considered void.
-If two squads from different factions move to the same territory, battle is initiated.
-After a battle, the attacking squad goes back to the territory that it initiated battle from, and the defending squad stays in the same place.
-If battle is initiated after two rival squads move to the same territory, they both stay on the same territory. Either squad may attack on the next turn, but they may also choose to move away from each other.
-On the turn after an attack, one of the involved squads may "retreat" by surrendering the territory that it is on and losing one unit. The retreating squad may move to an adjacent, friendly (or neutral) territory, and it cannot be attacked that turn or initiate attack unless it moves to the same territory as another enemy squad.
6. Winning the game
-The territory that each faction starts from is considered to be that faction's "capitol."
-If a capitol is captured, that faction loses and all of that faction's territories plus half of each remaining squad (rounded up if odd number) go to the faction that captured the capitol.
-The game is won by capturing evey territory on the map.