EuroGT XIII: MetaGame Rules - Basic Rules

Submitted by Arjan (the othe... on 19 October, 2006 - 16:37.

Before we come to the rules as such I will show you typical round of the EuroGT game.

First all armies and their leaders gather( means you and your buddies huddle up)
Then the mighty general issue the commands(means you and your buddies check the map and decide where to attack defend etc and write that down on your order sheets/one for each army)
The migthy general proclaims his commands(means the captain walks over to OPS and hands over the order sheets and clarifies some not readable sheets)
Mighty armies march to seek their destiny (means OPS squares off ARMIES according to their orders and marks destroyed captured and raided territory )
The Gods decide (means OPS tell you who is playing whom and which scenario)
The Battle begins (ok ..you get the meaning)
The mighty Grand Vezir inspects the baronies of your mighty empire and leads his people (means the captains XO is building towns etc on the map with the metagame OPS)
Fate decides the outcome (your game is over and you proceed to OPS for the result)
The mighty general looks for allies beyond his realm (i will not translate THAT)
repeat 5 times...:)

Definitions:

We will give you now definitons which are need to fully understand the EuroT environment.

OPS
The tournament crew running the event. Concerning rules their word is final. OPS are responsible for creating battles, a nice storyline and sometimes to equalize things a little bit. Only team captains are allowed to give orders to OPS.
Building might be done by the grad vezir of every team. Informations may be seek by anybody. Please be aware that running such a tourney is a rather stressy job so we might not have always have time to provide you with the exact info you are looking for.

Empire
A team of players from different systems.
Actually this means that we group players together with “good” or “evil” armies. In some rare occasions we might be forced to incorporate a not fitting army. In the case of EuroGT 13 we will team up players from MH WM and WHFB. You and your buddies CAN register as a team but you need at least 8 people to do so.

Team-captain or General of the Empire
At the beginning of the tournament every empire elects a leader. He is responsible for communication with OPS. Essentially he is responsible for presenting orders to OPS as well as using the resources of his empires.

Grand Vezir(idea borrowed from Wayne :))
The XO of the captain. He is the one who CAN run the building phase and who runs the empire when the captain is busy BUT orders only ever come from the captain.

Intel
Represents the information you have gathered. This is essential for your strategic moves. It is a kind of currency. You can gather intel via MH gangs as they spy for information or via watchtowers. You need Intel to order your armies. Without intel you can´t do anything.

Marshalls
The hands and feet of OPS. These guys will help to keep the system running. Playing vs the odd player or generating a little nasty surprise for your team if you are to overconfident.
Map
This is a hex based map showing the view of the world as you know it.
It is a prefixed map where some hexes are concealed whereas starting areas of empires and river and costal hexes are known to everybody. The map has following tiles which represent following basic/multi resources:
a) Wood: represented as woods in the map
b) Stone: represented as Mountains
c) Ore:represented as Mountains with mines
d) Food: represented as plains, rivers and grassland
and combination of those.
We use the Settler of Catan engine to create towns, markets etc.

At the beginning you can see special locations which help you bolstering up your offensive or defensive abilities. These special resources are shown by 3D models as long as they are activated.

The Naval Academy of Nurlat
Counts as Harbour; you can launch your attacks from there against hostile territories

The Dread Towers of Narbondel
Once a battle the Swordmaster of Narbondel inspires the troops to do their best. You can re-roll on complete Hth or Shooting phase of one unit once.

The Lightning Temples of Sarcand
The ancient temple of the Lightning God. WHFB players add one dice to their magic pool (offensive and defensive) each round. WM-players may re-roll one spell per game. In the case of dwarves one dispell.

The University of Kaloumbor
The home of wisdom. If you win an exploration battle you may put back a gained tile and draw another one.

In the centre of the map there are the special tiles that represent the…
Thaumaturgical University of Mandrala (TUM)
The main objective of the University of Mandrala always was to explore the tracks of magic and to find and teach talented young wizards and spellweavers. The Mandralas mainly watched, explored and practised. Never they intermeddled with minor politics.
For that reason the powerful mages hid themselves successfully by weaving spells of illusions around their University. Unfortunately through a planet constellation that happens only every 3000 years a magical low tide came over Mandrala leaving their delicate illusions without energy. The powerhungry Warlords of the region didn’t hesitate to launch an offensive campaign immediately but the defenders of the University are not unprepared.

The University of Mandrala consists of 3 hexes. If you control at least one of them you are able to activate the destructive energy of the University of Mandrala:
- you may steal one of you opponents land tiles and add them to your empire
- you may create 6 basic resources of your choice
- prevent stealing of your tiles

this will happen every hour as well as rolls for ressources. So this is your main goal. Who controls the TUM will control the game.
Timetable:
The EuroGT is divided in Battle phases and Order phases.
Each Battle phase lasts 75 minutes. Two Battle phases and the Orderphase form a Battle round.
A normal Battle lasts 150 minutes. The following Orderphase lasts 30 minutes.

Timetable:

Saturday:

Registration:
800 - 900 mainly for locals, all internationals will be registered in advance
900 -1000 Briefing
1000-1030 ORDER PHASE 1
1030-1145 Battle Phase 1a
1145-1300 Battle Phase 1b
1300-1400 Lunch Break + ORDER PHASE 2
1400-1515 Battle Phase 2a
1515-1630Battle Phase 2b
1630-1700 ORDER Phase 3
1700-1815 Battle Phase 3a
1815-1930Battle Phase 3b
1930- 2000 Order PHASE 4

Sunday

0900-1015 Battle Phase 4a
1015-1130 Battle Phase 4b
1130-1200 Order Phase 5
1200-1300 Lunch Break
1300-1415 Battle Phase 5a
1415-1530 Battle Phase 5b
1530-1600 Final Building Phase (Note: on contrary to all other Building Phases the last one is written down before OPS proceeds them
1600-1630 Final Results + Official Good Byes

The Orders

Orders have to be given to ALL armies. If you forego to do so OPS will put you on barrack orders as default order.
Orders have to be given to OPS. We will provide Ordersheets which have to be filled out.
All nonreadable Orders result in default orders.

choose one of the following for each army

Agressive Orders:

Attack:
Your army attacks an enemy county- For that you have to deplete your defences and scout your enemy before attack. To do so you have to have contact to the enemy empire.

Intel: 3
Stake: ONE tile
Win: You gain the attacked tile
Lose: you lose the staked tile
Draw; Both tiles count as raided (can´t produce anything and surounding tiles are back to basic production)

Raid:
Your army raids an enemy county. You take your fastest troops to reduce the efficiancy of your opponents economy. Destroy one Hex. This takes out the hex for the rest of the game. NOTE: it is not possible to raid special locations, capitals and the TUS.
Intel: 2
Stake.0
Win: You raid the attacked tile (not any tile) ; this tile is a barren waste, and is destroyed
Lose: 0

Neutral:

Explore: You find new land
Intel: 2
Stake:0
Win: get 2 new tiles
Draw: 1 each
Lose. 0

Barrack:

You irrigate your land build cities etc
Intel: 0
Stake:0
Gain one Ressource Roll.

Pay 2 Intel to switch to defend.

Defensive Orders:

Defend;

you defend your home
Intel:1
Stake: none
Win: you beat back the attacker
Lose: You lose the defended tile.

Mission to be played

Missiongenerator

Attack Raid Explore Defend

Attack King of the Hill X x Defend your Home

Raid X Hold and secure X Pillage

Explore X X Pitched Battle X

Defend Defend your home Pillage X X

The Meta Game

Here you use the resources you gain from your yearly harvests. Every hour OPS rolls for resources. Every hex will be given a number between 2 and 12. (2, 3, 11, 12 are for multi resource hexes) Whenever OPS roll the indicated number hexes will produce a surplus you can use. Building is done in the Order phases.

Resource Rolls

5.

Resource Rolls are made by OPS every hour.
6.

Resource Rolls are made on 2d6.
7.

Additional Resource Rolls may be rewarded for successfully completing games.
8.

The results of resources rolls are interpreted by OPS and the specific Resources will be made available for each team.

Allocating Resource Rolls

OPS decide to allocate a Resource Number to the exact tile.

5.

Resource Numbers are 2-6 and 8-12
6.

The Resource number 7 is allocated to population centres and will always yield population.
7.

Multi-resource hexes can only be allocated the numbers 2-3 and 11-12.
8.

All other numbers can be used on single resource hexes.
9.

No number can be used for a second time until all numbers have been used.

Capital hexes: (your capital)

5.

Can NOT be given a Resource Number and thus will never generate a resource on the resource rolls.
6.

Will generate double Population on any 7.

Population centres

New population centres can be built (see the building cost table) under the following restriction:

5.

There needs to be a road leading to the place you want to build
6.

Most locations need to be at least 2 road sections away from any other population centre. In this respect the Capital Hex counts as a population centre !!

Every empire starts with a certain amount of basic resources. You can use them for building the following structures:

Infrastructure

Stone

Wood

Food

Ore

Population

Road

Roads allow you to expand your holdings and grant strategic advantage.

X

X

Bridge

Any road crossing a River hex-side must be a bridge.

X

X

X

Empires get extra points for the length of their roads.

Population centres

Stone

Wood

Food

Ore

Population

Village

A village is an additional population centre. On a 7 it yields a population resource. It will double the resource from any adjacent area.

X

X

X

On a road and at least 2 stretches away from any other population centre.

Town

A town is an additional population centre. On a 7 it yields a population resource. It will treble the resource from any adjacent area.

X

X

X

Upgrade from Village

Villages are worth 1 Victory point, Towns are worth 2 Victory points, your Capital is worth 3 Victory points

Population Centres Upgrades

Stone

Wood

Food

Ore

Population

Market

A Market allows you to swap one nominated resource at 2:1 odds with the central market at OPS

X

X

Upgrade from Village

Fortify

Fortified locations do not automatically fall to an enemy conquering an adjoining area.

X

X

Upgrade from Town

Capital

Expanding your capital will make it yield more income.

X

X

X

X

X

Your Capital is already considered to be fortified!!

Each expansion upgrade increases the VP value of your Capital by 1 point. In addition to building up additional VP�s, the measure of a Capitals worth will be used to determine you income in Gold.

Special Locations

Stone

Wood

Food

Ore

Population

Watchtower

A Watchtower produces one Intel per turn (BP)

X

X

X

Deepwater Harbour

Any Town on a Coastal tile may be upgraded to a Deepwater Harbour. This allows one army in your team to Raid or Attack any other Coastal tile.

X

X

Upgrade from Town, must be at coast.

How to win the tourney?

You get Victory points for having

5.

The Biggest Empire (10, 6, 4, 2 VP)
6.

The Longest Road (5, 3, 2, 1 vp)
7.

Most Cities and Pop centers (7, 5, 3, 2 VP)
8.

Activated Spec location in your empire: +1 VP
9.

Most Capital Upgrades: (5, 3, 2, 1 vp)

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