
Kok.sepic.org
Rules for a game of strategy
Fourth Edition 2002, Version 4.10.2
Copyright: Jens Niemann
jens@sepic.org
Table
of contents
3.1.2 Blockade by Enemy Assault
4.1. Food
Production and Supply
4.4. Expenditure/Excess
Materials
6. Set-up and Victory
Conditions
8.5. Error
Messages and Warnings
9.1. Receiving
the Turn Report
King of Kings is a completely computer
moderated play-by-email game set in an ancient or medieval world. Each player
is in control of a nation in this world, governing all decisions and leading it
to either victory or defeat.
The game generally runs in public mode, i.e.
there are no ‘secrets’ in the game. All information is accessible to all
players at the same time. The high complexity and realism of the simulation is
achieved through a large number of actors, i.e. players, whose different
characters, relations and actions are of a highly indeterministic kind.
The map is tiled into square provinces. During
a game turn, a player may gain fame points for showing great valour in battle.
A player may also choose to hoard treasures to stand as the wealthiest player
at game end. Lastly, the player whose armed forces are most numerous is
considered the mightiest of them all. The game ends at a pre-set game turn. The
victor is the player with the highest ranking from points awarded in each
category: fame, treasure or might.
Provinces produce supplies to maintain existing
troops and to build new ones. These supply goods are defined as follows:
Food is necessary to maintain troops. At the
end of each turn, one troop unit must be supplied with one unit of food, or
else the unit will be disbanded.
Gold is a term that represents primarily money,
but also the availability of recruits or weapon smiths. Gold is required to
levy new units.
Wood is required to build ships. Not every type
of terrain can provide wood for the construction of ships. Because of the
configurability of troops, games using non-standard troop lists may require
both wood and gold, or neither for the placement of some types of troops.
On the military side of this game there are 6
different troop types in the standard troop list. Their properties can be
learned from the following table.
|
Units |
Symbol |
To Hit |
Armour |
Movement |
Costs |
|
Foot
Soldiers |
F |
35 |
|
2 |
6
Gold |
|
Bowmen |
B |
45 |
|
2 |
6
Gold |
|
Horsemen |
H |
50 |
15 |
3 |
12
Gold |
|
Castle |
C |
45 |
15 |
0 |
12
Gold |
|
General |
G |
50 |
15 |
3 |
- |
|
Ship |
S |
50 |
|
10 |
10
Wood |
Remarks:
·
The
“To Hit” value of bowmen decreases to 20 after the first round of combat. This
rule assumes that missile fire is only possible in the first round and after
that melee occurs.
·
If a
general is with an army, all units increase their “To Hit” value by 10. In
addition, all units may move over land at a rate of 3. This rule does not apply
to sea movement.
·
If a
castle is with an army, all units increase their ‘To Hit’ value by 5. In
addition, the army receives a 5 point morale bonus.
·
Castles,
ships and generals need not be supplied with food. Castles can not be conquered
by an opponent. If an enemy conquers a province, the castle will be destroyed
(if not already destroyed in battle).
·
Ships
may be used to transport other units across the sea. One ship is capable of
transporting only one other unit. On the other hand, each two ships require one
land unit to man the sails. This rule only applies to fleets that are going
offshore or are already at sea. There are no restrictions if ships are to
remain in a coastal province. Castles can, of course, not be transported over
sea.
·
Hits
in battle are determined in the following way: “To Hit” is the chance in
percent that the unit will hit an opponent. Some units have “Armour”; thus they
are harder to hit and reduce the “To Hit” chance of the enemy. Terrain may
affect the hit chances of the attacker. The “To Hit” chance may not be higher
than the value stated for this terrain type. Finally, the bonus for a general
in command and the tactical bonus (or malus) is applied.
See chapter
3.4 (Land Battles) for details.
Custom
troops are defined using a variety of values, such as movement, and a variety
of flags that indicate their abilities. The values used are listed below. Note
that units that have both sea and land move as non-zero values are effectively
amphibious, and troops that have both as zero are unable to move at all. A zero
value for either casualty order indicates a non-combatant troop. In combat,
only one morale and to hit bonus applies for each troop type, regardless of how
many troops of that type are fighting. In addition, the morale and to-hit
bonuses do not apply for sea battles.
·
Initial
to hit - The ‘To Hit’ value used in the
first round of combat.
·
Continuous
to hit - The ‘To Hit’ value used after the first round of
combat.
·
Armour - As standard.
·
Land
move - Movement rate on land.
·
Sea
move - Movement rate on sea.
·
Food - Food consumed per unit per turn.
·
Gold
cost - Cost in gold to place.
·
Wood
cost - Cost in wood to place.
·
Casualty
order (sea) - Order in which troop types are taken as casualties.
·
Casualty
order (land) - Order in which troop types are taken as casualties.
·
Morale
bonus - Bonus to troop morale when testing
for retreat.
·
To-Hit
bonus - Bonus to all troops’ to-hit
values.
The flags
that affect troop configuration are as follows.
This flag
indicates that the army can use the pincer tactic when a troop type with this
flag is present.
This flag
indicates that the troop type is a transport troop, such as a ship. Special
rules apply to movement of transport troops. In any movement order containing
transport troops, only one kind of transport troop can be specified. Troops
that are not transports and can move at least as fast as the transport may
accompany them without counting towards passenger limits, but may assist
crewing the transport. For example in a game with sea tranports, destroyers,
marines and infantry, four sea
transports may be accompanied by any number of destroyers and marines, but at
most four infantry. In addition they must be accompanied by at least two of
either marines or infantry or a mix.
This flag
indicates that the troop type can be used to crew a transport, and is capable
of being carried by said transport. A troop type without this flag is
automatically excluded from all transport moves as described above.
This flag
indicates that the army can move at the rate of the fastest troop rather than
the slowest when a troop type with this flag is present.
Provinces differ in their terrain, which in
turn attributes to specific properties of the province. The following table
reveals all important information.
|
Terrain |
Food |
Gold |
Wood |
Mov.Pts |
To Hit* |
|
Cultivated |
3 |
3 |
0 |
1 |
|
|
Plains |
2 |
2 |
0 |
1 |
|
|
Grassland |
2 |
1 |
0 |
1 |
|
|
Desert |
0 |
0 |
0 |
1 |
|
|
Steppes |
1 |
0 |
0 |
1 |
|
|
Forest |
1 |
0 |
3 |
2 |
25 |
|
Hills |
2 |
1 |
1 |
2 |
20 |
|
Mountains |
1 |
0 |
0 |
3 |
15 |
|
Marsh |
2 |
1 |
1 |
2 |
25 |
|
Swamps |
1 |
0 |
0 |
3 |
20 |
|
Town |
3 |
10 |
0 |
1 |
20 |
|
City |
4 |
15 |
0 |
1 |
20 |
|
Metropolis |
5 |
20 |
0 |
1 |
20 |
Troops that
defend a province with a “To Hit” value stated are more difficult to hit as a
result of the terrain which favours the defender. The maximum chance for the
attacker is the value given in the table. Only Generals and tactical modifiers
may affect the chances further. The defender’s chances to hit the attacker are
not affected by this rule. The "to hit" value of a unit is usually
higher than the "to hit" values of the land type. So the defender
will have an advantage on those land types.
If a
province has no unit defending it, it can not be conquered but is instead
occupied whenever a land unit moves into it, thus gaining control over it. The
first one to move in is the new owner for the rest of the turn.
A player keeps control of a province until it
is occupied or conquered by hostile troops.
Ships may not conquer land provinces.
Each tribe may only have a limited number of
Generals. Generals not only fight better than any unit, they also improve the
fighting capabilities of all units fighting with them. Generals cannot be
levied or bought for gold but instead become available after a predefined
number of turns.
There are three basic scenarios:
·
Ancient
·
Classic
·
Modern
In each of these scenarios, different troop
types, provinces and special rules apply. The standard rules depicted here are
based on the Classic scenario. For other scenarios, supplementary rules are
provided by the game host. There is also an indefinite number of private
scenarios. This section is just to state that there are customisations and
different versions of the game out there. Very special games involve frequently
changing rules or game options dependant on the revolution of the stars across
the hemisphere. Whenever an aspect is thrown on a star or planet, a rules
change takes place.
The supply of troops with food is simplified so
that the player is not harassed with the tedious work of logistics. Food is
collected and distributed to the troops no matter where they are located.
Usually, it is impossible to cut an enemy off his supply lines. The isolation
rule makes an exception here.
A province (and with it all units located
there) is isolated, if it does not border to any of the following areas:
a) A province owned by the same player.
b) A province owned by an allied player.
c) An unoccupied sea area, as long as ships are located in the province
itself.
Isolated units are subject to losses (termed
“siege losses”) and orders may not be given to isolated provinces except as
explained below:
1.
LAND
and SEA orders may be given to any isolated province containing a General.
2.
DEF
orders may be given to any, including isolated, provinces.
The loyalty
rule is an optional rule and may not apply in some games. The loyalty
rule states that provinces retain loyalty to their original owner even after
they have been captured by another player. If all troops leave the province, or
the province is otherwise unoccupied by troops at the end of a turn, then the
province ownership reverts to the player that the province is loyal to. In addition, troops cannot be placed in a
disloyal province.
Loyalty will convert to the conquering player,
if ownership was transferred via a CEDE command, the province was otherwise
never loyal to anybody before capture (a “leaderless” province), a BUILD
command was successfully performed in
the province, or on a 20% chance at the end of each turn.
Disloyal provinces are shown in the text report
by an asterisk following the name or co-ordinates of the province.
Players may ally freely to each other. How
closely two players are tied by alliance is described by the alliance status.
The alliance status can be from 0 to 5. The status is at first declared
unilateral. Example: player A raises the status to player B from 0 to 1. Player
B’s status to player A stays at 0. At the end of each turn, the alliance status
is set for the lower value of the two players. So both players must issue
orders to raise the status, but just one player may deliberately lower the
status. Please note that in the example before player B has certain advantages
over player A. Because player A has raised the status, he may not attack player
B. But player B, having not issued such orders, may well attack player A! The
alliance status can be raised or lowered by 1 per turn.
An alliance status of 0 means no alliance at
all. Players may be neutral or at war. Players do not support each other and
block troops that march into their territory.
At a status of 1 or higher two players are
allied. They may move through the other’s provinces without being blocked.
Attacks upon allied provinces are impossible. Should a movement end in the
province of an ally, the entire movement is cancelled; exception: allied status
5 (see below).
A status of 5 is a special case. At this level
players may support their allies in battle, either in offence or defence. By
moving troops into a province where battle occurs between an ally and another
player, the troops are put under control of the allied player. Note that you
can not support an ally attacking another ally of you, but you may help in
defence against another allied player.
If a player does not submit orders in a turn, or no player is allocated
to a nation (e.g. provinces owned by “Monsters”), the server will generate and
execute arbitrary orders. The manner in which it does this is roughly as
follows.
First, the server attempts to identify a capital province by scanning
the whole map for the province owned by the player that produces the most gold.
Then it moves through every province on the map in an outward anti-clockwise
spiral starting from the capital province.
For each such province owned by the player, the server checks each
adjacent province in an attempt to identify an enemy province. If it finds such
a target province, it first generates a DEF command setting the province tactic
to a random value. It then attempts to place a random troop. It has three tries
to randomly select a troop type from the troop list, and if it cannot afford to
place the unit, or it thinks the unit is not suitable, no PLA command is
generated.
The last step is to compare the sum of normal to hit values of all
troops in the province being controlled and the target province. If the
offensive total is more than or equal to twice the defensive value, the server
will generate a LAND order to attack using a random tactic.
Please note that the server is really dumb, and does not appreciate
context. It does not use PLA and DEF orders efficiently. It may attack a
province even when it would be obvious to a novice that an impending enemy
attack will cause its army to become isolated. It will use the pincer tactic
even when no troops are allowed to pincer. If a player is carefully hoarding
gold for victory points and fails to submit orders, it may well all be spent.
To summarise, players who drop out no longer ruin the game as badly for other
players, but players who fail to submit orders may find turns of careful
strategy ruined.
Moves are only allowed into the four
cardinal directions of north, south, east and west. Diagonal moves are not
possible. Each land or sea province entered counts as one move and uses a
number of movement points dependant on the terrain of the province. The troop
table gives the number of movevement points each unit can move.
A land movement is a number of consecutive
moves by a stack of units, all beginning in the same province and ending in the
same province. To split or combine troops, several movement orders have to be
issued. Units may only conduct one movement per turn. After movement, the
destination province and all troops in it are earmarked as having executed a
movement. So note that if you move troops into one of your own provinces, all
troops in this province are considered to have conducted a movement and may no
further move this turn. If you want to move troops from A to B and others from
B to C, the movement from B to C should be conducted first.
The movement points of a stack of units is
that of the lowest member, e.g if you move 2 horsemen and 1 foot soldier in one
movement, they only have 2 movement points. Units may move as long as they have
a positive number of movement points left. Movement points are deducted for
every province entered by the troops, depending on terrain type. Movement may
be ended prior to reaching its intended destination if one of the following occurs:
a) An
attempt to move into a sea area cancels this one move.
b) The
entering of a province causes the movement points go to zero or below.
c) A
move led into enemy occupied territory. Enemy troops always block movement
(reduce movement points to 0) except for the circumstance that the player
moving the force has already troops in this province which attack with at least
a two-to-one superiority in numbers (see detailed explanation below).
d) The
move attempts to enter a province which is currently under attack by another
player, i.e. where a battle will occur after the movement phase between the
defender and the invading player. Such a move will not be executed.
e) An
attempted move across the map boundaries will not be executed.
f) Isolated
units may not move unless ordered by a general
A two-to-one superiority is in
effect if one player is attacking (not defending) with at least the double
amount of land units (not ships) than the defender can muster. Once a player
has sent enough troops into a province to satisfy this condition he may move
troops across this province into the next. If the conditions are not met and a
move across this province is attempted, the force’s movement will be blocked in
the province, these troops coming then to augment the forces which are already
present there.
A movement may not be possible if
the province which the troops to be moved occupy is by itself assaulted by
enemy forces. If the enemy’s strength in numbers is at least equal to those of
the defenders, then all defending troops must stay in the province and defend.
On all other occasions the defending units are free to move out of the
province. They may even leave it undefended in this case.
Empty provinces are provinces which
contain no units. They are considered friendly territory for movement purposes,
i.e. the units moving through the province will be not blocked. An empty
province can be captured by simply moving a unit into it. The province
immediately becomes controlled by the moving player.
A sea movement may start in any sea or
coastal province (a province is termed ‘coastal’ if at least one sea area is
adjacent to it). A sea movement must end in a sea area. It may not end in a
coastal province. If an attempt is made to move into a non-sea province, the
movement is halted immediately in the last sea area that the movement led
through.
To put ships to land, a land
movement order must be issued, listing all ships and troops that are to
disembark. This is to prevent troops running into an obstacle that was
overlooked by the player.
Units which took part in a sea move may
later take part in land moves. Units which moved by land earlier in the turn
may not move by sea later.
Enemy naval forces may hinder a sea
movement. Each ship has a ten percent chance of detecting a moving fleet. If
the fleet is detected it must halt its movement and battle the opposing fleet.
If a fleet ends its movement in a sea area
that also contains an enemy naval force, a sea battle is fought immediately.
The procedure of a sea battle is very
simple. On either side, only the ships take part in the action. Ships score a
hit if they roll the number given in the troop table or higher. Each hit results
in the sinking of an enemy ship. The sea battle is divided into combat rounds.
In each round, both sides roll for their chances simultaneously. Then losses
are taken away. The battle continues until one side has been completely
destroyed.
After battle, the winner’s losses for the
transported land units is computed. The ship losses expressed in percent are
identical to the percentile losses of transported units. These losses will then
be applied to the land units. Please note that through rounding losses may
become higher or lower than the ship losses.
Battle occurs after all land moves have
been conducted. In provinces which contain other forces than the owner of the
province a conflict will take place. Battles are resolved consecutively and not
simultaneously. The order in which battles occur is determined by the order of
troops moving to assault the province, i.e. during the movement phase. If a
player wishes that a battle is to be processed first, he should send troops
into that province first.
The land battle is, like the sea battle,
divided into combat rounds during which both sides resolve their hit rolls
simultaneously. After each combat round either side may give up the fighting
and may possibly withdraw.
The hit rolls of each unit are resolved
one after the other, in a predetermined order which is basically ruled by the
order of the units as they are listed in the troop table. That is, bowmen go
first, then foot soldiers, horsemen, castle and finally, general. In the same
manner it will be determined which unit on the opposing side is being attacked
by a hit roll. Let us assume that percentile dice are rolled to determine the
hit chances (lower or same = hit). The following example shall depict how a
combat round is resolved.
Neither side has a tactical advantage, so
no bonus is applied for tactics (tactics are dicussed in the following
chapter). The terrain is plains, so there are no terrain modifiers. Side A
attacks with 2 horsemen and 1 general, side B is on the defensive and comprises
of 1 bowman and 1 castle. Side A’s first unit (which is the first of two
horsemen units) fights against the first unit of side B (the bowman). The
chances are 50% plus 10% general’s bonus. The dice are cast, showing a 74 - no
hit. Now side A’s second unit (which is the second of the two horsemen) fights
against the next unit of side B which was not
hit, that is still the bowman unit as it did not take a hit before. Side A now
rolls a 4, which suffices for a horsemen unit to hit the bowman. Now the third
unit of side A (the general) fights against the next unhit unit of side B (the
castle, as the bowman was already hit). The chances are now 50% + 10% - 15%
(for the castle’s “Armour”) for a total of 45%. A 46 is rolled, so no hit was
scored.
The same procedure is now applied for side
B’s units. The first unit of side B (the bowman) fights against the first unit
of side A (the first horsemen unit). The chances are 45% (the bowman’s chance
in the first combat round) - 15% (Armour of the horseman) = 30%. A 26 on the
dice indicate a hit. Then, side B’s second unit (the castle) fights against the
next unhit unit of Side A (which is the second horsemen unit). This last roll
did not result in a hit. Both sides have now resolved their hit rolls and
losses are applied. Side A loses one horsemen and Side B loses one bowman.
These units were subject to hits during the combat round.
After each combat round both sides are
checked for their retreat conditions. The tactical orders of both the attacker
and the defender determine when a force will give up the fighting and try to
retreat. Thereafter victory points are awarded. Victory points are calculated
from the difference between the value of units lost by one player and the value
of units lost by the opponent. If you inflict higher losses on your opponent
than you have on your side, you gain a positive number of victory points.
Otherwise, your points will be negative or zero. Surrendering units do not
count as losses, but non-combatant troops and troops that are unable to retreat
do. Victory points are accumulated during the game turn and will affect your
fame rating.
There are five different tactics to choose
from. Each has its advantages and drawbacks. Tactics affect not only the
chances to hit in combat but also the willingness of the troops to commit
themselves to the fighting.
|
Tactic |
Abbreviation |
|
Frontal
Assault |
F |
|
Pincer
Attack |
P |
|
Standard
Attack |
T |
|
Outflank |
U |
|
Counter
Attack |
C |
Please note:
·
Pincer Attack may only be used by forces
containing at least one horsemen unit.
·
Amphibious assaults always use the Frontal
Assault tactic by default, no matter which order is given
The following table shows how a combination of
attacker’s and defender’s tactics influence combat. The first number is the modifier
to the attacker’s chances. The second, separated by a slash, is the modifier
for the defender.
|
Def |
F |
P |
T |
U |
C |
|
Att |
|
|
|
|
|
|
F |
+10/+10 |
+10/+5 |
0/0 |
0/+10 |
+5/+10 |
|
P |
+5/0 |
0/-5 |
+10/0 |
0/-5 |
0/+10 |
|
T |
0/-5 |
0/0 |
-5/+5 |
0/-5 |
0/-5 |
|
U |
0/-10 |
-5/-5 |
-5/-5 |
-10/-10 |
-10/0 |
|
C |
0/0 |
-5/+5 |
0/0 |
-10/-5 |
0/-5 |
The decision to retreat or stay depends on the
modifiers. A favourable modifier will tend the troops to fight more fiercely,
even against stronger numbers whereas lower modifiers may cause them lose their
hearts.
Note: tactical modifiers ar applied
as final modifiers to the to-hit
chances.
-10:
Retreat will happen automatically after one combat round, no matter how the
outcome of the fighting was (even if the enemy was completely eliminated).Defenders
will try to retreat unless all attackers are eliminated or retreated from
combat, too.
-5: Fighting will only continue if your own
numbers exceed those of the opposing force.
+/-0:
Fighting will continue unless the enemy is stronger in numbers than the force
itself.
+5: Retreat
will only happen if the opponent’s strength in numbers exceeds the double own
numbers (more than two-to-one superiority).
+10:
Retreat is out of question: fight till death!
If the conditions for a side’s retreat orders are
met, their forces will try to retreat. Attackers retreat into the province they
came from. If this province is no longer in control of the attacker due to
other battles fought there, the attacker surrenders to the defender (all units
are removed from the game). Defenders try to retreat into a neighbouring
province that the defending player controls. The province must not be currently
under attack by an enemy. Under such a circumstance, the province does not
qualify for retreat and another province must be found. If no neighbouring
province qualifies for retreat, the defender surrenders to the attacker and all
defending units are removed from play.
If neither side opts to retreat, a new combat
round is fought. If necessary, until one side is annihilated.
In sea battles, there is no retreat whatsoever,
no matter how small or large the modifier is.
Fame
points are the points awarded for success in battle. If the total number of
victory points in a turn is greater than zero, they are added to the players
accumulated fame points total. Fame points are only used for determination of
victory at game end.
After all orders have been executed
and all battles have been fought, the production sequence is run by the
computer program. The production sequence includes the production of wood and
food by provinces. Units will be supplied with the food that was produced in
this turn. If there is not sufficient food supply to maintain all units, then
surplus units are disbanded. The gold is collected from the local storage into
the central storage.
All food is considered to be in a
central storage, providing all units on the map with food no matter where they
are located. To determine which units are out of supply the program compares
each province’s food production rating to the number of units stationed in this
province. Where the greatest difference between units and food production
rating occurs, a unit will be disbanded first. Then the program seeks out the
province with next greatest difference, and so forth until all surplus units
are removed from the map. It is also not possible to lose control of a province
as a result of lack of supply.
Please note that generals,
castles and ships need no food supplies whatsoever. They are always considered
‘in supply’.
Wood and gold are stored for the next
game turn while excess food is lost at the end of the turn. Gold is used the
next turn to levy units and construct castles. Wood is used for the
construction of ships. The food is always used for consumption in the current turn. Storage figures for the
basic game are 5 gold, 20 wood and 0 food. Advanced games may feature a change
in storage capacity, even food storage is possible.
At the start of a new turn players may
build new units for the gold accumulated in the previous turn. Units may be
bought for their gold value given in the troop table and may be placed anywhere
on the map regarding the following restrictions:
a) Only one land unit may be placed into
each province.
b) Units may never be placed into sea
areas.
c) It is possible to place multiple ships
into one province and into provinces that also received land units.
d) All units may only be placed into
provinces under the control of the player. No unit may be placed into neutral,
enemy occupied territory or that of a friendly or allied tribe. As an optional
rule, units may only be placed in original (home) provinces. These are
provinces which the tribe controlled at the start of the game.
e) No unit may be placed into an isolated
province.
Excess gold and wood, i.e. unused
production materials are stored for usage in the next turn. A limit for excess
materials may be imposed by the game host. Gold and wood should then be
expended as completely as possible. After the unit placement phase all gold and
wood in excess of the limit is lost.
To
lead his tribe through the course of history each player issues orders for the
actions that his tribe will conduct during a turn. The orders which a player
may give to his tribe are limited to a certain number which the game master
will state to all players prior to the beginning of a new game.
Orders are to be
written and sent as email to the game engine email address. They should have a
subject that specifies the game and the turn in that order, e.g.
Terrania
23
The following notes
apply to all orders:
1) Spaces separate statements from each
other.
2) Expressions put in angular brackets may
be repeated several times.
3) Expressions put in curved brackets are
optional. They may be omitted.
4) Order abbreviations are printed in
capital letters.
For the correct processing of orders the player
must use certain key words in his orders. The following key words may be used
in orders:
Directions: N, S, E, W (for north,
south, east, west, only the first letter is used!)
Tactics: F, P, T, U, C (for frontal, pincer,
standard, outflank and counter attack).
Type: FOOT, BOWMEN, HORSEMEN,
GENERAL, CASTLE, SHIP. To ease writing, the first two letters are sufficient to
indicate the correct type, that is BO, FO, HO, GE, CA, SH.
AT statement: Instead of stating the amount and
type of every different unit, it is possible to abbreviate all troops in a
province with AT. You can combine AT with any unit type specification (meaning
all troops except those explicitly specified). Ships are never included with AT
and must always be specified. Because the AT statement can easily lead to
emptying a province, it is not recommended for beginners.
X-C, Y-C: Co-ordinates; please give the
co-ordinate number here (of the province or the location of your troops).
Amount: A numerical expression is
expected here. If a type is stated, the amount of '1' may be omitted. However
this abbreviation is only recommended to players alreadyacquainted with the
order scheme.
The game contains the
following orders
Description: Up to three units may
be placed into three different provinces. Gold or wood must be paid for the
units to be placed. When placing non-static troops (i.e. troops that can move)
they must be placed in a medium in which they can move. That is to say that
land troops must be placed on land, and sea troops at sea. Static and
amphibious troop types can be placed in either. Note that placing troops at sea
is subject to a special game option.
Example: PLA 7 18 FOOT 8 18 CASTLE
One foot soldier will be placed into
province 7/18 and one castle will be built at 8/18.
Format: SEA X-C Y-C {AT} [Type Amount] [Direction]
Description: Units starting at the
location given by the co-ordinates will move by sea on the route given by a
series of directions.
Example: SEA 12 7 BOWMEN 3 SHIP 3 W W S W S W W N
This order moves 3 bowmen embarked
on 3 ships, starting at 12/7 to 7/8.
Format: LAND X-C Y-C {Tactic} {AT} [Type Amount] [Direction]
Description: This order moves troops
overland. If the player fails to state the tactics his forces will use in a
possible battle, the tactics used by the province where the troops began their
movement will be used.
Example: LAND 8 18 T AT FOOT 1 E E
One Foot Soldier and all other
(non-Foot Soldier) troops located in 8/18 will be moved two provinces to the
east. Should a battle occur over the destination province, the force will use a
standard tactic, as stated by the ‘T’ expression.
Description: Gives retreat orders
for a province, i.e. state the tactics which will be shown by units defending
this province. Similar to the PLA order, up to three provinces may be given
retreat orders. This order may always be given to isolated provinces.
Orders the defending troops of the
provinces 10/18 and 11/18 to counterattack.
Description: This order alters the alliance
status to another player. Note that you may only raise or lower the status by
one, e.g. from 0 to 1 but not from 0 to 5.
Sets the status to player 5 to 0.
Description: Cedes one province to an allied player. This order may only
be issued once per game turn. Note that you must have an alliance status of 5
with the player in question.
Example: CEDE 5 0 3
Cedes province 5/0 to player 3.
Format: DONATE Player Gold
Description: Give gold to a player. 10% transaction costs will be deducted, rounded up. Note that you must have an alliance status of at least 2 with the player in question, and they must have a similar level of alliance with you.
Example: DON 1 35
Removes 35 gold from the treasury and gives 31 gold to player 1. 4 gold is lost as transaction costs.
Format: BUILD X-C Y-C
Description: This
command is an optional rule and may not apply in all games. Builds
infrastructure, wells, canals, houses and walls in the stated province. The
building will lead to a change in the terrain type. These changes always lead
to an increase in either gold or food production, or both. Because building is
a time and resource consuming activity, each BUILD order only has a chance to
yield the desired change in terrain. Each BUILD order costs 12 gold.
Format: NAME X-C Y-C STRING
Description: This
command allows players to name provinces that they control. The name given as
STRING in the order line will be used when displaying the province in the text
map, and also in all text reports.
At the start of the game each player is in
control of a set number of provinces. Each province is occupied by one foot
soldier. Each player starts with a given amount of gold to levy troops in the
first turn. The starting troop and land combinations depend on the particular
game set up by the games master.
The standard victory condition is
that the game ends on a specific game turn. The player with the highest average
ranking in the three categories fame points, wealth and number of troops at
game end wins.
Several of the rules and commands for King of
Kings are optional and are controlled by game options. The state of each option
should be stated in each turn report. The options are summarised here.
The BUILD order can optionally be enabled or
disabled for each game.
The loyalty rule, whereby provinces may retain
loyalty to an original owner even after they are captured, can be enabled or
disabled for each game.
This game option allows sea provinces to be
captured and held in the same manner as land provinces, without requiring a
fleet to be present. This is useful for
more naval games where some sea provinces may provide resources.
This game option controls whether troops may be
moved in the same turn as they are placed. Dis-allowing placement and movement
requires more fore-thought and planning.
To simplify moving transports such as ships,
this game option allows them to not require crew in order to move.
This game option allows unguarded
non-combatant troops to be captured. For examples ships on land do not fight,
and if no other troops are present, an enemy may capture them. Capturing enemy
troops earns the same fame points as destroying them.
Normally troops may not be placed in
sea provinces. This game option allows troops that are not land-bound to be
placed in sea provinces.
Closing with the game turn the game
reports are printed out for all players. It is important to know that the
report is the same for all players participating in the game, so that ‘everyone
sees everything’. An updated map showing all troop deployments will be printed
out as well as all other information like battle reports, error messages and
standard player information. With this complete report the player is not forced
to book-keep over his belongings and troop positions or draw his own maps and mark
his forces on the map.
The head report states general game information
such as game number, turn number, processing date, deadline for the next turn
etc.
A remark has to me made to the
alliance table. The player finds his own people by counting down the rows of
the table. This row contains the status to the other players. Cross-reference
it with the top row of player numbers to find the player for which you seek the
status. Example: You are player #3 and seek your status to player 10. You take
the 3rd row and count 10 numbers to the right to find
the status that you have to this player. Note: you may also swap the player
numbers. Why? Because at the end of the turn the status of two players is set
to the lower of the two numbers.
The standard player report table
reveals all important data which is not contained on the map. The following
abbreviations list is given to cancel out all possible misunderstandings.
Gold: Gold that is available for builds in the next turn.
Wood: Available wood for the construction of ships.
Ship: Total number of Ship units.
Foot: Total number of Foot units.
Bowm: Total number of Bowmen units.
Hors: Total number of Horsemen
units.
Cast: Total number of Castles.
Gene: Total number of Generals.
Trp.: The sum of all land units.
Food: The food production capacity of all controlled provinces.
Prov: Total number of all controlled provinces.
The map contains and depicts all provinces,
their terrain and their owning tribes. It further shows all land and ship units
that are in play. Home provinces are denoted in capital letters. The amount of
units is given as a numeric value followed by a letter determining the type of
unit (e.g. S for Ship). Kings and Castles are only indicated by their letter as
there can not be multiple of such units in any province. Lower case characters
inform of the tactical order of the province. Using lower case was necessary to
prevent confusion with the troop type letters. Please refer to chapters 5.
(Orders) and 2.1 (Troops) for a list of key letters.
All battle reports are printed in narrative
style so that further explanation on this topic should not be necessary.
All errors that occurred during order
processing are printed out on the error report. The program may also give
warnings if the player tried something unusual or the action tried runs a high
risk of leading to mistakes, or to explain further why an order could not be
executed successfully.
An error message is initiated with a *,
followed by the player number and the offending line in the order sheet or
file. An error indicated that the order has failed completely, or partially in
case of a multi-order (e. g. PLACE can be a triple order, each placement can
fail)
A warning is showed by encasing the player
number and offending order line in brackets. A warning indicates that an order
has probably been conducted in a fasjhion other that desired by the player (e.
g. an attempt to move 3 Bowmen out of a province that only contains 2 Bowmen
will lead to a warning and the movement of those 2 Bowmen).
The game
state is defined by a set of game files. Graphical map viewers can use these
files to display the map in a more user friendly manner than the standard text
report.
This section deals with the playing
process. This process is fourfold:
1.
Receiving
the turn report
2.
Reading
the turn report
3.
Preparing
orders
4.
Submitting
orders
The
process is generally described for an email game. For local games without email,
the process is much simpler and needs no further description.
In some
games, the game host will email you all turn results. This can be a single
report file or an archive containing several report and configuration files. In
some games, you are required to get the files by yourself from a webpage. The
different methods used exist because different game servers exists for
different machines and internet access. Note that not every game master has
complete access to a www server to run the most sophisticated program, the KOK
Server Game.
Now you must some how
open the files you received. The crudest way to do that is by opening the
report file in a text editor. Sometimes you can read the report directly on the
game webpage. A more convenient way is to use one of the several graphical
viewers for the game: The KOK Map Viewer, the KKViver (spelling correct) and
the MapViewer. Usage of the latest is recommended. The viewers depict the map
information with colourful graphics on your computer, along with the other
information (tables, text) in the turn report.
To write your orders, you
have to become familiar with the order format, which is similar to a very basic
computer code language. It is recommended that you encapsulate all orders in a
BEGIN…END sequence. The KOK Server erquires it. You can either type the orders
into a new text file using a text editor or you can use the KOKmove editor, a
program that checks your orders immediately for proper syntax and basic
consistence. An intuitive GUI to create orders by clicking on the graphical map
is under development in the MapViewer.
Here is an example of how
a set of orders should look like:
BEGIN
SEA 31 18 ho 3 bo
1 fo 1 sh 9 e e e e e n n e e
SEA 31 18 ho 1 sh
2 e e e e e n n e e n
SEA 31 18 ho 1 sh
1 e e e e e n n e n
PLA 14 12 bo 13
12 bo 12 12 ho
PLA 12 7 ho 13 8
bo 12 8 bo
LAND 13 8 u
at sh 2 n
LAND 12 7 u at e
LAND 12 8 u at n e
LAND 37 15 ho 1 n
LAND 38 15
ho 1 sh 2 n
LAND 39 15
ho 3 bo 1 fo 1 sh 9 s
PLA 12 9 ho 31 18
ca 2 14 ho
LAND 13 12
c at e
SEA 13 14
bo 1 fo 1 sh 2 s s e s s e e e
LAND 17 18 u bo 1 fo 1 sh 2 e
LAND 12 12 c at e e
DEF 14 12 u 12 9 c
END
This is highly dependant
on your game host, his KOK game version and his internet access. The most
convenient and frequently used method is by sending an email with a proper
subject and the orders as the body of the mail. The process for the KOK Server
Game is described here:
1.
Send a
new email to the game host email address
2.
Type
the game name and the next turn number into the subject line, e.g. KTEST 22
would be turn 22 of the game KTEST. Note that the turn for which you submit
orders in one turn higher that the turn number that is shown on your turn
reports. You always submit orders for the next turn. The current turn is
already finished.
3.
Paste
the orders complete with BEGIN and END into the body of the email. Do not let
stand other text before or after the email and make sure that it is not pasted
into quoted text.
Note that the game host
recognizes your email address and cross-references it to your player id. This
way you cannot send orders from a different email account.
For other games it may be
required to send files as attachment or upload them to a webpage. In this case
you must make sure that
1.
The
file is properly named
2.
The
file is a pure text file, i.e. not a MS Word or other document file containing
non-text formatting data.
A proper filename is
generally in the form SP<player>.R<gameturn>, e.g. SP3.R14 would
represent the orders of player #3 for turn #14. Your game master will inform
you about how to submit orders properly.
Troop table
|
Units |
Symbol |
To Hit |
Armour |
Movement |
Costs |
|
Foot
Soldiers |
F |
35 |
|
2 |
6
Gold |
|
Bowmen |
B |
45 |
|
2 |
6
Gold |
|
Horsemen |
H |
50 |
15 |
3 |
12
Gold |
|
Castle |
C |
45 |
15 |
0 |
12
Gold |
|
General |
G |
50 |
15 |
3 |
- |
|
Ship |
S |
50 |
|
10 |
10
Wood |
Province Table
|
Terrain |
Food |
Gold |
Wood |
Mov.Pts |
To Hit* |
|
Cultivated |
3 |
3 |
0 |
1 |
|
|
Plains |
2 |
2 |
0 |
1 |
|
|
Grassland |
2 |
1 |
0 |
1 |
|
|
Desert |
0 |
0 |
0 |
1 |
|
|
Steppes |
1 |
0 |
0 |
1 |
|
|
Forest |
1 |
0 |
3 |
2 |
25 |
|
Hills |
2 |
1 |
1 |
2 |
20 |
|
Mountains |
1 |
0 |
0 |
3 |
15 |
|
Marsh |
2 |
1 |
1 |
2 |
25 |
|
Swamps |
1 |
0 |
0 |
3 |
20 |
|
Town |
3 |
10 |
0 |
1 |
20 |
|
City |
4 |
15 |
0 |
1 |
20 |
|
Metropolis |
5 |
20 |
0 |
1 |
20 |
Tactic Table
|
Tactic |
Abbreviation |
|
Frontal
Assault |
F |
|
Pincer
Attack |
P |
|
Standard
Attack |
T |
|
Outflank |
U |
|
Counter
Attack |
C |
|
Def |
F |
P |
T |
U |
C |
|
Att |
|
|
|
|
|
|
F |
+10/+10 |
+10/+5 |
0/0 |
0/+10 |
+5/+10 |
|
P |
+5/0 |
0/-5 |
+10/0 |
0/-5 |
0/+10 |
|
T |
0/-5 |
0/0 |
-5/+5 |
0/-5 |
0/-5 |
|
U |
0/-10 |
-5/-5 |
-5/-5 |
-10/-10 |
-10/0 |
|
C |
0/0 |
-5/+5 |
0/0 |
-10/-5 |
0/-5 |
Build Table
|
Terrain |
Chance |
Transform into |
|
Cultivated |
15 |
Town |
|
Plains |
30 |
Cultivated |
|
Grassland |
75 |
Plains |
|
Desert |
75 |
Steppes |
|
Steppes |
15 |
Grasland |
|
Forest |
75 |
Grasland |
|
Hills |
15 |
Grasland |
|
Mountains |
50 |
Hills |
|
Marsh |
15 |
Grasland |
|
Swamps |
50 |
Marsh |
|
Town |
20 |
City |
|
City |
20 |
Metropolis |
|
Metropolis |
10 |
Desert |