Tuesday, April 13, 2010

Expanding Gorkamorka Part 1

In an attempt to use the planetary empires set I just purchased and to help give the GM games better sense of a campaign, I am trying to develop a map based rule system. The idea is to tie the games together more and have the players fight over territory. First off these rules are not yet finalized and need to be play-tested so feel free to leave any changes that you think may be necessary.

Setup:

I recommend that the board be made up of 3-4 tiles for each player. The players take turn placing the tiles until they are all placed following the rules found in Planetary Empires or Mighty Empires. After the Tiles are set up each ork player takes turns placing a fort to represent well their fort! Then players choose other terrain features to battle over.

The Campaign:

Winning the campaign involves taking over all the tiles. Players take turns starting with the first player, this player is considered the attacking player and should be treated as such for all scenarios. The attacking player may choose to attack any territory that is adjacent to their own. After the tile has been selected roll on the appropriate table to determine the scenario.

If the attacking player wins the scenario, they may choose to attempt to take another tile that is adjacent title to one of his own. The attacking player rolls a d6 and on a score of 4+ play another scenario. This may happen as may times as the attacker chooses although the attacking player may not go to Mektown, and cannot buy equipment, go to the meks, docs, or recruit new ladz. They may generate income as normal. A players turns ends after the attacking player chooses not to attack or fails the 4+ roll.

So there is the initial rules breakdown, I am not sure if after rolling to continue attacking if they should generate income or not. Next post will outline some of the terrain features to fight over

3 comments:

  1. Great idea, get a use out of those tiles... It would also be neat to have tiles not controlled by any of the players. You could randomize what the mob runs into or finds out in those desert wastes (potentially giant scorpions!). You could potentially even have options to build new forts or outposts and depending upon where the different members of your mob are they could be eligible or ineligible to fight in neighboring skirmishes. There are certainly a lot of possibilities to be explored. Most importantly it should be fashioned such that everyone feels as if they have something to gain and it is not just a scenario where the strong mob beats upon the weaker ones.

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  2. Any progress with the tiles? Or campaign layout? You could potentially think about have opportunities for mobs to team up for a game or two to dethrone stronger mobs. Along those lines, you could even manually generate other stronger mobs specifically for the campaign.

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  3. A few of us are working on an expansion for GoMo, currently called "Ere Be Stuff". We're working on adding a campaign to it, although our's isn't tile based. I like the idea though and I'm interested to see where you go with it.

    You might also want to check out the site I write GoMo stuff for - http://gorkamorka.co.uk

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