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Renmulus
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PostSubject: Orders    Wed Sep 25, 2013 8:30 pm

Orders are the different actions that a player may do when it is his/her turn. Bellow are the six different orders.
-An order can only apply to a territory once a round. A neutral or enemy territory recently marched to cannot receive another order.

1. March

2. Muster

3. Build

4. Challenge

5. Gather

6. Nothing


Last edited by Renmulus on Wed Sep 25, 2013 8:33 pm; edited 1 time in total
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PostSubject: Re: Orders    Wed Sep 25, 2013 8:31 pm

1. March

-Units affected by the march order can move to any adjacent territory, whether allied, enemy, or unoccupied, and can move to any number of these.

-If you move all units out of a territory, you have the option to put down a territory marker, which costs 1 power token. If you do not, you lose the territory.

-If a unit moves to an allied territory, it may participate in further orders concerning that territory. There can only be 6 units per territory excluding spies and power characters

-If a unit moves to an unoccupied territory, that territory immediately becomes owned by the player
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PostSubject: Re: Orders    Wed Sep 25, 2013 8:34 pm

2. Muster

-A player may place up to however many units the territory card specifies by paying the training cost in supply tokens.

-Standard units cost 1 muster point, Advanced units cost 2. Standard units can be upgraded to Advanced at the cost of a muster. Spies count as an advanced unit for mustering.

-If a territory has a port as well as another mustering location, both ships and land units are mustered
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PostSubject: Re: Orders    Wed Sep 25, 2013 8:35 pm

3. Building/Reaving

-building allows players to upgrade their already known structures in their territories

-Reaving allows players to reduce a territory to its base establishments determined by its card and gain a supplies (reaving is not going to be in the alpha 1.0 version of the game)


Last edited by Renmulus on Tue May 13, 2014 4:01 pm; edited 3 times in total
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PostSubject: Re: Orders    Wed Sep 25, 2013 8:36 pm

4. Challenging

-Challenging supremacy tracks:
    -One player challenges another by betting power tokens. Each player takes tokens and reveals them at the same time. Whoever has the most wins the challenge. If there is a tie, whoever is at the top of the Favor track breaks the tie.
    -The person who is challenging must bet at least 2 tokens. (if the player cannot, the challenge is void)
    -The winner of the challenge moves up one space, and the loser goes down one place.

-Challenging spies:
    -A spy can only be challenged if it is adjacent or within a territory you control.
    -If the challenger wins, the spy dies.

-Challenging power characters:
    -A player can challenge another player so that if they win, their power character is set free to the nearest allied territory of the winner’s choice

-If you initiate and lose a challenge, you lose one action on your next turn.


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PostSubject: Re: Orders    Wed Sep 25, 2013 8:39 pm

5. Gather

-A player gathers the number of supplies and power tokens specified by the territory card
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