War rules

War Rules were made after the KBLandia Incident.

RULEBOOK ED. 3

Victory Points

For deciding which unit wins in a clash, there are victory points.

Each unit starts with 3 VP.

More VP can be added or removed.

There are different types of units:

Infantry - Jungle Leaves

Tanks - Stone Brick

Airplanes - Iron Block

Submarines - Prismarine Block

Navy - Spruce Planks

Artillery - Redstone repeaters

Infantry > Artillery

Tanks > Infantry

Artillery > Tanks

Airplane > Submarines

Navy > Airplanes

Submarines > Navy

">" Indicates that the unit to the left of the symbol gains +1 VP advantage.

Cities

Troops defending the capital have a +2 VP condition.

Troops defending cities (including regional capital) gain a +1 VP condition. + 1VP per military base (but no more than 10 to make sure no one exploits)

RULES

No Nukes and missiles in war (For gameplay purposes)

1 military base = 5 units of your choosing

Diagonal moving is allowed

Placing troops (starting and reinforcements) must be on friendly terrain and on your side of a body of water. Water bodies are split in two unless they are too small.

You must use a banner of your color to mark your troops. In the case of artillery, put your color's wool under it.

The direction a troop is facing is dependent on the banner direction, and in the case of artillery, the repeater's direction.

NOTE: The banners MUST always point in a CARDINAL direction. NO DIAGONALS.

To attack, you must be adjacent to any block.

During sea invasions, the surrounding sea is considered friendly.

In sea invasions, Artillery gets 2 block movements, Tanks+infantry get 3, and planes/subs/boats are always 4.

On land, Artillery gets 3 block movements, Tanks+infantry get 4, and planes get 4.

Sea units cannot go on land.

Artillery is the only ranged unit with a 5x5 range.

Attacks from behind/diagonal behind are rear attacks, which give the attacker +2 VP

Attacks from the front/diagonal front are frontal attacks. No VP gain.

Attacks from the side are flank attacks. +1 VP gain.

To count losses, you do X-Y with X being the smaller and Y being the larger. X is the winner. (If there is a tie (result 0) then no one loses anything)

Because this turns negative, use absolute value to find the positive and round down to the nearest multiple of 5.

This is not rounding up, only down. A 4 would be a 0.

Divide that multiple by 5 and this final total is the number of units your enemy can take from you.

Clusters

Clusters are a group of friendly units. This can be at a minimum of 2 units and a maximum of all of your units.

Diagonal units are not clusters unless another unit connects the two.

Only the units which touch each other can fight in a cluster

In case of a battle between more countries but still two factions, the countries that are your allies are counted in the friendly cluster whilst the ones that are not your allies are counted in the enemy cluster. In case of a battle between more countries but with more than two factions, the same applies but you need to choose which faction's cluster to attack. You can't attack two clusters at the same time

WAR RULES: ANCIENT WORLD & MEDIEVAL EDITION: the only things that change are the units. There's Cavalry (Stone bricks), Infantry (Jungle leaves), Torsion Artillery (Redstone repeater), Ships (Spruce planks), Pikemen (anvil) and Archers (Acacia log). In this edition Cavalry wins over Infantry, Infantry wins over Archers, Torsion Artillery wins over Pikemen, Ships win over Torsion Artillery, Pikemen win over Cavalry and Archers win over Ships. (edited)

SPQR — 07/08/2023 9:56 AM

Clarification of the definition of friendly territory - It is considered friendly territory if it follows these conditions: 1. Friendly territory is the terrain occupied by friendly units and behind aforementioned units. 2. The territory of another country which DOESN'T participates in the war is never to be considered friendly territory. 3. The territory of another country which DOES participate in the war is considered friendly territory if they are on your same side of the conflict. 3.1 Although you still have to ask them to deploy your troops in their territory 4. if an enemy unit is behind the friendly unit, article 1 of the definition is to be ignored. Thus it is not considered friendly territory.

Clarification of war rules (for upcoming NCC): each enemy unit that is doing a flank attack attacks each possible units (even if they are not directly touching). The same applies for rear attacks

Clarification of war rules: You can't use a reinforcement unit after you summon it;

if you defend (and defend only) from uphill you gain 1 VP (edited)

Clarification of war rules: during attack, it counts as flank attack only if the enemy flag is towards the enemy's flank

War rules update: the rule about city spamming for advantage is revoked for lack of a clear definition and tactical disadvantage of both sides as demonstrated in S14

War rules update: Decorative military bases are still military bases, they dont count in giving new troops (Limit still the same) but they do count in giving VPs for an advantage