Vitality
HUSTLE
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Bloodstone ruleset functions as a reason to take something from a keep:
Also Winning a campaign provides a trophy that you and everyone associated with your guild or pledged fealty to your EK (I'm assuming) get a valuable advantage of some kind. So that functions as a relic for your keep.
I'm not sure if someone will be able to challenge your EK for that trophy in the future, It might be possible, like a pink slip kind of EK vs EK duel. Not sure how I feel about that one.
Can you give me an example of this, in action?
Sure. Let's call the "Sons of Dawn" Guild 1. They have a Bloodstone Tree in the City of Festroon, which they have surrounded with fortifications. They are aligned with the ORDER Faction.
On a Thursday evening, the City of Festroon Bloodstone Tree cycles, changing to a state of UNPROTECTED. For the next two hours, the city can be attacked.
A Bloodstone spawns on the Tree. It has a target location that is relatively close, near a local quarry.
The defenders have a choice: deliver this Bloodstone to the target destination, to collect Victory Points for ORDER, or stay and protect the City?
They opt to send a small party to sacrifice the Bloodstone for ORDER points.
On the way, they are ambushed by "Kane's Fist", a Chaos-aligned group that we'll call Guild 2.
The ambush works. Guild 2 kills them all, and takes the Bloodstone. The stone points them to a new location, and the Guild 2 players head off in that direction to try and sacrifice it for CHAOS Victory Points.
Guild 1 regroups, and decides to go after the Bloodstone. They get reinforcements from Festroon and ambush the Party from Guild 2 to retrieve the Bloodstone.
The Party from Guild 2 drops the stone and flees. It was a trap.
Guild 1 returns to find the City of Festroon has been destroyed by the rest of Guild 2. Guild 1 didn't leave enough defenders to protect it.
The Tree is destroyed, the buildings are on fire, and Guild 2 is now on the way to cash in the 3 new Bloodstones that just spawned when the Festroon tree was destroyed.
8. Why did you design the Bloodstone ruleset?
We created this ruleset because we thought it would be interesting to create a strategy game that allowed a mobile group of players - like a mercenary band that moves around the map constantly, hiding in one forest or another - a ruleset in which they could potentially be successful against larger, more entrenched groups of players.
Also, because it sounded fun.
Sure. Let's call the "Sons of Dawn" Guild 1. They have a Bloodstone Tree in the City of Festroon, which they have surrounded with fortifications. They are aligned with the ORDER Faction.
On a Thursday evening, the City of Festroon Bloodstone Tree cycles, changing to a state of UNPROTECTED. For the next two hours, the city can be attacked.
A Bloodstone spawns on the Tree. It has a target location that is relatively close, near a local quarry.
The defenders have a choice: deliver this Bloodstone to the target destination, to collect Victory Points for ORDER, or stay and protect the City?
They opt to send a small party to sacrifice the Bloodstone for ORDER points.
On the way, they are ambushed by "Kane's Fist", a Chaos-aligned group that we'll call Guild 2.
The ambush works. Guild 2 kills them all, and takes the Bloodstone. The stone points them to a new location, and the Guild 2 players head off in that direction to try and sacrifice it for CHAOS Victory Points.
Guild 1 regroups, and decides to go after the Bloodstone. They get reinforcements from Festroon and ambush the Party from Guild 2 to retrieve the Bloodstone.
The Party from Guild 2 drops the stone and flees. It was a trap.
Guild 1 returns to find the City of Festroon has been destroyed by the rest of Guild 2. Guild 1 didn't leave enough defenders to protect it.
The Tree is destroyed, the buildings are on fire, and Guild 2 is now on the way to cash in the 3 new Bloodstones that just spawned when the Festroon tree was destroyed.
8. Why did you design the Bloodstone ruleset?
We created this ruleset because we thought it would be interesting to create a strategy game that allowed a mobile group of players - like a mercenary band that moves around the map constantly, hiding in one forest or another - a ruleset in which they could potentially be successful against larger, more entrenched groups of players.
Also, because it sounded fun.
Also Winning a campaign provides a trophy that you and everyone associated with your guild or pledged fealty to your EK (I'm assuming) get a valuable advantage of some kind. So that functions as a relic for your keep.
I'm not sure if someone will be able to challenge your EK for that trophy in the future, It might be possible, like a pink slip kind of EK vs EK duel. Not sure how I feel about that one.