This document provides an overview of several key aspects of a strategy game including:
1. Seven factions based on historical empires ranging from the Roman Republic to the Han Dynasty.
2. Two variant modes of play - one set-army battle focused, the other medieval era focused on evolution of warfare and economics.
3. Unit and army mechanics like health tracks, minimal modifiers, and upgrade paths that increase number or quality of dice for attacks and defenses.
4. Details on turn-based tactical combat resolved via colored dice, with different numbers of hit symbols and chances of critical hits.
This document provides an overview of several key aspects of a strategy game including:
1. Seven factions based on historical empires ranging from the Roman Republic to the Han Dynasty.
2. Two variant modes of play - one set-army battle focused, the other medieval era focused on evolution of warfare and economics.
3. Unit and army mechanics like health tracks, minimal modifiers, and upgrade paths that increase number or quality of dice for attacks and defenses.
4. Details on turn-based tactical combat resolved via colored dice, with different numbers of hit symbols and chances of critical hits.
This document provides an overview of several key aspects of a strategy game including:
1. Seven factions based on historical empires ranging from the Roman Republic to the Han Dynasty.
2. Two variant modes of play - one set-army battle focused, the other medieval era focused on evolution of warfare and economics.
3. Unit and army mechanics like health tracks, minimal modifiers, and upgrade paths that increase number or quality of dice for attacks and defenses.
4. Details on turn-based tactical combat resolved via colored dice, with different numbers of hit symbols and chances of critical hits.
Return/entrance of magic/tech into the world, saves alexander's life
Magic and tech connected? Economic/research system, campaign map Comprehensive rule book Card design Alternate history Reality of generalship system 7 factions The Roman Republic - Fire The Celtic Federation - Ice The Hellenic League - Lightning
The Eastern Horse Tribes - Wind
The Carthaginian Collective - Darkness The Egyptian Empire - Light The Mauryan Kingdom - Earth Xiongnu Khanate Han Dynasty All info contained on unit itself Health track Minimal modifiers
Ars Militaris variant - set armies, battlecentric
Age of Darkness variant - Medieval times, focuses on the evolution of warfare,
economic/strategic, like rome total war, customizable units.
No upkeep
Tactics matter, populus romanus
Spatial mechanics, running away has consequences Switch units if right beside eachother Red orange yellow brown green blue purple black white grey Each coloured dice has from one to nine hit symbols on it. One is always a miss, and ten is always a critical hit Each unit has set attack and defense dice Each upgrade to amount increases number of dice, each upgrade to size increases quality of dice. Damage is the number of dice rolled, each hit not stopped by armour is a damage. Each Collossus has a certain amount of Circulation, or Blood Points, and a certain amount of
20+ Classic Philosophy Book Collection: Eastern (The Art of War, Analects, Tao Te ching), Ancient (Republic), Stoicism (Meditations), Medieval (The Prince) and others