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In a continent originally dominated by uncolonized land, four nations rose and cemented their presence on each of its four corners during an age of isolated expansion. Now, after many years, it is time to decide who shall become the dominant power of the region, in a time that will come to be known as the Age of Dubs.
Age of Dubs is a risk like board game originating from /vst/ where anons take turns dictating the actions of one of four color coded nations in the hopes of either guiding them to victory or sabotaging their efforts, making use of their digits and/or dubs to determine success. I'm moving it here to /qst/ since after taking a break from posting them it seemingly stopped being accepted in that board.
The rules have been adapted to fit the different nature of this board.
>Turn order is green, blue, red, yellow
>On each turn you may chose one of three types of actions: Diplomacy, Warfare or Colonizing
>Diplomacy: You can try to make deals with other nations or create internal policy that must be followed. Write a descriptive text of the action, and I'll come up with the in-game consequences. If you are responding to another nation's Diplomacy action, you can still make a different action
>Warfare: Choose a tile of a different color and adjacent to the current color's turn to attack. You don't need to declare war beforehand but any diplomatic deals like truces have to be followed.
>Colonizing: Grey tiles are Free Land, you don't need to roll to colonize them
Warfare rules
>When you attack a tile, roll a 1d100
>On normal tiles, even or dubs succeed. Encircling a normal tile captures it
>On capitals (marked with a star), dubs succeed. Encircling a capital allows an even digit to succeed
>On success, your color captures the tile
>A tile is considered encircled when all tiles adjacent to it are of a single enemy color. Water tiles are ignored
>If your capital falls, the rest of your tiles become Free Land
>Winner is the last color standing, or who has the most tiles by the end of the thread
I'll update the map periodically.
Onward, to the fourth edition of Age of Dubs!
Age of Dubs is a risk like board game originating from /vst/ where anons take turns dictating the actions of one of four color coded nations in the hopes of either guiding them to victory or sabotaging their efforts, making use of their digits and/or dubs to determine success. I'm moving it here to /qst/ since after taking a break from posting them it seemingly stopped being accepted in that board.
The rules have been adapted to fit the different nature of this board.
>Turn order is green, blue, red, yellow
>On each turn you may chose one of three types of actions: Diplomacy, Warfare or Colonizing
>Diplomacy: You can try to make deals with other nations or create internal policy that must be followed. Write a descriptive text of the action, and I'll come up with the in-game consequences. If you are responding to another nation's Diplomacy action, you can still make a different action
>Warfare: Choose a tile of a different color and adjacent to the current color's turn to attack. You don't need to declare war beforehand but any diplomatic deals like truces have to be followed.
>Colonizing: Grey tiles are Free Land, you don't need to roll to colonize them
Warfare rules
>When you attack a tile, roll a 1d100
>On normal tiles, even or dubs succeed. Encircling a normal tile captures it
>On capitals (marked with a star), dubs succeed. Encircling a capital allows an even digit to succeed
>On success, your color captures the tile
>A tile is considered encircled when all tiles adjacent to it are of a single enemy color. Water tiles are ignored
>If your capital falls, the rest of your tiles become Free Land
>Winner is the last color standing, or who has the most tiles by the end of the thread
I'll update the map periodically.
Onward, to the fourth edition of Age of Dubs!
