[42 / 9 / 11]
In an archipelago from an age long past, four distinct civilizations developed in isolation, prevented from exploring other landmasses due to the strong currents surrounding them. Now, with their technology capable of overcoming the waves, the four nations will vie for the domination of the region, in the times that will come to be known as the Age of Dubs.
Age of Dubs is a risk like board game originating from /vst/ but now moved to /qst/ 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 roll's digits and/or dubs to determine success.
This edition is unique in its usage of islands, so the rules have been updated.
>Turn order is Green, Blue, Red, Yellow
>On each turn you choose a tile to Attack or Colonize. You can also make diplomatic actions
>Diplomacy: You can try to make deals with other nations or create internal policies that must be followed. Write a descriptive text of the action, and I'll come up with the in-game consequences. Anything is allowed within reason, including trading tiles
>Warfare: Choose a tile of a different color and adjacent or connected over water to the current color 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 makes the next attack on it succeed automatically
>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 or connected over water to it are of a different color
>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.
Set sail, to the fifth edition of Age of Dubs!
Age of Dubs is a risk like board game originating from /vst/ but now moved to /qst/ 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 roll's digits and/or dubs to determine success.
This edition is unique in its usage of islands, so the rules have been updated.
>Turn order is Green, Blue, Red, Yellow
>On each turn you choose a tile to Attack or Colonize. You can also make diplomatic actions
>Diplomacy: You can try to make deals with other nations or create internal policies that must be followed. Write a descriptive text of the action, and I'll come up with the in-game consequences. Anything is allowed within reason, including trading tiles
>Warfare: Choose a tile of a different color and adjacent or connected over water to the current color 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 makes the next attack on it succeed automatically
>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 or connected over water to it are of a different color
>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.
Set sail, to the fifth edition of Age of Dubs!
