- Players shall post a link to the save game in the main game thread and also mention (by using the @
Nightbringer command) the next player in line to alert them that it is their turn. The save game file should follow the naming convention hgamename-turn number-faction (eg. CrusadeGame-1-Antioch)
- Players have 48 hours to play each turn, with extensions granted at request. The GM will skip a players' turn if the deadline is missed with no communication and a sub allied to the player cannot be found.
- Battles between human-controlled factions may be either auto-resolved, or played on the battlemap, at the player’s discretion.
- Only one assassination or sabotage attempt may be made per turn, and it must be the first action on that turn.
- No spies may be used to open the gates of settlements or forts.
- Siege equipment may only be used to open gates as follows: Ballista can open nothing, Catapults can open wooden walls, Trebuchets can open stone walls.
- No crusades or jihads can be called or joined by a human player.
- No destroying buildings for cash under any circumstances.
- No fighting losing defensive battles on purpose in a besieged city, just to deny the invader the sacking option.
- If an army is beaten in battle by a faction that is after them in the turn order that army may not move on the following turn.
- An army which is beaten in battle may not be attacked on the following turn (because it is immobilized either by the game mechanic or by the rule above) by any faction unless it has retreated to a fort or settlement.
- No exploits, including (but not limited to): no merchant forts, no surround-and-destroy, no tribute deals that deliberately put you into debt greater than 10k, no deliberate diplomatic exchange of territories just to get a free garrison, no tribute deals with or monetary gifts to the Pope, no attacking ships in ports.
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