Empires of Ragnarok

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Empires of Ragnarok, a theoretical game inspired by this.

Concepts

  • Every turn, each nation plays a set number of actions. These are called Cards.
  • Each Card has a name and fluff to it but their main effect is obviously to modify NRV in some way.
  • NRV points have a Type and both a Subjective and Objective value formated as s/o. eg. "Industry 60/40"
Very loosely, Subjective value in a given area is your attack value while Objective value is your defense. As time goes by, everyone's values go up in both fields but the absolute differences between the two generally grow larger and larger.
Eventually, everyone becomes an eggshell with a hammer and the world erupts into cataclysmic, game-ending warfare.
  • A given Card usually has at least two fields. Basic Example:
New Battleship
You've constructed a new battleship and it's just come online.
Line of Battle +40/+20
Treasury -10/-40
  • Note that the second number is almost always less than the first one - actions a player play seem better to him subjectively than the objective benefit as viewed by all other players.

Cards

Basic cards have a Suit associated with them that matches the main field to which they are related. The above example card would a Navy card.

Trump or Arcana cards are more special. They are generally statements of fact and their results are felt forever. One example of Arcana would be the Democracy card which provides a moral terrain bonus. Once that card is applied, it is considered fact and cannot be directly logically countered later on. A card that tried to declare the relevant country later on as an outright dictatorship would fizzle automatically.

At the start, players construct their nation with Arcana.

World