Deuce Traveler
2012 Newfag
So, I've played Reality Simulations Inc's Hyborian War twice now and I think it's time to go for a third attempt.
Here's a link to the webpage:
http://www.reality.com/hwprul1.htm
From the website:
The game is simple in concept. You pick a kingdom, and have to reach your objective of lands to conquer before the time limit of 30 turns runs out. Each country has a different series of provinces that they have to conquer for their unique objective and end game score. Your resources are your countries wealth, your military, members of your court, and traveling mercenaries that might temporarily join you (yes, I had Conan join once for a turn).
We have to pick three to six kingdoms in our order of preference. I am limiting our options to a small kingdom because I am one of the following: poor/cheap/kingcomrade.
I have played Khoraja and did just ok before. Khoraja starts off with a mediocre wizard and hero, and I got my hero in my court killed off early on. The generals are also just ok, but Khoraja has some great diplomats and statesmen. Also, my teenage self (this was a long time ago) didn't know how to organize Khoraja's badass army. I expanded territory (because of Conan leading the army), but never met my objectives and nearly bankrupted the rich kingdom. Meanwhile, my ally Koth got brutalized and I never did come to their aid. All in all a pretty shitty showing for a powerful country.
I also played Juma's Kingdom, which is much poorer, and with a less equipped military. Still, the hero and wizard were better than Khorajas and the generals were capable. I made my country objectives and came out that game as the top-ranked small kingdom.
Here are our options:
AMAZONIA (S) -- The female warriors of Gamburu are unmatched in the Southern world. Their fleet footed warriors are rightly feared for their ferocity and for their prowess with both the Javelin and their bronze bladed shortswords. A dream of empire calls them to seek dominion over the vast interior grasslands and the endless, forgotten jungles beyond.
BORDER KINGDOM (S) -- On the fringes of the great Salt Marsh within the Border Kingdom, a new power is quickly developing. Strengthened by a surprising volume of trade (which travels northward to avoid high Nemedian Tariffs) and by a harsh but brilliant leadership composed mostly of exiled Aquilonian and Nemedian families, the young border Kingdom lies poised on the brink of empire ... IF only the fledgling Kingdom can stave off the early territorial appetites of its larger neighbors.
DARFAR (S) -- The sharply filed teeth of the Darfar savages haunt the dreams of even the boldest warriors who have faced them in screaming battle. Actually composed of a various mix of tribes, the Ghanatan and the northern Tibu tribes foremost amongst them. Darfar gains its name from the scattered cannibalistic grassland tribes which most often provide the drive and leadership for empire.
JUMA'S KlNGDOM (S) -- The warriors of Kulalo receive archer training in the Turanian fashion and thus stand out as the finest archers in any of the Black Kingdoms. Juma's Kingdom is relatively unbeleaguered in early years and can look to the north and south coastlines for easy expansion. The black corsairs of the Southern Isles have become natural enemies over many a skirmish and raid. Under skillful control, Juma's Kingdom can quickly emerge as a major power in the southern world.
KHORAJA (S) -- Blessed with excellent leadership, a highly diverse and well trained army, a fertile land, and a location central to the rich southern and eastern trade routes, Khoraja is powerful beyond its tiny size. Wizards and priests capable of calling upon unearthly aid are not unknown in Khoraja. Situated over the fractured eastern Shemish Kingdoms, Khoraja stands at the gates of empire IF through wisdom and cunning Shem, Stygia, and Turan can be held at bay. As the epoch begins, Koth and Khauran stand firmly allied with Khoraja.
KUSAN (S) -- The westernmost Khitan Kingdom, culturally advanced Kusan relies upon her excellent ambassadors and diplomats (easily the most adept politicians of the age) at least as much as upon her armies. Considered the most challenging position to rule, Kusan must expand its tiny size in the dwindling vacuum between great Khitai in the east and the Hyrkanian hordes to the west.
PUNT (S) -- The barbaric splendor of the Kingdom which is Punt is based upon the bright yellow gold washed down off the central hills. Hereditary enemies of Keshan, Punt must also mistrust the growing power of Zembabwei. If these two foes can be kept at bay, and if a trade route can be established to the gold hungry markets of the Hyborian world, then Punt may well emerge as supreme among the Black Kingdoms.
TOMBALKU (S) -- The vibrant clashing Tombalku culture provides a springboard of energy for expansionist desires. Unless controlled, the white-black conflict in Tombalku may rip the small but powerful Kingdom in two. However, if united and working together, the Tombalku riders, Black spearmen, and White lancers may roll back their bordering nations in a surging red tide!
Maps are here: http://www.reality.com/hwpmap.htm
So what countries shall we lead?
Here's a link to the webpage:
http://www.reality.com/hwprul1.htm
From the website:
"Know, O Prince, that between the years when the oceans drank Atlantis and the gleaming cities, and the years of the rise of the sons of Aryas, there was an Age undreamed of, when shining kingdoms lay spread across the world like blue mantles beneath the stars -- Nemedia, Ophir, Brythunia, Hyperborea, Zamora with its dark haired women and towers of spider haunted mystery, Zingara with its chivalry, Koth that bordered on the pastoral lands of Shem, Stygia with its shadow guarded tombs, Hyrkania whose riders wore steel and silk and gold." -- The Nemedian Chronicles
HYBORlAN WAR is a Play-By-Mail game of battle, intrigue, and diplomacy set in the unmatchable Hyborian Age of Conan. You will rule one of over 30 different Kingdoms re-created from the Conan legend. Each land is unique with its own armies, leaders, trade, culture and imperial ambitions (see pages 2-4). You will command Nobles, Generals, Wizards, Heroes, Spies and Priests who in turn will govern provinces, lead armies, cast magics, set forth to high adventures, spy far off lands, and call upon the gods as you decree. Raids, invasions, assassinations, diplomatic delegations, intrigue, treaties, counter-spying, prophecy, and much, much more will be the tools you will use to rule and advance your chosen realm.
The game is simple in concept. You pick a kingdom, and have to reach your objective of lands to conquer before the time limit of 30 turns runs out. Each country has a different series of provinces that they have to conquer for their unique objective and end game score. Your resources are your countries wealth, your military, members of your court, and traveling mercenaries that might temporarily join you (yes, I had Conan join once for a turn).
We have to pick three to six kingdoms in our order of preference. I am limiting our options to a small kingdom because I am one of the following: poor/cheap/kingcomrade.
I have played Khoraja and did just ok before. Khoraja starts off with a mediocre wizard and hero, and I got my hero in my court killed off early on. The generals are also just ok, but Khoraja has some great diplomats and statesmen. Also, my teenage self (this was a long time ago) didn't know how to organize Khoraja's badass army. I expanded territory (because of Conan leading the army), but never met my objectives and nearly bankrupted the rich kingdom. Meanwhile, my ally Koth got brutalized and I never did come to their aid. All in all a pretty shitty showing for a powerful country.
I also played Juma's Kingdom, which is much poorer, and with a less equipped military. Still, the hero and wizard were better than Khorajas and the generals were capable. I made my country objectives and came out that game as the top-ranked small kingdom.
Here are our options:
AMAZONIA (S) -- The female warriors of Gamburu are unmatched in the Southern world. Their fleet footed warriors are rightly feared for their ferocity and for their prowess with both the Javelin and their bronze bladed shortswords. A dream of empire calls them to seek dominion over the vast interior grasslands and the endless, forgotten jungles beyond.
BORDER KINGDOM (S) -- On the fringes of the great Salt Marsh within the Border Kingdom, a new power is quickly developing. Strengthened by a surprising volume of trade (which travels northward to avoid high Nemedian Tariffs) and by a harsh but brilliant leadership composed mostly of exiled Aquilonian and Nemedian families, the young border Kingdom lies poised on the brink of empire ... IF only the fledgling Kingdom can stave off the early territorial appetites of its larger neighbors.
DARFAR (S) -- The sharply filed teeth of the Darfar savages haunt the dreams of even the boldest warriors who have faced them in screaming battle. Actually composed of a various mix of tribes, the Ghanatan and the northern Tibu tribes foremost amongst them. Darfar gains its name from the scattered cannibalistic grassland tribes which most often provide the drive and leadership for empire.
JUMA'S KlNGDOM (S) -- The warriors of Kulalo receive archer training in the Turanian fashion and thus stand out as the finest archers in any of the Black Kingdoms. Juma's Kingdom is relatively unbeleaguered in early years and can look to the north and south coastlines for easy expansion. The black corsairs of the Southern Isles have become natural enemies over many a skirmish and raid. Under skillful control, Juma's Kingdom can quickly emerge as a major power in the southern world.
KHORAJA (S) -- Blessed with excellent leadership, a highly diverse and well trained army, a fertile land, and a location central to the rich southern and eastern trade routes, Khoraja is powerful beyond its tiny size. Wizards and priests capable of calling upon unearthly aid are not unknown in Khoraja. Situated over the fractured eastern Shemish Kingdoms, Khoraja stands at the gates of empire IF through wisdom and cunning Shem, Stygia, and Turan can be held at bay. As the epoch begins, Koth and Khauran stand firmly allied with Khoraja.
KUSAN (S) -- The westernmost Khitan Kingdom, culturally advanced Kusan relies upon her excellent ambassadors and diplomats (easily the most adept politicians of the age) at least as much as upon her armies. Considered the most challenging position to rule, Kusan must expand its tiny size in the dwindling vacuum between great Khitai in the east and the Hyrkanian hordes to the west.
PUNT (S) -- The barbaric splendor of the Kingdom which is Punt is based upon the bright yellow gold washed down off the central hills. Hereditary enemies of Keshan, Punt must also mistrust the growing power of Zembabwei. If these two foes can be kept at bay, and if a trade route can be established to the gold hungry markets of the Hyborian world, then Punt may well emerge as supreme among the Black Kingdoms.
TOMBALKU (S) -- The vibrant clashing Tombalku culture provides a springboard of energy for expansionist desires. Unless controlled, the white-black conflict in Tombalku may rip the small but powerful Kingdom in two. However, if united and working together, the Tombalku riders, Black spearmen, and White lancers may roll back their bordering nations in a surging red tide!
Maps are here: http://www.reality.com/hwpmap.htm
So what countries shall we lead?