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Wrenq

This three-player game was created by brilliant Fexian tacticians to train the mind. Created during their iron age, the game revolves around taking territory away from your opponents until both sides concede. While the rules have evolved slightly overtime, it has mostly stayed the same.

History

Legend has it that a great kingdom called Ventorica once ruled over a land of plenty. This one was located in the region of Wrenq where this authoritarian monarchy ruled. It had nearly absolute power and used designated lords to dispense with the desires of the crown. This period lasted for centuries until one fateful day. A tsunami can as if out of nowhere crashed into the capital city of Mesnarca killing nearly everyone inside as well as the king. This devastated the country and quick the remaining lords began to fight for power over the country. Some fought to save the old country and bring it back from the ashes. However, some sought to take it for themselves. Thus, a great civil war began to take the control over the country.
The Board by eofa
However, this is pure legend and many archaeologists have searched and failed to find any sort of reference to this kingdom of Ventorica other than this game. It does have a real-world location within the region of Wrenq as the name suggest. It grew in popularity back during the Age of Democracy several hundred years ago during the invention of gunpowder. It used to be a game practiced only by nobility, but has time passed the game moved its way into strictly military families. Most fexian children have played the game at least once in their lifetime. Today, the game is practiced by teams within the military divisions as a sport. With much of the game automated more time has been dedicated to refining player interaction instead of the time it takes to write down your movements.

Execution

The objective is simple, take your all of the capitals to win or have all active players concede to your rule. However, as long as you have an active territory you are still in the game. The game starts with players randomly assigned to 1 of the 46 territories within the region then randomly assign 6 independent state tokens as well. Everyone then takes a notebook and six numbered faction tokens. All players start with 3000 troop power and every territory gives 100 troop power at the end of each round. Now the game can begin.  

Turn Based Variant:

  In the turn-based variant of the rules, players take turns assigning their factions token to their desired locations to activate. During this "Assigning Actions Phase" only one token is placed at a time along with hidden Troop Power and Leader. This is done until at least three special leaders are placed, or the player passes. When completed, we resolve any combat. Each dedicate troop power is revealed and special effects are evaluated. Each force will be subtracted by all their forces until one side remains. The winning side will have a remainder and either conquer or retain the territory. Bonuses are lost first before actual force.   The following continues until both sides no longer have any actions. The round then ends are every receives their troop power income based upon: territories x 100.  

Real Time Variant:

  In the real time variant of the rules, players take turns simultaneously assigning their factions token to their desired locations to activate. They do this by starting in the "Prep Phase" where they write down where they are going, troop power and leaders with a maximum of three. When finished, this leads into the "Resolve Phase" where they resolve any conflicts. Each dedicate troop power and leader is revealed and special effects are evaluated. Each force will be subtracted by all their forces until one side remains. The winning side will have a remainder and either conquer or retain the territory. Bonuses are lost first before actual force.   The following continues until both sides no longer have any actions. The round then ends are every receives their troop power income based upon: territories x 100.  

Additional Rules:

  • Only the Spy and Diplomat can be in an enemy territory not next to your own territory.
  • The General and Admiral cannot be in your own territory.
  • You cannot have two of your own leaders at a location.
  • At any time a player can concede the game. When they do this their capital becomes an Independent state and the other locations become free states form the conceded player's land. The game continues as normal without needing the conceded player's capital.
  • If three diplomats land on the same space, the game immediately ends. A diplomatic agreement was made and the player with the most territories wins the game. If there is a tie, the highest troop power wins. If there is still a tie, check capital territories. if there is still no winner, then power is distributed equally, and everyone becomes a democracy.
  • When three players fight for a location, lose your troop power until one reaches 0, then the battle will end. The highest troop power takes the territories and repels the other forces.
  • When ties occur, the defending side wins.

Participants

Up to three players can play at a time. While more can join with different rule variants, most professional players believe three players is the optimal amount.

Observance

While practiced by many, most people only play within the military or in professional play. It is not played much outside the fexian people as in many cases, the other species can meet their level of critical thinking. However, the Tournament of Ventorica is open to everyone at any skill level.  

Tournament of Ventorica

  This grand tournament has no limit of entries and anyone can join. It practices the Real Time Variant of the rules along with three to nine players for the initial pool. Held yearly, the beginning resets scores and starts the season and resets your rank. Each rank of Crystal, Diamond, Ruby, Sapphire, Emerald, Platinum, Gold, Silver, and Bronze is split by percentages and does not carry over. Each rank is only 12% of the total competitors expect Crystal with holds 4%. As the tournament progress, each tier is removed until only the best of the best remains where the final leg of the tournament begins.   In the first phase if the tournament, you play against with anyone in order to receive wins. These games are held electronically and wins, and losses are totaled to receive a placement rank. At the beginning you must complete as many as you can within the first two months with a minimum of 50 games. As your rank adjusts you will be more cemented in your ranking. In the final week of the phase, everyone plays a nontraditional 9 player version. Winning this will rank you up by one whether or not you have the skill level. When it concludes all bronze players are cut off.   This continues for the next six months with the nontraditional matches decreasing by one player per month. By the end only Diamond and Crystal remain. Crystal Players are locked into the final round and half of the Diamond players are allowed to continue on. They fight for one more month where the final cut is made.   With the final pool collected, the Grand Tournament of Ventorica begins with a bracket of players fighting for the crown. Only one player will receive it and the final match is played on the final day of the year. Throughout the last three months games are broadcasted and viewed to see who will win.

Terminology:

  Attacking Force: The force moving into an opponent’s territory.   Defending Force: The force placed within their own territory.   Troop Power: The amount of committed forces to an area.   Ocean: -1000 to the attacking force   Mountain: -500 to the attacking force.   Hidden: Known only to the player until it is reveled during the Resolve Phase.   Independent State Tokens: These tokens have these troop values underneath only revealed to the attacking player. Possible numbers are 1500, 1000, 500, 250. They are removed after they are taken over.   Free State: Locations that two or more diplomats landed on. Based 500 troop power.  

Leader Pieces

  General: In battle gain +500 troop power   Spy: Cancels out the Diplomat's and Strategist's abilities. Enemy forces -200 troop power on a territory.   Diplomat: Ends all attack actions. When two diplomats land on the same territory it becomes a free state.   Strategist: Gain +100 troop power to nearby territories. Can swap allied pieces when the Resolve Phase begins.   Admiral: Neutralizes the effects of oceans and mountains.   Lieutenant: Not a Special Leader. Prevents troop power from going under 500 during the Resolve Phase. Three of these leaders.  

Example of Play:

Wrenq game
by eofa
  Battle   Player 1 is defending. He has a Lieutenant with 2000 troop power.   Player 2 is attacking. She has a General with 1800 troop power.   Player 2 wins because ( 1800 + 500 ) - 2000 = 300. She has 300 troops remaining. Player 1 now has 500 because his Lieutenant protected his forces. but still retreats.

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Cover image: The Board by eofa

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