Conquer The Continents
A Text Based Strategy Role Playing Forum Game
created by Mr Sticky 005
Nukes.
Object of the Game
Sail the seas! Conquer the Continents. Rule over all!
This game has three main objectives.
1. Creating Virtual Wealth to finance your empire 2. Building Alliances to strength your empire 3. Conquering all those in the way of your empire
Number of Players
At least two but the more players the merrier.
Set Up
Conquer The Continents is a text based game so long as you type you can play
Other recommended tools may be a calculator, pencil and paper and dice.
While deception can be a good strategy I recommend that you are honest
when you play this game and do not cheat as there's nothing particularly
exciting about winning at a text based forum game unless you've earned it.
Try not to get too worked up about results and just enjoy the game itself.
Posting
Since this is a text based forum game you participate by posting in the forum thread.
To make things easier for everyone including the following info when it's your turn.
Stats:
1. Money/Gold---You start off with $50
2. Health Points (HP)--You start off with 10 HP. When you reach 0 HP you lose all items.
3. Current Location in the game
4. Class: You start off as a pirate
5. Extra Items: This is items such as fish you haven't yet used but wish to save or sell
6. Effect status. For instance if you are poisoned.
7. Attack Level: Starts off the same as your HP. So you have 10 ATK at first.
This means you start off being able to attack with 10 damage to your opponent.
Posting in a forum can get pretty hectic when everyone is trying to post at the same time.
here are some basic ground rules and guidelines to try and keep everything under control:
1. The first to post in a group of posters has their post take effect first.
2. The subsequent posts will only count if they match up with what the previous post had said.
For example if the first post moved from Atlantic to Pacific and the next post
attacks the first poster in the Atlantic it will be an invalid post
3. First post to attack in a group of attackers will be the one to attack.
4. First post to buy will be the first to buy in a group of buyers
5. When attacking quote the person you are attacking
Sailing The Seas
Everyone who starts off this game starts off in one
of four oceans. The ocean they start off in is decided
by a dice roll of rolling ONE (1) four (4) sided die.
The resulting oceans are if you roll a
1=Atlantic
2=Pacific
3=Arctic
4=Indian
Piracy
The other way to get money in the seas is by pirating
other ships. In order to pirate a ship you must defeat
the other player in battle. To do this each player
must roll a one sided dice with three sides.
These numbers count as rock, paper, scissors
1-Rock
2-Paper
3-Scissors
In a battle between two posters with 10 HP and $50
the loser ends up with 0 HP and $0 and the winner
gets 20 HP and $100. The loser will always lose
10 HP and $50 in a pirate battle. In the event
of a tie both players lose 5 HP and $25
If both players have $0 and 0 HP then the winner gets the loser's ship.
The prize ship can increase atk by double but once used is gone.
the ship can also be sold.
Fishing
Players can fish for the following items by rolling the dice.
Players fish by paying the Fishing Fee for the Ocean they are currently located in
The way players "fish" is by rolling one 12 sided dice. It costs each time to fish.
Gold--One Gold Increases money by +$10
Fish--One Fish Increases HP by +10
Poison- Poison decreases HP by -5
Antidote-Cancels Poison Effect or Instant Death
Squid-- Stalls the ship until player can escape
Nothing--Nothing occurs except you lose however much it cost to fish.
Atlantic Ocean ($5 to Fish per catch)
Roll a...
1 and you get... Gold x 1
2 and you get... Fish x 1
3 and you get... Fish x 1
4 and you get... Gold x 1
5 and you get... Fish
6 and you get... Poison
7 and you get... Antidote
8 and you get... Antidote
9 and you get... Nothing
10 and you get...Nothing
11 and you get...Nothing
12 and you get...Nothing
Pacific Ocean ($10 to Fish per catch)
1 and you get...Gold x2
2 and you get...Gold x1
3 and you get...Fish x2
4 and you get...Fish x 1
5 and you get...Poison
6 and you get...Gold x 1
7 and you get...Antidote
8 and you get...Antidote
9 and you get...Squid
10 and you get... Nothing
11 and you get... Nothing
12 and you get... Nothing
Arctic Ocean ($25 to Fish per catch)
1 and you get... Gold x2
2 and you get... Gold x2
3 and you get... Fish x2
4 and you get... Fish x2
5 and you get... Poison
6 and you get... Poison
7 and you get... Antidote
8 and you get... Antidote
9 and you get... Squid
10 and you get... Squid
11 and you get... Nothing
12 and you get... Nothing
Indian Ocean ($50 to Fish per catch)
1 and you get... Gold x2
2 and you get... Goldx4
3 and you get... Fish x2
4 and you get... Fish x4
5 and you get... Poison
6 and you get... Poison
7 and you get... Antidote
8 and you get... Antidote
9 and you get... Squid
10 and you get... Squid
11 and you get... Squid
12 and you get... Nothing
Taxes
All Players without exception MUST pay taxes in the game.
Failure to pay taxes will send you to the Debtor's Prison
Players must pay taxes when a predetermined group decides they should
This predetermined group can be something like forum mods or admins.
Whoever is decided to be the Tax Collectors can only tax players once
per day or once per game session per Tax Collector.
Also Tax Collectors do not have to actually play the rest of the game.
However if they do they are NOT exempt from even their own taxes.
How much a player is taxed depends who you are and where you are
If you are in any of the four oceans you will be subject to a $15 tax everytime a Tax Collector collects taxes
If you have purchased a continent you will have to pay taxes on the land. The tax prices vary for each land
Asia has $70 tax for every time a Tax Collector collects taxes
Africa has $60 tax for every time a Tax Collector collects taxes
North America has $50 for every time a Tax Collector collects taxes
Europe has $40 tax for every time a Tax Collector collects taxes
South America has a $30 tax for every time a Tax Collector collects taxes
Australia has a $20 tax for every time a Tax Collector collects taxes
Antarctica has a $10 tax for every time a Tax Collector collects taxes
However taxes in lands are proportional to the population.
Add a 10 % increase in taxes for every citizen who joins
your continent. So with two people for each land you'd have
Asia $77 tax for two persons
Africa $66 tax for two persons
North America $55 tax for two persons
Europe $44 tax for two persons
South America $33 tax for two persons
Australia $22 tax for two persons
Antarctica $11 tax for two persons
The only people who don't pay taxes are those in debtor's prison and still owe taxes.
Debtor's Prison
Failure to pay taxes will lead you to debtor's prison
where you will be stuck until one of the following happens
Players in Debtor's Prison cannot be attacked by other players
1. Two other people are put in debt. As the third
earliest person to be put in Debtor's Prison you
will be released back into one of the four seas.
But be warned! You will not have money and will
have to gain money quickly to not return to debt
2. You gamble away your debt. Roll Two Dice
with Six sides on each dice. If you roll doubles
then your debt is decreased by $50. If you
roll anything else your debt is increased by $50.
You can in theory gain money this way but
once two other people are put in debt you
will be forced out of debtor's prison regardless
Conquering the Continents
The goal of this game is to conquer all seven continents and rule over all.
The Seven Continents are located in the four oceans
Atlantic Ocean contains Europe and Africa
Pacific Ocean contains Australia and North America
Arctic Ocean contains Antarctica and South America
Indian Ocean contains Asia
Here are the costs and stats for each continent
Asia---$7000 700 HP Tax: $70 7 Nukes
Africa--$6000 600 HP Tax: $60 6 Nukes
North America--$5000 500 HP Tax: $50 5 Nukes
Europe-$4000 400 HP Tax: $40 4 Nukes
South America--$3000 300 HP Tax: $30 3 Nukes
Australia--$2000 200 HP Tax: $20 2 Nukes
Antarctica--$1000 100 HP Tax: $10 1 Nuke
The first to buy the continent becomes the ruler of the continent.
Do note that becoming a ruler is only the first step to conquering
all seven continents.
You need also to build an army and an economy
so that you can maintain your global empire.
What does a Ruler Do?
1. Declare War
Rulers can fight other Ruler owned continents, other naval vessels or even pirates at sea.
Rulers do not fight themselves but rather have their Navy fight for them. Rulers cannot
attack those in Debtor's Prison.
When a continent loses a battle the ruler is sent to Debtor's Prison. Everyone else in the country is now under the rule of the victor.
2. Government Spending
Rulers can use their money to buy items to increase the stats of the continent
Becoming A Ruler
There are a few ways to do this
1. Coup D'Etat
2. Ruler by Appointment
3. First Buyer
4. Auction
Ruler by Appointment is simply when one continent takes over another.
The Ruler can pick whoever he or she wants to rule it.
However the stats of the two continents will be divided
equally. So that if Asia takes over Africa then you got two
continents with $6500, , Tax becomes $130 per continent.
However the number of nukes increases and you got 1300 HP each.
If the ruler decides to NOT appoint someone then the continent
goes to the highest bidder. Three posts without a higher bid
and whoever had the last highest bid wins. Even if it's $0.
Stats will be normal.
Coup D'Etat is when you take over as ruler without permission. To do this and succeed you must win a dice battle
Asia--First to roll two three of a kind
Africa--First to roll one three of a kind
North America--First to roll doubles twice
Europe --- First to roll double once
South America First to roll an odd number. Higher number wins
Australia First to roll an even number. Lower number wins.
Antarctica Highest number wins.
Conquering Other Continents
You declare war and send in a Naval Fleet to blockade the continent.
The ruler gets to decide how much they want to spend on the navy.
They however cannot go beyond the budget. Also the ruler can
either have many weak but nimble ships or less strong but slow ships
ship costs
Aircraft Carrier ---Cost is $800 per boat
Battleship ---Cost is $400 per boat
Submarine --- Cost is $200 per boat
Destroyer --- Cost is $100 per boat
Patrol Boat --- Cost is $50 per boat
Each ship has it's own HP stats that are distinct from the continent
Carrier is 400 HP
Battleship is 200 HP
Submarine is 100 HP
Destroyer is 50 HP
Patrol Boat is 10 HP
Ships can battle other ships from other continents or they can
battle other ships from international waters. In the latter case
the winnings go to the host country if the navy wins.
A country is taken over when all of it's ports are occupied for at least 5 turns.
Asia has 7 ports
Africa has 6 ports
North America 5 ports
Europe 4 ports
South America 3 ports
Australia 2 ports
Antarctica 1 port
On the other hand if the navy is feeling impatient they
can send in the marines to capture the ruler.
To do so they must battle the ruler. This works in
pretty much the same fashion as the coup d'etat.
If the navy loses then all the members go to debtor's
prison and the winning nation gets all their stats added to their own.
If the navy wins then they capture the ruler who gets sent to
debtor's prison. The navy takes over the continent and all
stats go to the host continent.
Citizenship
If someone has already bought a continent you can't become ruler unless you defeat their ruler in battle. Fighting another continent isn't always feasible. Citizenship is another option.
How Do I Become A Citizen?
You can become a citizen by posting you want to apply for Citizenship. You will then be auctioned off to the highest bidder. Including pirates!
What happens if I am bought by a Ruler?
If you are bought by a ruler you are then a citizen of that ruler's continent. What does it mean when you become a citizen of a continent. It means a few things:
1. When you become a citizen your stats are no longer your own but are added to the
continent's total stats.
So if for example someone wants to join Asia and they have $50 and 10 hp
and the Asian ruler says yes
and they have $7000 and 700 HP then Asia's stats become $7050 and 710 HP.
2. You are enlisted into the Continental Navy
When the Ruler declares war you will be required to fight in the Navy.
The Ruler gets to decide who fights and where.
The stats of the Continent are divided up in the Navy.
3. State Sponsored Mining
Citizens who are not fighting in the Navy must work in the mines.
There they will find items that will be used to increase the country's stats
You mine by rolling one six sided dice. Items that can be found are...
Steel---Doubles the continents Naval attack strength/or doubles ATK for Pirates
Cookies--Doubles the continents HP/ or doubles HP for Pirates
Gold--Doubles the continents gold amount/ or doubles gold amount for Pirates
Cory Feldman--Doubles the Continental tax rate/ Lose half of your items (you decide which ones)
Fool's Gold--Decreases the continent's gold amount by half/ Lose half your gold
Eggplant--Decreases the continent's HP by half/Lose half your HP
Dank Castles--Decreases the tax rate by half/ Double any item you already own
Mining costs 25% of the current tax rate times the number of miners plus the current tax rate
The rarity of items depends on what continent you are in. Here is the key for each continent:
Asia
1. Corey Feldman
2. Fool's Gold
3. Eggplant
4. Steel
5. Steel
6. Corey Feldman
Europe
1. Corey Feldman
2. Fool's Gold
3. Eggplant
4. Cookies
5. Cookies
6. Fool's Gold
South America
1. Corey Feldman
2. Fool's Gold
3. Eggplant
4. Dank Castles
5. Dank Castles
6. Egg Plant
Africa
1. Corey Feldman
2. Fool's Gold
3. Eggplant
4. Gold
5. Steel
6. Gold
North America
1. Corey Feldman
2. Fool's Gold
3. Eggplant
4. Gold
5. Cookies
6. Gold
Australia
1. Corey Feldman
2. Fool's Gold
3. Eggplant
4. Gold
5. Dank Castles
6. Gold
Antarctica
1. Corey Feldman
2. Fool's Gold
3. Fool's Gold
4. Gold
5. Cookies
6. Gold
Visitor Mining
Non-Citizens can visit a continent and pay a fee to mine. Allied Citizens are seen as visitors.
To mine roll one dice with six sides
Asia: $ 350 to mine every time
Africa: $300 to mine every time
North America: $250 to mine every time
Europe: $200 to mine every time
South America: $150 to mine every time
Australia: $100 to mine every time
Antarctica: $50 to mine every time
Emigration, Allied Citizens and Illegal Mining
If a citizen decides to leave the continent without permission from the Ruler
then the Ruler has the right to ban them from the continent and attack them on sight.
Citizens who emigrate are consider trepassers and do not receive protection as visitors.
Also Non-Allied Citizens from different continents can be attacked and are not seen as visitors.
Selling Items and Trading
Anyone who is NOT a citizen gets the unique advantage of being able to buy, sell and trade.
Citizens can not buy, sell or trade because all items they get go to the continent and ruler.
The ruler can buy, sell or trade items that they mine for or have others fish for.
Everyone is allowed to set their own prices for how much they want to sell an item for.
Non-Citizens and Rulers can also trade for and with Items, HP, and even servitude.
Nukes
Each continent gets a certain amount of nukes. Nukes can be saved, used, or sold. The ruler gets to decide how much nukes will sell for.
When nukes are used in battle it is an automatic victory.
The catch is however if the other side has nukes as well.
Whoever has MORE nukes wins. The other side is wiped out.
Win or lose Nukes cost half the continents Gold Amount every time they are used.
A continent can only use the same nuke ONCE. UNLESS they sell it and buy it back. After a nuke is sold it's power will be returned and it can be used again.