Kerich WarGames
Basic Rules
The Basics
Currently, this section contains the information you will need to interact in the Kerich WarGames. You may either read the enclosed rules that follow, or for you convinince may download the entire rules with the link below for either Microsoft Word format or general text format for those that do not have Word.
To Download Rules for Microsoft Word:
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To Download Rules in Text Format:
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Rules For the Kerich WarGames
Basic Rules
Before you Start
So you have made your decisions on the Kingdom that you want, made all necessary choices, and ready to play. The following will help you get started on the glorious path to building your small kingdom into a Mighty Empire. Of course, this game is flexible, so if there is something that you would like done that is not covered, remember, contact the DM and some ruling will be determined. Remember though: the Word of the DM is FINAL.
Turn Sequence
Each turn is a month of game time (during war, a turn may take a less amount of time, perhaps a week, or even a few days, depending on the war. The DM will take care of time, so don't worry about it as a player.) Each turn is divided into two parts:
The First Part is to decide on what you wish done during your turn. Either warfare, or administration, or other internal events, whatever. You look over the website and the results of the previous months orders, determine your course of actions for the duration of the month, make all decisions, questions, orders, whatever, and send them to the DM in email by the deadline that is posted at the website each week.
The Second Section is the DM determining what happens during this time. Starting Wednesday of each week, the DM will go through his mail and decide what has happened, resolve all questions and orders, update all information concerning your kingdom, and send emails or update the website with all pertinent information. The amount of time that this takes will depend on how complicated the orders were for this turn.
The Website
Be familiar with the layout and information here at the official website. There is various information at this site, and it is regularly updated usually at least once a week and material added frequently. Some sections of the website that you may find particularly useful, in addition to your own private kingdom site that will be given to players when they register with the GameMaster.
The general nature of the game is styled after D&D , but instead of a regular player, you are the ruler of a nation in a portion of the World of Kerich known as Sorcerer's Corridor. As the ruler of this nation, it is your job to lead your country in war, handle the administration of your growing Empire, and deal with the internal problems of ruling a nation. All decisions are ultimately yours, whether to go to war, raise taxes, amass troops, building, trade, handling the economy and many other things, and as ruler, your people will hold you responsible for their well being.
Once you have referred to the map at the website , and selected an available area to start with, there are a few things that you need to determine to get ready to play.
Government Styles
Decide on a basic type of government. Each has it's own benefits and drawbacks.
~BASIC GOVERNMENTS~
Monarchy: the standard type of Kingdom. One ruler heading over the masses, usually hereditary. Nobles and powerful NPC's in your kingdom will serve as advisors to the King, who makes all final decisions. Pretty much standard, no great benefits or drawbacks.
Dictatorship: a military styled government, where the military rules the nation. Benefits include your armies and any military actions will be improved, as your whole nation is geared towards supporting your armies. Drawbacks include your economy will be weaker, administration is more difficult, and the general population's loyalty will be lower than normal. The player is assumed to be the Commander in Chief of the Armies.
Tribal/Clan: this government form is used for kingdoms that are barbarian in nature. This does not mean necessarily stupid. In such a government style, local rulers see over areas of land that are united under one central authority. In governments of this style, military strength is quiet strong. The other aspects such as the economy and overall administration is more difficult. Players that choose this style of governments will find a lot of internal intrigue as his or her minions are constantly plotting ways to usurp control to themselves.
~INTERMEDIATE GOVERNMENTS~
Theocracy: rule by religious leaders or temple administrators. Benefits include extreme loyalty among the population, and internal problems will be less common than in other nations. Trade and economy will be weaker in general than in other forms of government.
Feudal: Feudal governments are structured with one ruler at the top, assisted by a large assortment of nobles that rule over smaller sections of the overall kingdom. Military and economy is fairly strong. In kingdoms that select this form of government, internal intrigue is fairly common and often lethal to the overall ruler unless he is very careful to keep his minions from uniting against him.
~ADVANCED GOVERMENTS~
Republic/Democracy:
Imperial Monarchy:
Imperial Aristocracy:
Determining the government type will determine many unseen variables that will affect your kingdom. Most of these the player will be unawares of. It also determines the level of play that you will be involved with in internal administration of your kingdom. As the game progresses, should you survive, other forms of governments will become available to players should they desire to evolve their kingdom.
Set your Kingdoms Primary Directive
This selects the general, overall aspects of your Kingdom as decreed by the Ruler. What it does is determines what your kingdom will choose to be the most important aspect chosen from the options. The choices are:
Standard of Living
Economic Growth
Land/Population Growth
Merely choose which one of these three that is most important to the Kingdom as a whole. It affects variables that will occur during play.
Starting Play and the Basic Rules
Kingdom Aspects
NPC's and Minions
Inhabitations and Classifications
Construction, Upgrading and Investing
Nobility
Fortresses and Defenses
The Military
Technology
Gold
Trade and Trade Goods
Intelligence and Spies
Back to the Begining