Random Terrain Generation System
1) In this system each player alternately places a piece of
terrain, randomly determine which player will place the
first piece of terrain.
2) The player who rolled highest rolls a d6, if the result is
a 5 or 6 that player places river or a lake on the battlefield.
All rivers must enter on a board edge and exit via a board edge
(a river can exit via the same broad edge they entered) or connect
to another river, and they must be at least 60cm long. Lakes may
not occupy a space greater than 50cm square. Keep on rolling d6s
for rivers until a 1,2, 3 or 4 is rolled or 4 water features have
been placed on the battlefield.
3) Each player rolls a 3d6, they then add the total of the dice
together, the total is the number of pieces of terrain that will
have to be placed on the battlefield. Place terrain according to
the following rules:
- Players may only place marshes, hills, forests buildings and
clear spaces (mark clear spaces using string) on the battlefield;
- A clear space can never be greater than 25cm square;
- No piece of terrain can every occupy a space greater than 75cm
- If a player places a piece of terrain that occupies between 26cm
and 50cm square, then the other player may place two pieces terrain
next, of 25cm square or less, as compensation;
- If a player places a piece of terrain that occupies between 51cm
and 75cm square, then the other player may place three pieces
terrain next, of 25cm square or less, as compensation.
4) Next roll 1d6 for the number of roads on the battlefield.
Roads must be placed on the battlefield in the following way:
- All roads must begin and end at either a board edge, in an urban
area or by connecting to another road;
- roads cannot loop back on themselves, but can cross over roads
already placed on the battlefield;
- roads can cross over rivers at any point once, the player placing
road decides whether the crossing is a ford or a bridge.
5) terrain placement is finished!
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Received on Thu Jan 01 1970 - 00:00:00 UTC