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Faction Commands

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# Faction Commands

Role-play happens directly, in chat channels and direct messages. Faction commands are what’s left: who goes where and what do they do. To facilitate the umpire’s job, a limited set of commands is provided.

## Basics

The faction members are collected in UNITS. Each unit has a NAME.

Faction members with special powers exist as single member units. Thus, commands that apply to units also apply to individuals.

Orders given continue to apply in subsequent rounds and don’t need to be repeated.

Players are encouraged to write a SUMMARY at the end, listing the LOCATION and strength of each unit (in parentheses) so that the umpire can quickly double check if views diverge and so that encounters are quick to work out.

## Format

Start with a unit and then provide your orders:

```
UNIT Gandalf
DESTROY bridge
MOVE TO Fangorn
REST
```

Repeat as necessary for all units that need new commands.

At the end, provide a summary:

```
LOCATION Fangorn
Gandalf
Ents (4)
```

This summary is important for units on the move for more than one turn. Provide the location you expect them to be this turn.

##
Command List

ATTACK [target]

Attack another unit or all enemy units present if none is provided. This stance continues until cancel
led by a [HIDE](#hide) or [REST](#rest) command.

When attacking a unit that issued a [MOVE](#move-to-location) command, the umpire decides where exactly the fight breaks out. It is therefore possible to draw units away from a location if they didn't start with an ATTACK stance.

See [GUARD.

](#guard-thing).

##
BESIEGE [location]

Units can try to besiege a location, preventing others from coming and going.
If plausible, the necessary siege weapons are automatically built on-site.

The siege can only be broken by the besieging units moving to a different location or a successful [ATTACK](#attack-target) on the besieging unit.


See
[GUARD.

](#guard-thing).

## BUILD [thing]

Units can build infrastructure and ships. This may take a very long time, possibly longer than the game allows. If plausible, the umpire will automatically draft the local population to help in the effort. The inhabitants of a town preparing for a siege, for example, can be forced to help dig a ditch.

See [GUARD](#guard-thing).

## BUY n thing

At locations where things are for sale, units with gold can buy things. The umpire will determine the best price and the quantity of goods available and procure the best deal available to the unit.

Whether upkeep or trail rations or indeed drinking water needs to be purchased depends on the game being played.

## DESTROY thing

Units in a location with infrastructure such as city walls, buildings, sewers or the like can opt to destroy them. This may take a very long time, possibly longer than the game allows. If plausible, the umpire will automatically draft the local population to help in the effort. The inhabitants of a town that fell to a siege, for example, can be forced to tear down their own walls.

See [BESIEGE](#besiege-location) and [BUILD](#build-thing).

##
FOLLOW unit

Follow another unit, doing what they are doing. This stance is cancelled by any other command.

## GIVE thing TO unit

Transfer things from this unit to some other unit in the same location.

##
GUARD [thing]

Be on guard against malfeasance, but don’t attack without provocation. Guarding another unit is also possible, usually in conjunction with a FOLLOW command.

See ATTACK, BESIEGE, FIND, STEAL, TAKE.

MOVE TO [location]

Move somewhere else, including into locations. To leave a building, move to the town it is in.

SEARCH [thing]

Be on the lookout for a thing. This uses all the units capabilities. Once found, nothing happens. You need to use the TAKE or STEAL
A hidden unit can guard a thing. This is a trap.

When guarding a thing, other commands by units in the same location are resolved as follows:

- [ATTACK](#attack-target): If the unit is guarding a location (keeping the peace), any attack by anybody results in a counter attack by the guarding unit. If the unit is guarding a thing or a unit that's not under attack, the guarding unit does nothing.
- [SEARCH](#search-thing): A non-hidden unit guarding a location or guarding the thing being searched reveals this fact to a search party.
- [STEAL](#steal-thing): A unit guarding a location or guarding the thing being stolen will attempt to prevent this and attack the thieves, if possible.
- [TAKE](#take-thing).

[BESIEGE](#besiege-location),

## HIDE

Units that can sneak, move-silently, shape-change or otherwise evade detection, may use this command to change to a hidden stance.

This cancels [ATTACK](#attack-target) since the attack immediately reveals the hidden unit.

Hidden units may use the [GUARD](#guard-thing) command.

Hidden units can be searched using the [SEARCH](#search-thing) command.

## JOIN target

Units can join other units to facilitate command giving.
This only works for units with similar stats: two militia units can join up but a militia unit cannot join a wizard unit.

See [SPLIT](#split-n-name).

## MEMORIZE spells

Units with spell-casting abilities can prepare spells. Use this command to have the units memorize these spells every day. If necessary, units will use this spells to the best of their advantage.

## MOVE TO [location]

Move somewhere else, including into locations. To leave a building, move to the town it is in.

## REST

The unit does nothing and recovers from exhaustion, morale improves, hit points come back.
The unit may not receive any further commands this turn.

## SEARCH [thing]

Be on the lookout for a thing. If nothing is specified, this looks for any valuables that might be worth stealing. This uses all the units capabilities. Once found, nothing happens. If the thing is found, you'll learn if it appears to be guarded by any of the other units present in the same location. You need to use the [STEAL](#steal-thing) or [TAKE](#take-thing)
command.

See
[GUARD.

STEAL [thing]

Units with stealth options use them to their advantage in order to steal the thing (or anything of value, determined randomly)
](#guard-thing).

The SEARCH command can be used to try and flush out hidden units. The search party will use whatever means necessary to discover hidden thieves, shape-changers, active undead, bandit lairs and the like. In a settlement, such a search may lead to a riot.

See [HIDE](#hide).

## SPLIT n name

Split off n members of this unit to form a new unit with the given name.
This new unit can be given commands in the same turn.

See [JOIN](#join-target).

## STEAL [thing]

Units with stealth options use them to their advantage in order to steal the thing (or anything of value, determined randomly). After stealing a thing, the unit should use the [HIDE](#hide) command and possible the [MOVE](#move-to-location) command to evade apprehension. The umpire decides upon the result:

- complete success;
- partial success because the stealing unit was identified;
- failure because the stealing unit was detected;
- failure because the stealing unit was detected and identified.

Identification allows other units to issue an [ATTACK](#attack-target) command
.

See
[GUARD.

](#guard-thing).

##
TAKE thing

Take the thing, but only if it appears unguarded.


UNIT name

Give orders to a different unit.

KAMPFZAUBER
KAUFE
KONTAKTIERE
LEHRE
LERNE
LIEFERE
MACHE
NACH
NAECHSTER
PARTEI
PASSWORT
REKRUTIERE
SAMMEL
SENDE
STIRB
TREIBE
UNTERHALTE
VERKAUFE
VERLASSE
ZAUBERE
ZEIGE
ZERSTOERE



Use [STEAL](#steal-thing) to take guarded things.

In order to receive guarded things without stealing them, the other unit must use the [GIVE](#give-thing-to-unit) command.

See [GUARD](#guard-thing).

## UNIT name

Give orders to a different unit.

## RECRUIT [n]

Units in a location where potential reinforcements are available, can attempt to recruit more. The results depend on the game. Pirates might recruit from villagers they just attacked. Some undead might recruit from the victims they just slew. Shape-changers might find it impossible to recruit new shape-changers since this ability cannot be imparted or taught. Some recruitments might be possible in theory but have no effect for the current game, such as recruiting wizards.