Islandia patch.

Just a little patch this time.

Basically, this new patch just adds another small restriction.

Here’s how it works: You may take in a max of twenty resources per turn for every port you own. Yes, they may be different resources. So you can give all the resources you want. All this does is limit you to taking in a max of twenty resources (Again, just for in the span of one turn.) for every port you own.

Example: If you own 3 ports, that means you may take in up to 60 recourses in one turn.  And remember, they can be different resources.

Islandia patch.

Islandia update.

This update is just adding a small restriction. Basically, for every house you own, you get to push up your resource capacity by 50.

So if you have four houses, that is 200 resource capacity.

Okay, let me clear that up. If, for example, you had four houses, that means you may have two hundred of EVERY resource. Not just all of them added together.

So for three houses, that would be 150 stone, 150 wood, and 150 food. Max.

Gold doesn’t count.

Okay, I’m sorry, I am tired right now.

I hope it’s clear enough.

Bye.

Islandia update.

Islandia update.

Just a small, yet huge, update this time. When playing Islandia, you now have the option to play Islandia: Frontiers mode. Basically, this just means there are no disasters, so you can go on building your Island uninterrupted.

This update is probably only fun to use if you have a board, (See earlier board update.) so that you can actually see what you’ve created. Anyway, I’m off to go try it out myself, so yeah. Happy, erm, Islandiaing!

Eh heh.

Islandia update.

Islandia Empires release.

Finally! I got Islandia Empires released! Took me a while, I suppose. Anyway, below you’ll find all the information you’ll need to play it. It’s not extremely fun, though you should be able to enjoy it a bit, but the next game I’m going to be working on should be rather enjoyable. (Because, for once, I will have made a game without a graph paper board.) Anyway, here’s all the stuff you’ll need to know.

(Apparently, some of the stuff I had in strong, or had in a bigger font, was messed up. Sorry about that.)

Introduction.

Hey guys! I decided that before I give the rules out, I should just give a short explanation and my plans for Islandia Empires. (Or IE, for short.). First off, let me just explain its plot, which, by the way, is very, very small. I’ll probably work out some kind of backstory in the future.

Basically, the point of the game is to destroy all the enemy castles, through whatever means necessary. Those means will consist of bribing, treachery, (More or less.) team work, and most of all, warfare. Sounds good, right?

As for my plans for it, well, I’m not entirely sure. For now, I’ll just try to slowly update it and add more stuff. I don’t know, maybe I’ll turn it into something else entirely, someday. Who knows? Anyway, I have two or three other games that I want to start work on soon, so I probably won’t be doing very many updates for a while. Right then, below you’ll find all the rules and everything else, so you can go read that now. Hey! Why are you still reading this paragraph? Vamoose!

Turn phases.

First off, each player takes their turn separately, in order. You probably already know that, though.

Phase 1. Spell casting.

Phase 2. Moving.

Phase 3. Fighting/collecting/building/making new units. (Any order you want. Also, if I do building, and then fighting, I can still do more building. I just can’t do any more once phase 3 is over. That works for everything else you can do during phase 3, too.)

Phase 4. Before we go on, let me just say one thing. You can discuss treaties (More on these below.) and what you want to trade with other people at any time you feel like. Phase 4 is just the only time that you can actually buy and sell stuff with people. As for treaties, while you can discuss those at any time you want, this is just a good time to do it. (In my opinion.)

Now, about trading.

It is at this time that you can trade resources and spells with other players. Whatever arrangement you make is your choice. Everyone can trade with each other no matter whose turn it is. You don’t need a building to do it, either. (For now, anyway.) Oh, one other thing. You may also trade buildings and units. To do that, just change the faction symbol on the unit/building. (Note: When the Human faction wants to trade a crossbowman, it is downgraded to an archer once another player takes control of it. Humans may not trade horseman.)

Also, you can work out treaties with other players during this time. Treaties can consist of any agreement you want, just make sure you don’t actually break the rules or anything. For example, you can’t just spawn in a building wherever you want, and call it a ‘treaty’. As long as you aren’t doing that, though, you can make any treaty you want with another player. Be warned, though. It’s not against the rules to not follow through on a treaty, so the biggest consequence a player could get from not completing their end of the agreement is that the other players wouldn’t trust them as much anymore.

Moving, fighting, and battle-points.

Here’s how a turn works for individual units:

Moving: This happens during turn phase 2. You may move up to three squares. Not diagonal. You may not walk into or through units, and you may not walk into or through buildings. When moving, simply erase the unit and redraw it wherever you are moving it to.

Fighting: Turn phase 3.

To fight, you will need to be adjacent to an enemy unit. You may then attack, doing the damage that your respective unit does.

Battle-points: Each unit will have a certain amount of battle-points. When an attack hits them, they have to take away however many battle-points the respective attack does. If the unit runs out of battle-points, then they die. (When this happens, erase the unit on the board, and also its corresponding stats, which should be on another piece of paper. More on stats below.)

Fighting mechanics are the same for buildings, in that they take the same amount of damage as units do. However, they cannot fight back or move, so you will need to defend them.

Building/battle points for buildings.

Workers may start construction on buildings during turn phase 3.

Castles take 100 stone to build. To build one, you will need a worker to be adjacent to the area in which it’s getting built, and you will need to draw it in at this time. (More on this below.) and it takes 5 turns to make one. (So every time a player enters turn phase 3 after this, the castle gets 1 turn closer to being finished.) Castles take up 3×3 squares. You may not build one on top of another building or unit. You may build them on top of resources and healing flowers, but the resources/healing flowers are automatically destroyed. You need to write how long till the castle is finished in place of the battle points amount. If the castle is attacked while it is being built, it is immediately destroyed. When the castle is finished being built, erase the square that has the turns till finished amount, and put the battle-points in place of it.

100 Battle-points.

Copy and paste is used below, so don’t get confused or anything.

Barracks take 80 wood to build. To build one, you will need a worker to be adjacent to the area in which you want to build one, and it takes 3 turns to make one. (So every time a player enters turn phase 3 after this, the barracks gets 1 turn closer to being finished.) Barracks take 2×3 space, either way. You may not build one on top of another building or unit. You may build them on top of resources and healing flowers, but the resources/healing flowers are automatically destroyed. You need to write how long till the barracks is finished in place of the battle points amount. If the barracks is attacked while it is being built, it is immediately destroyed. When the barracks is finished being built, erase the square that has the turns till finished amount, and put the battle-points in place of it. (I talk about this below, but just a reminder: One of the squares must show the symbol of the Empire that owns it.)

70 Battle-points.

Note: You may only have two barracks for every castle.

When it comes to drawing in a building, simply draw the squares that the building covers completely in with pencil. However, remember to have one of the squares show your teams faction symbol on it, so as to distinguish it from other peoples buildings. Also remember to have one of the squares show the buildings battle-points.

Collecting resources.

Different resources will be scattered throughout the map. To collect them, you will need to move a worker unit adjacent or on top of them. Workers move like fighter units, but instead of attacking, they get a collection/building ability during turn phase 3.

For collecting: Once on top of or adjacent to a resource, they can collect from it. Collecting will gain you ten of that resource. Resources are infinite, and will not run out. However, you may have only 1 worker collecting from a recourse at a time.

Making units.

For now, there are only 3 unit types (Minus the horseman. He’s Human only, though, and talked about below.) : The fighter, the worker, and the archer.

To build the fighter: Spend 50 gold, then choose a space adjacent to a barracks to place him.

To build the worker: Spend 30 gold, then choose a space adjacent to a barracks to place him.

To build the archer: Spend 70 gold, then choose a space adjacent to a barracks to place him.

(Note: You may not spawn any of those into a unit or building.)

Recognizing resources.

First off, when you’re making resources, you’ll need to remember to put letters in the squares that the resources reside in so that you can recognize them.

Here are the letters you can use to represent the different resources.

For gold, write a g.

For wood, write a w

For stone, write an s.

Now, as you’ll probably end up having to draw a unit AND a resource symbol on one square, try to make the letters that represents the resources small, and draw them in a corner if possible, so as not to confuse the symbols with the unit numbers.

Faction symbols.

The main point of faction symbols is just to recognize your units and buildings on the battlefield from others peoples.

They don’t need to be fancy or anything, they just need to be a shape that you can recognize.

Using them is rather simple, in fact. All you need to do is draw your faction symbol on the same squares that hold your units, so that you can recognize them.

As for buildings, just draw the faction symbols on whichever square you prefer.

Important unit explanation.

So, I’ve explained how units move, and I explain how much health each one gets below, but I need to go over a few more things.

So, first off, when you make a unit, draw a unique number on it. As you make more and more units, you’ll have to give them larger and larger numbers, so as to distinguish them.

Now on another sheet of paper, you’ll need to keep a list of the units you own. You can do this however you want, but you’ll need to make sure that you keep track of the units battle-points, symbol, faction symbol, (I explain faction symbols below.) and an empty space to write in when you need to write that a spell is in effect. Also, you’ll need to make sure that you put the unique number of the unit wherever you are drawing all its stats.

Example: (Sorry I made the letters too small again. I appear to be cursed.)

It doesn’t have to look quite as neat as this, but it should be as easy to read as this, so as to keep gameplay going.

Also, you’ll need to put your unit’s faction symbols on the same squares as their numbers, so as to distinguish them from other peoples units.

Advanced unit explanation.

The worker.

Recommended unit symbol: Hammer or pick.

Cost: 30 gold

Spawn at: Barracks

Building/gathering explanation: I explain above.

Health: 15 Battle-points

Squares per turn: 3

The fighter.

Recommended unit symbol: sword.

Cost: 50 gold

Spawn at: Barracks.

Fighting explanation: You can do 5 damage. To do it, move to a square adjacent to the enemy you want to hit, and use your attack.

Health: 20 Battle-points.

Squares per turn: 3

The Archer.

The archer’s unit symbol is a bow. (I’d recommend a bow, but you can choose whatever you like.)

Now here’s how they work.

Cost: 70 gold.

Spawn them at: Barracks.

Fighting explanation: You can shoot enemies up to three squares away. Yes diagonally, but only up to two diagonal in a single shot. Here are all your options, when it comes to shooting at max range. (You can still shoot enemies who are closer to you than this.) : 3 adjacent, 2 adjacent and 1 diagonal, or 2 diagonal and one adjacent.

Attacks deal 5 damage.

Health: 15 battle-points.

Squares per turn: 3

The Horseman. (Human only.)

Cost: 80 gold.

Battle-points: 25

Damage: The frontal square must be adjacent to an enemy to attack. 5 damage.

Squares per turn: 4.

Advanced explanation:

Horsemen are two squares long, but still one square wide

When moving them forwards, as said above, they can go 4 squares. They can move sideways while still facing forward, but only 1 square, so you will want to turn them so that they are facing wherever you want to go if you are planning on going a fairly long distance. To do that, you will have to use one of your movement squares. Here’s how to do it. (Sorry the text is so small. You’ll have to zoom in.)

If you want to move backwards without turning around, that’s fine, but your movement is reduced to 1, like when moving sideways.

How spells work

Here, I’ll just be explaining how spells work, their costs, and anything else you’ll need to know

First off, spells will have a card with their name, cost, and picture on it. The card can just be a small piece of paper with the things I put above on it. When making the card, just remember to put the name and cost on it. (The shop will display that stuff too.) The picture is optional. (For the picture, you can just draw something that corresponds with what the spell does. So, for instance, a speed spell could show a dude running really, really fast. Anyway, spells are below.)

Spell of speed

All your units gain an extra movement square for the next three turns.

Shop cost: 100 gold. (Remember to put it in the spell in effect category while it’s going on.)

Spell of strength

All your units gain an extra 5 attack damage for the next two turns.

Shop cost: 130 gold. (Remember to put it in the spell in effect category while it’s going on.)

Spell of lightning

Choose any square with an enemy unit on it, and use the spell. Does 10 damage. (Does not work on buildings.)

Shop cost: 80 gold.

Meteorite spell

Choose any square on the map, and use the spell. All squares adjacent and diagonal to it take 10 damage.

Shop cost: 150 gold.

Nausea spell

Choose any three enemy units, and use the spell. For two more turns, the units you chose now cannot attack, and may only move on square, even if a speed spell is active. Also, if they’re Orcs, they cannot give a damage multiplier bonus to their teammates.

If this spell is active on one or more of your units, remember to put it in the spells in effect category for your affected units.

Shop cost: 130 gold.

What to do with spells when you’ve finished using them.

Frankly, you can do whatever you want with them, seeing as it doesn’t really affect gameplay. I would recommend, though, that you recycle used spells throughout the rest of the game, and maybe even keep them for the next game/games.

Keeping track of resources, spells, spells in effect, and other.

So basically, when playing, you should have a sheet of paper that has your current amount of resources on it, and also the spells that are in effect. (Like speed spells, strength spells, etc.) You can also keep your current amount of troops on it, along with how many buildings you own, but those are optional. As for keeping track of the spells that you own, just keep the spell cards you own near you, and make sure that they don’t get confused with other people’s stuff.

The shop.

Here’s how it works. Write down all the spells you’ll be playing with (I would think all of them, but if you only want a few, you can do that too.) on a blank page, and display their costs. Write down the descriptions, or simply read what I’ve put up here. (I would recommend you put the word ‘Shop’ at the top of the blank sheet so that it doesn’t get confused with other sheets.)

The different factions/player limit.

There are four factions: Elves, Halflings, Humans, and Orcs. This does make it so that you may only have up to four players. Feel free to come up with your own factions, though.

Racial bonuses.

Human tech bonus.

Horsemen.

Cost: 80 gold.

Battle-points: 25

Damage: The frontal square must be adjacent to an enemy to attack. 5 damage.

Squares per turn: 4.

Advance explanation:

Horsemen are two squares long, but still one square wide

When moving them forwards, as said above, they can go 3 squares. They can move sideways while still facing forward, but only 1 square, so you will want to turn them all the way to the side. To do that, you will have to use one of your movement squares. Here’s how to do that. (Sorry the text is so small. You’ll have to zoom in.)

If you want to move backwards without turning all the way around, that’s fine, but your movement is reduced to 1, like when moving sideways.

Crossbowman.

(Basically, this unit replaces Archer. You can use the same symbol.)

Cost: 70 gold.

Battle-points: 20

Damage: Roll two dice. Above 9: Does 10 damage. Below 9: does 5.

Orc damage multiplier bonus.

Damage multiplier.

When battling an enemy, all friendly units within three squares range (Yes, diagonally) of the combatant/combatants give a plus 3 attack damage when the combatant or combatants attack the enemy soldier. Also, the combatants can give bonuses to each other.

Elf speed bonus.

Speed bonus.

Elves can move four squares instead of three. (Speed spells make it so that they move five.)

Halfling dodge bonus.

Absorption bonus.

When you get hit, roll the dice. If you get a 9 or above, then you take no damage. However, a Halfling unit can only try to dodge the first attack, so if he gets attacked again on the same turn, even if he wasn’t able to dodge the first attack, then he does take damage. Also, you can’t dodge spells. However, getting hit by a spell does not count as a normal attack, so you can still try to dodge the first attack thrown at you by an enemy unit.

Winning/losing.

Winning: Destroy all the other players’ castles!

Losing: All your castles are destroyed. Bummer.

Starting out.

Here, I’ll just be explaining what to put on the map, and where you might want to put it. (Also making the map in the first place.) Anyway, before you start playing, you’ll have to build your map. To do that, take however many pieces of graph player you want to play with, and tape them together from the bottom. If you’re playing with just one piece, then that’s fine, though it’s a little small, even just for two players, (I know from experience.) and way too small for 3+ players.                                                                    Right, after you’ve gotten the paper, you’ll have to draw the resources and healing flowers in. I’ve found it kind of fun to put a few resources next to all the players, just enough to sustain their needs, and to put a TON of them in the middle, so that there will be lots of warfare there. (Once again, I know this will happen from experience.) Also, I would recommend that you put healing flowers in the middle, so if you want to heal a unit you will have to weigh in some risk. Just remember, though, the map you’ll enjoy the most is the one that you find the easiest, but also the most fun.

Also, when starting, you will have to decide where you want to put your buildings down, you will have to decide where to put your units down, and you will have to decide what resources you want to start with. Add this in with multiple people who have different ideas on how the map should be, and it can cause setup to take quite a while.

Islandia Empires release.

Islandia update.

Just a little thing this time. Basically, when you are playing with a board, instead of using graph paper, you can use normal paper instead. To do that, you can just draw more realistic looking buildings from the side. I suppose, though, that you could also draw them from the top. The side just seems a little easier.

(Note: I am getting EXTREMELY close to finishing the rules for my new game. I should be finished in just a few days, in fact.)

Islandia update.

Update on how stuff is going.

First off, I have a little Islandia update. Basically, if you would rather not wait the whole ten turns for more population, then you can just get new population every five turns instead. That’s pretty much it, frankly.

The main thing I wanted to talk about is that I am working on getting Islandia Empires out there. I’m playing a test game with my Dad and Sister at the moment, and though it’s been taking us a few days to get it finished, it’s been a success. When we’ve finished the game, I plan to fix up and polish the rules a bit, then post it on here. After that, I’ll be working on a zombie board game and a cowboy board game, (Both use graph paper boards.) and then I want to start working on a construction board game. All are going to have names that correspond with Islandia. It’ll be like this: Islandia zombie apocalypse, Islandia the wild west, and Islandia construction tycoon.(I have a theme going, as you can tell.)

Anyway, I just wanted to tell you guys that I’m still working on this kind of stuff, and that I just haven’t been able to post a lot lately.

Anyway, that wraps it up for the most part, so thanks for reading, guys.

Update on how stuff is going.

Islandia patch.

So, I’ve kind of been running out of ideas for Islandia lately, but I had one.

I

am

giving

Islandia

a

a

board.

Basically, it’s simple. I’m obsessed with graph paper, and Islandia is one of the few games I’ve made that doesn’t have a graph paper board, and now, I’m changing that. So, right now, I’m working on making three new games, (These are going to be big, compared to the other ones I’ve made, as they’ve been weird in the past, and are hard to play, and are boring, and make no sense. Anyway, they’ll be kind of cool. Hopefully, anyway.) and the first one is turning out to be kind of interesting, really. (I haven’t started work on the other two yet.) Right, I got a little off track. Anyway, I had a thought. Why not give Islandia a board? It won’t have any effect on gameplay, and will be optional, but it should make Islandia a little more fun. Anyway, below, I’ll explain how it works.

Before you start, you’ll need a sheet of graph paper. After that’s done, the rest will be easy.

Simply draw buildings onto the graph paper when you build them. A house could take up a 2×2 square space, and a mill or mine could take up a 2×3 space. I’m not going to give you rules on how big to make stuff, because that’s entirely up to you. As for ports, I can just recommend that you make a row at one end of the map blue, for water, and show a port build next to it. Anyway, entirely up to you. Oh, and try experimenting with colors if you’d like, I think that would be cool. And remember, this is all optional

By they way, I’ve been working on the first of three games that I’ll be making, and it’s pretty cool, at least for a nerd like me. I told you about it a little in my last post, I think, but I figure I should tell you a little more about it, since I can’t put it up yet. I’ve actually added a lot of cool stuff by now, like spells, and archers, and trebuchets, and a shop, and racial bonuses. But yeah, it’s cool.

The problem with it is that you have to draw and erase the characters to move them across the map, and that can get on your nerves after a while. In fact, my sister ended up forfeiting because it was so boring. (Though it was a little chaotic, as it was the first game, and I kept redoing the rules, there was no building stuff, combat was boring, there were only two of us, ect.) I was about to beat her when she quit, too

So, there you go, an Islandia update adding a board.

So as Tryhardninja (Youtuber) says…

AND I’M OUT!

Islandia patch.

Islandia…. The conclusion… Or not…?

Right, let me get to it.

I need to explain a few things.

Islandia…. Well… it’s just not that interesting, really. I mean, it’s kind of fun, but it’s not that great. So I have decided to start working on a new game.

This does NOT mean that I’m done working on Islandia. No, quite the contrary, in fact. This new game is going to help inspire future updates for Islandia, if things work out.

What I’m saying is, I have to work really hard just to come up with new ideas, and new ideas, if they’re actually good, should come to you naturally. So I’m making a new game, but it’s going to be related to Islandia, so that way, I’ll be able to use some of my ideas for THIS game, and use them in Islandia.

Whew.

Sounds good, right?

Good.

Now, before I get into the details of the new game, I’ve decided to make an absolute rules set for Islandia.

I’m pretty sure that some features of the game aren’t covered, and some rules counter each other, and some rules just plain suck! (Also, I’m getting rid of Withrend. Sorry.)

So I’m fixing all that.

Below, I will be giving an absolute rules set. Forget everything you’ve ever learned, and read this. This is the new referral page, so if you have disputes or confusions, come here.

Now, for the rules set.

Alright here I go.

3, 2, 1, NOW!

Category 1. Buildings and their uses.

Port.

Cost: 50 wood, 20 stone.

Staff needed: 3

Uses: Allows you to buy and sell, and also allows you to give and take stuff with your friends.

To buy: You can exchange 2 gold for 1 of any recourse of your choosing.

To sell: You can exchange 2 of the same recourse of any kind for 1 gold.

To give or trade stuff with your friends: You can give and take as many recourses with your friends as you want. What you trade is entirely up to you, just remember that you can only trade recourses. To trade with your friends, however, you both need to have a port.

Tavern.

Cost: 50 wood, 20 stone.

Staff needed: 1

How it works: Every turn, you get one gold for every tavern you own.

House.

Cost: 50 wood, 20 stone

Staff needed: none.

How it works: To have population, you need to have homes for them. You must have 1 home for every 4 people.

(There is no longer a limit to the amount of houses you can have. Build away!)

Mill.

Costs: 50 wood, 20 stone

Income: 15 wood every turn.

Mine.

Costs: 50 wood, 20 stone.

Income: 15 stone every turn

Farm. (Yes, I’m calling it a farm now.)

Costs: 50 wood, 20 stone.

Staff needed: 3

Income: 30 foodevery turn.

One other thing, and this is important!

Make another category that says: Worked buildings.

Have it show the buildings (That get you recourses) that are being worked. This way, you won’t collect bonuses for a building when you don’t actually have enough population to be working it.

So when collecting your recourses, make sure to check the worked buildings list for buildings that are being worked, not just buildings you own.

Category 2. Disasters.

UUUGGGHHH! Disasters! The bane of our existence.

Anyway, let’s go over how they work.

First off, every other turn, (2,4,6, etc..) you have to roll two dice. If you get anything besides a 12, proceed with your turn as normal. (More on turns below.)

If you get a 12, then roll the dice again. If you get a 1,2,3, or 4, then you are now going through a termite disaster. This means that for the next 5 turns, you only gain half of the wood amount you would normally get.

For the others, it is the same thing, where you lose half of your normal income for 5 turns. If you roll a 5,6,7, or 8, then you’re going through a cave-in disaster (Stone loss). If your roll a 9, 10, 11, or 12, then you’re going through a famine disaster. (Food loss.)

Disasters rolls are rolled at the start of their respective turns, and ended at the start of the 5th turn. (Example: On turn two, the first thing I would do would be to roll the dice. If I did roll a disaster, then it would end at the very start of turn of seven.)

If you roll a disaster that you’re already going through, ignore it.

Yes, you can have two different disasters going on at a time.

Now here’s the really bad part. Every ten turns, the disasters get worse. How, you ask? Well, you add 1 to the half of the recourses that you lose every ten turns. Basically, starting from turn ten, I would lose the normal amount of recourses if I rolled a disaster, but I would add 1. However, every ten turns, you also multiply the number. So after turn twenty, you would lose half plus two, after turn thirty you would lose half plus 4, and so on. (Let me know if you live past turn fifty.)

Category 3. How turns work.

Here I’ll just be showing you what order turns go in.

So, here we go.

#1. Rolling for new disasters, and also ending current disasters after the turn amount is up.

#2. New citizens. (This only happens every 5 turns, and you can read more about it under the population category.)

#3. Income of recourses. (Gold, wood, food, stone.)

#4. Spending recourses on various costs. (For now, it’s just food.) Multiply your population by two, and get rid of that much food. Done.

#3. Using your port.

#4. Build stuff.

Category 4. Population.

Here, you’ll learn about how to get people, and also, how they die.

First off, let me explain how to get new citizens.

Every five turns, multiply the number of houses you have by 2. (Note: Do NOT use houses that aren’t completely full. That would be cheating.) You get that many new people if there’s enough space. If there’s not enough space, (This happens a lot.) then the citizens you don’t have enough space for die. Remember, for every house you own, you get your max population bumped up by four.

As for how citizens die, well, this happens, one, if there is not enough space, or, if there is not enough food. Basically, if you don’t have enough food to pay during the cost phase of your turn, then a few citizens will die. For every two food you’re missing, then a citizen dies.

Category 5. Losing.

If all your citizens die, then you lose. Bummer.

Category 6Starting off.

To start off, I would recommend starting with 1 farm, 1 mill, and 1 mine. You can start off with more or less stuff, though, if you’d rather do it that way.

Now, about the new game I had in mind.

Basically, I wanted to make a game that’s pretty much like Islandia, but it’s PvP mode, instead of PvE. I’m not quite sure on the details, but I think there would be this cool huge world map thing, where you try to take over castles and stuff.

I don’t know, I just think it sounds cool. Plus, it could give me ideas for Islandia. In fact, I already have another idea for Islandia, which I’ll probably be putting in another update post pretty soon. (It involves these dudes who can end disasters early, but you have to get them a huge butt-load of gold before they’ll do it.)

I also had an idea for a separate game that involves the dangerous trip that water buffaloes and other animals have to make to get across rivers. It would involve alligators who are trying to kill the animals who are crossing, and they would have cool special moves they could use on each other. I don’t know, it’s just an idea. (Though a pretty cool sounding one, if you ask me.)

Okay, so, I’ve been working on this post over the course of a few days, and yesterday, I started on the new game. It’s called Islandia Empires, and basically, it’s a board game about taking over the whole board. It’s supposed to be before the time of Islandia, since Islandia is staged during the collapse of the world.

Anyway, I’m not putting it out there yet, because, I mean, I made it yesterday. It’s really simple, and I’m guessing it’s boring. Heck, I don’t even know whether it’s boring, cause I haven’t played a test run of it yet.

Anyway, you can learn more about it later, but not now.

So yeah.

MINEFAKE OUT!

Islandia…. The conclusion… Or not…?

Islandia update/patch/whateverelseitmaybecalled.

I’ve decided to add a special new item that is really rare, worth 5 times as much as gold, and will make your island freaking AWESOME!

So what’s it called, you ask?

I’ll tell you.

It has a name like wind blowing through the trees during the dead of winter.

It slides off your tongue like iced butter. (I wonder what that tastes like..)

And it captures your attention like that Will Farrell skit on SNL where Will Farrell dresses up like Little Debby.

So what’s this new thing that everyone’s, or at least me, talking about?

I’ll tell you.

It’s called…

Withrend.

Below is where you can read about it. I have to hurry, though, ’cause I have stuff to do.

To mine it: Build a Withrend mine, costs 50 wood and 20 stone, you need 3 people to staff it.

You get 1 Withrend every turn for however many Withrend mines you own.

To use it: (I’m thinking this up right now, so bear with me.) OOH! I HAD AN IDEA! OOH! Oh, you’re still here, right, so um…

mmm.

K, here’s how to use it.

Withrend has no practical use, (yet) but can be used as a form of currency. Basically, 1 Withrend is equal to 5 gold. You can convert it at any time you want, BUT, here’s the twist.

If you convert ten Withrend at a time, then you can get a bonus of 10 of any recourse of your choice. (As in, stone, wood, food) So this way, you get  a reward for waiting.

If you turn in twenty, then you get a bonus 20, For thirty, bonus 30, and so on.

Well, there’s the update.

Hope you like it!

Bye.

Islandia update/patch/whateverelseitmaybecalled.

The drunken update. (Islandia)

Just a small little thing this time. I decided that if gold is going to be a big part of the game, there should be more than one way to earn it.

So the new way to earn gold is… Taverns!

Taverns have the normal cost of 50 wood and 20 stone, but you only need one person to staff it.

As to their benefit, they will grant you four gold per turn, which isn’t a lot, granted, but over time the gold builds up and has it’s uses.

So, there you go, the drunken update, as I call it.

Enjoy!

Onehundredwordsexactlyyeah!

The drunken update. (Islandia)