In an archipelago from an age long past, four distinct civilizations developed in isolation, prevented from exploring other landmasses due to the strong currents surrounding them. Now, with their technology capable of overcoming the waves, the four nations will vie for the domination of the region, in the times that will come to be known as the Age of Dubs.Age of Dubs is a risk like board game originating from /vst/ but now moved to /qst/ where anons take turns dictating the actions of one of four color coded nations in the hopes of either guiding them to victory or sabotaging their efforts, making use of their roll's digits and/or dubs to determine success.This edition is unique in its usage of islands, so the rules have been updated.>Turn order is Green, Blue, Red, Yellow>On each turn you choose a tile to Attack or Colonize. You can also make diplomatic actions>Diplomacy: You can try to make deals with other nations or create internal policies that must be followed. Write a descriptive text of the action, and I'll come up with the in-game consequences. Anything is allowed within reason, including trading tiles>Warfare: Choose a tile of a different color and adjacent or connected over water to the current color to attack. You don't need to declare war beforehand but any diplomatic deals like truces have to be followed.>Colonizing: Grey tiles are Free Land, you don't need to roll to colonize themWarfare rules>When you attack a tile, roll a 1d100>On normal tiles, even or dubs succeed. Encircling a normal tile makes the next attack on it succeed automatically>On capitals (marked with a star), dubs succeed. Encircling a capital allows an even digit to succeed>On success, your color captures the tile>A tile is considered encircled when all tiles adjacent or connected over water to it are of a different color>If your capital falls, the rest of your tiles become Free Land>Winner is the last color standing, or who has the most tiles by the end of the threadI'll update the map periodically.Set sail, to the fifth edition of Age of Dubs!
>>5472066A new edition, nice.Green colonizes 17
>>5472066Red Colonizes 15 and invites yellow to colonize 16.
>>5472088It's Blue's turn after Green, so this action is not valid
>>5472066I'll give it a shotBlue colonizes 9
>Actions>>5472076>>5472286It's Red's turn
>Yellow Colonize 16 and deepens ties with Red neighboor
>>5472304Green colonizes 14.
>Colonize 1>Offer mutual trade deal with green
>Actions>>5472412>>5472431>>5472437>>5472448>>5472433 Out of turnIt's Red's turn
>>5472495does someone want to do yellow's turn?
>Actions>>5472510>>5473396It's Green's turn
>>5473483As nobody is playing...>Green takes 8
>Actions>>5475372It's Blue's turn now
>>5475404Blue takes 4
>>5475404Red takes 3
>>5475498Red already have 3 ma boi
>>5475505I meant to say 2, sorry about that
>Actions>>5475418>>5475512It's Yellow's turn now
>>5475535Green gets 7.And now the fun begins
I'd like to send a formal invitation at my close neighbour and Kindred Culture Redistan for military alliance
Rolled 23 (1d100)>>5475535Blu offers a non-aggression pact to Green and Yellow provided that they don't attack Blutarch.Blutarch will not meddle in their affairs.>Attack tile 3Blutarch declares the eastern side of the island as their rightful claim as they made landfall there first, so they seek to kick out the Redistan invaders.
>Actions>>5475605 >>5475611 Attacking and diplomacy should be done in the same reply, but since it was only 4 minutes and it's the same poster I'll allow it>>5475607>>5475623>DiplomacyYellow offers a military alliance to Red >>5475611 (Effect: Will join each other's war)Blue offers a non-aggression pact to Green and Yellow >>5475623 (Effect: Cannot attach each other, voided if a war starts through other means)Blue claims the east of the center island. (Effect: Anyone holding tiles there (2,3,4 or 9) will automatically enter war with them, voiding any other treaties) >>5475623Blue enters war with Red >>5475623It's Red's turn
Rolled 10 (1d100)>>5475701Red attacks 1 and accepts Yellow's alliance
Rolled 10 (1d100)Yellow attacks 1 and offer red to take for free 4 when inevitably surrounded by the Orange Coalition
>>54757731 was already taken by Red, and since the alliance was accepted I'm going to consider this action invalid
>>5475804Ok, taking encircled 4 for free so.I thought attack failed as it wasn't dubs
>Actions>>5475736>>5476406 For normal tiles it's even or dubs, otherwise we would be here forever>DiplomacyYellow and Red have a military alliance for 15 turns (Effect: Will join each other's war)Blue claims the east of the center island. (Effect: Anyone holding tiles there (2,3,4 or 9) will automatically enter war with them, voiding any other treaties)Blue is at war with RedBlue is at war with Yellow>Pending responseBlue offers a non-aggression pact to Green (Yellow has refused) (Effect: Cannot attach each other, voided if a war starts through other means)
>>5476446It's Green's turn now
Rolled 57 (1d100)>>5476446Green attacks 6 and accepts the non-aggression from blue
>>5476446Blue attacks 15Blutarch is thankful that at least Green is willing to sign the non-aggression pact and also urges Green to attack 1 as it serves as the crossroads of the island. Blutarch cannot do so for now, requires more beachheads.
Rolled 12 (1d100)>>5476628forgot dice
Yellow retaliate the unwanted aggression by attacking 17
Rolled 4 (1d100)>>5476651woops
>Actions>>5476588 Fails>>5476628>>5476651 Succeeds>DiplomacyYellow and Red have a military alliance (Effect: Will join each other's war)Blue and Green have a non aggression pact (Effect: Cannot attach each other)Blue claims the east of the center island. (Effect: Anyone holding tiles there (2,3,4 or 9) will automatically enter war with them, voiding any other treaties)Green and Blue are at war with Yellow and Red (Green enters war with Yellow >>5476588, which calls Red in, and Blue was already at war)>>5476651 >>5476654 Out of turn. Remember that the turn order is Green, Blue, Red, YellowIt's Red's turn now
>>5476762Second action was >>5476628>>5476631, my bad