2.0 Introduction to Dunk
3.0 How to play Dunk
5.0 Sequence of actions
9.0 About the map and the terrains
10.0 The races and type of leaders
11.0 Structures and armies
13.0 Pestilence and other cosy things
14.0 Tables and formulas
15.0 Tactics and strategy
17.0 Dunk etiquette and winning
Back to Dunk's home-page
Right now Dunk is being play-tested as it has been since 1996. At http://www.xnetz.com/dunk/ you can apply for a campaign. Dunkmaster Hedda can be mailed at email@example.com.
1.0 About these rules and Dunk
Dunk is a Play-By-Mail game designed and programmed by Henrik
"Hedda" Wallin. Information about Dunk is available
In Dunk you are the leader of a kingdom in a fantasy world. In the beginning of the game, your kingdom is at stone-age level. Therefore it is not possible to build up your power with towns and mines. But after a while, the game becomes more complex thanks to the new technologies that your people discover.
It is very important to have good relations with other kingdoms to avoid wars that can be devastating and to trade. It is also important to develop your kingdom by building things and developing new technologies. To build new towns is often much more profitable than starting a dreadful conquest.
These rules are not made to be read from the beginning to the end. Instead the goal has been to make them easy to use as a reference guide and to make it easy for beginners to write their first orders without knowing much of the mechanisms in the game.
The chapter names, perhaps, say it all but this is important to point out:
2.0 Introduction to Dunk must be read to understand the rest of the rules.
Always read 5.0 Sequence of actions very carefully and think about what this means for your orders.
8.0 Technologies may be fun to read, but use this chapter more as a reference.
18.0 change-log for the latest changes
in these rules.
2.0 Introduction to Dunk
In this chapter some general concepts in Dunk are explained.
campaign (campaign number)In your orders you should write this as:
campaign 2or whatever the campaign number is.
Never forget a deadline! Do not be afraid to send some preliminary
orders at once, because you can always send new orders and only the
last ones are used.
3.2 How to give your kingdom orders
There are two ways to give your kingdom orders. You can either use the
web interface or send the orders as an email. Using the web interface
should be very easy. The only things you need to know is:
If you want to write very long lines that your program does not accept, just write \ in the end of the line you want to continue or \ in the beginning of the next line.
You can never delete orders that you have sent in, but you can replace them with new ones.
As subject of your email with orders you should give your campaign number, or else you have to write:
campaign (number)in the beginning of the email.
Then you paste in the orders sheet. But make sure to spell your kingdom name correctly. The orders always start with
begin orders (kingdom name) (turn number) (version number)and end with
end orders (password)If you manage to figure out some other players password you can send orders for that kingdom, but Dunkmaster will see if you try something like this and you will be kicked out and never be able to enter a Dunk-game or many other PBM-games afterwards.
If you already have sent in orders, but want to send in some orders just for fun or something, you can write
begin test (kingdom name)instead of begin orders. These orders will not be saved or used. end orders (password) is still required.
The turn and version number is a way to be sure that mails that get delayed for some days somewhere not suddenly become your current orders. They are both optional.
If you do not receive an automagically generated answer to your orders within a few minutes, always contact Dunkmaster and assume that your orders have been lost somehow. Use a higher version number next time. Act in the same way if strange mail-errors occur.
If an email with orders contains $$$$$$$$$$ the email is ignored because Dunk thinks the email is sent out by Dunk itselves and something made it bounce. This will happen if you for example attach the turn report to your orders so do not do that.
3.3 How to read your kingdom report
Here is a short description of the parts of the report.
PPP <- Province number PPP. owner NN--> NNt <- 't' = town, 'v' = village, otherwise ' ' Terrain T---> Tra <- armies: 'a' = only ours, 'e' = only foreign, 'f'=forest | ' ' = none, 'b' = ours and foreign. 'g'=grassland \--------\ 'l'=land 'r' = has roads, or is a water province. 'm'=mountain ' ' = needs a road if you want to export 'w'=water through this province.
Note that if you possess the technology "province_plunder" the plunder orders of armies in a province with a village, farm or warg_farm, the plunder order is commented out.
3.4 How to understand the GIF-map
Each type of terrain has one colour and maybe a texture.
Terrain colour texture Forest Dark green Yes Grassland Light green No Land Brown Yes Mountain Grey Yes Water Blue NoThe colour of the province number tells which race the province is populated by:
Race colour Ducks White Dwarves Yellow Elves Light green Humans Blue Orcs Red None BlackArmies are drawn on the left side in each province, but only the first 4. If there are more, you have to read your turn report. Town_guards are however drawn above the town.
The structures village, town, mine (black hole...), irrigation (blue ribbons), roads, worm_factory, fishing_boats and warg_farm/stable (a white #), church, lumber_production (Green axe) are the only ones that are drawn.
The armies and borders of other kingdoms are drawn in their kingdom colour. This colour is often similar to the race colour described above. The colours are listed in the legend below the map.
Plague is drawn as a red cross. Towns with plague are drawn red (normally they are drawn white).
In this chapter all orders that all kingdoms can use are listed.
Technologies may add more orders, but they are listed in
The orders are divided into game-administration orders, standard orders and technology orders.
Underscores (_) in your orders can always be replaced by an empty space if you want to. The underscore is just there to annoy you.
The orders are named according to the following principles:
|Structures are built with build_(structure type)|
|Armies and even immobile armies are built with place_(army type) or just place|
|New technologies are developed with develop_(technology name)|
|give_(what) (amount or specification) to (kingdom number or name)|
And then there are set-orders, write-orders and some special stuff.
Most standard orders can be abbreviated with the first letter of
each word in the order. Example: place is abbreviated p and
army_to_village is abbreviated atv.
4.2 Game-administration orders
every turn: give map 13
next turn: give map 13
If you use this to cheat, you will be thrown out of the game immediately.
The actual change of names occurs after all orders are interpreted so other kingdoms shall use your old name where your kingdom is involved.
Note: Other players and Dunkmaster do not like if your kingdom changes names all the time. Make sure that this does not happen! And players do not like very long names. Hackeriputtafjodelitankappalutteria is not a good kingdom name.
NEVER EVER USE set_nr WITHOUT ASKING DUNKMASTER!
NOTE: If the campaign does not end, you will still be a part of it. If you want to quit the campaign, use the order resign.
4.3 Standard orders
Due to the pride of the orc warriors, orc kingdoms can not use this order for something else than immobile armies. If you order an army to become a village in a province not populated by your own race, the army will make sure it is first.
It is possible to do army_to_village on an army that is in enemy land but that will be exactly the same as remove_army. A newly built army may not be transformed into a village.
The province always have the same plague as the army had before this action. This means that you can remove a plague by ordering a healthy army to settle down.
A village will make it impossible for another race to move into the province (without help from armies...) and the village militia has a 50 % chance to fight down rebellions. It is possible to build many villages in one province but only the first one will have any effect.
If your kingdom builds many villages there is a chance that the technology towns will be discovered.
Elves (see 10.4 Elves) and towns can sometimes totally stop the burning. Towns have a 90 % chance of stopping the burning.
Sometimes your mages attack a nearby or even a very far away province, according to 14.4 Tables of magic and priest rituals. Small kingdom seldom have enough mages to perform a ritual. Read more in 14.4 Tables of magic and priest rituals.
Develops the technology (soc) "mission". You can not use your priest leaders for anything else the same turn you are developing mission.
You do not have to have contact with the other kingdom.
If there is a town in the province, it and its town_guard will also be given away. In other cases no armies will be given away.
You can only give provinces to allied kingdoms (read more in 12.0 Diplomacy!).
You can also write "all" as the technology. This gives all your technologies to the other kingdom. This can sometimes give away technologies by mistake... Beware!
The tecknology diburn can not be given away.
It takes two moves to move into a mountain province. In the first move the army will stay in the first province, but will climb into the mountains near the mountain province. Next move it can move into the mountain province or simply go in another direction as if it was in the first province.
If an army moves from a province with roads to another province with roads and both provinces are friendly, the army can move one time extra before the normal movement. Ships and mounted armies can do this without roads.
It is possible to give an army movement orders for many turns. However, the army will only add the unused directions to your orders sheet, but this is still a nice way to plan great conquests. But remember that it takes two orders to enter a mountain province!
NOTE: if you want to move your army to the province to the west, but that army can move two provinces you have to write '0' after 'w':
> This moves the army west and then it stops: move 1 w 0 > This moves the army west and then it will continue > to move west in the same turn if it can: move 1 w
If you have read chapter 5.0 very closely you sometimes finds this useful in battles (this is nothing for beginners!):
wait = don't do anything in the first movement phase unclimb = removes the army from any mountainside. This takes no time!
> Move west but not in the first phase: move 1 wait w > Do not move this turn, but move west next turn: move 1 0 w > Move west, but if the army is climbing the the mountains to > the west it will start over from the beginning: move 1 unclimb w > The same, but it will not try to reclimb the > mountains in the first phase: move 1 unclimb wait w > These two are the same: (Last unclimb never done) move 1 w unclimb w unclimb move 1 wait w > These two are the same: move 1 unclimb w unclimb w move 1 wait unclimb w > And if the province to the west is an enemy province > this is the same too: move 1 unclimb wThis may seem complicated, but always remember that the armies will try to do your orders as fast as they can.
If you possess some sort of training technology you can use death_train or train instead of a direction.
Note: Instead of the army number you can give the army name. Example:
move 2nd Archers e se
This is what the orders sheet will suggest.
An army costs 2 gold for orc kings, 3 gold for ducks 5 gold for humans, 7 gold for dwarves and 9 gold for elves.
New types of armies that your technologies allow are placed with place (type of army) (province number) [directions]
A warg_army costs twice as much to build as normal armies. See 14.2 War tables about the army's strength and 14.1 Economy about the cost to maintain this mounted army.
The basic rule is that all actions of the same type are carried out simultaneously. Sometimes the order of a player's orders can be important, but one action of a kingdom is almost always carried out independently of other kingdoms' actions of the same type. But if you for example plunder in a province belonging to an allied, then your orders may come before or after that kingdom's orders.
|Orders||All players' orders are carried out in the order they are written.|
|Delayed orders||In this phase all orders like burn or mission take effect. Given gold and technologies also arrive at the receivers. The giving of provinces happens right before migration though.|
|First army moves||
During this phase every army that fulfill one or more of these
|Movement battles||All armies that encounter enemies fight during this phase.|
|Movement||All armies that killed all their enemies, or that encountered none, move in this phase.|
|Battle||All armies fight with enemy armies if there is someone in their province.|
|Starvation||All rebel armies in provinces without population starve to death during this phase.|
|Resurrection||All priest kingdom that have not used their leaders for any order (like develop_mission or mission) will try to heal the kingdom's best army (The army with the highest ERF) that died in its own land.|
|Desertion||(- your gold) percent of your armies will desert if you have negative gold.|
|Havoc||All provinces with enemies in them will be out of control. (This happen before income, but it is reported after the income in the report.)|
|Income||All gold from provinces, towns and other things will be brought to you now. You also pay for all your armies. All towns that buy a townguard do this now. NOTE: This happens before you occupy provinces!|
|Occupation||All armies that stand in an enemy's (or not owned) province will occupy it if there is no army there to stop them. There is also a chance to steal technology. See See 14.5 Miscellaneous tables for details.|
|Migration||First given provinces change kingdom, then different races move into provinces.|
|Rebellion||Some provinces and trolls may rebel in this phase.|
|Plague||Plagues brings death and happiness to the world.|
|Catastrophes||Different funny things bring happiness to your kingdom.|
|Discoveries||Some new discoveries may be discovered. Technologies developed with develop_(something) however, always become developed at the same moment as the order is given.|
The army strength is the army's ERF modified with defence and race modifications. That is:
Army strength = (ERF + defence and race modifications) * (type of army modification)See 14.2 Tables and formulas for more information.
If two armies fight each other, each army has the following chance
(army strength)/(army strength + enemy strength)
This means that both armies, one army or none of the armies may survive.
If an army is fighting many other armies its offensive strength
is divided among the enemies like this:
offensive strength = (army strength)/((number of enemies)*2-1)
And the army's chance to survive become:
(army strength + the sum of the enemies' offensive strength)
It should be obvious what will happen in complicated situations like when A fights B and C, B fights A and D, C fights A, and D fights B...
If you know anything about probability theory you see that this means that an army on average kills just as many enemies regardless of their number. But its own chance of survival drops. You can also see that half of the armies will die in an even battle.
In the ballistic battle some different modifications apply.
Defence from flying things:
The army receives no bonus for ''iron'' or for being mounted. Ducks have no negative modification and sick armies just get half strength to defend themselves.
Attack with missile weapons:
Strength is divided by 4 if the army is not an archer army. The bonus from ''iron'' is only *5/4 and there is no bonus for ''armour''. Ducks get their strength lowered to 2/3. Sick armies get their strength halved. Elven armies use bows as if they had 3 more ERF.
You will receive one report from each army about the battles so do not be alarmed if you receive the same report from different armies. And sometimes two armies encounter the same enemy army even if they move at different places.
One report from each province where there was a battle will be delivered to you.
Eas aas es as
In the reports from these battles some values are reported. These are:
eas Enemy Artillery Strength aas this Army's defensive Artillery Strength es Enemy melee Strength as this Army's melee Strength
(eas 2, aas 665k, es 5.32M, as 2.66M)This means that this army has almost no risk of being killed by arrows, but it has a 5.32/(5.32+2.66) risk of being killed in melee.
Of course these values give a hint whether the other kingdom does or does not possesses certain technologies.
It is very important that your kingdom has a well functioning economy.
The fundamental principles are explained here.
If there is a mine in the province, it will give some extra income. See the technology mining for numbers.
Some structures in the provinces cost gold to maintain, this is drawn from your income.
7.4 Expenditure for armies
Your armies cost a lot to maintain. An army (normal army, sky_castle
or whatever) in your own or allied territory costs 2 gold to maintain
and other armies 4 gold. Mounted armies cost 4 and 5 gold
respectively. Orc kingdoms pay 1 gold less for armies in enemy
land. A town_guard costs only 1 gold to maintain.
If your kingdom's gold now becomes negative, it only means that your soldiers have to wait to get paid. They will not desert and they will not starve this turn. If there is no gold for them after your orders are made next turn they will however begin to desert. The chance that an army will desert is one percent per negative gold your kingdom has. If that happen it will just dissappear (And you do not have to pay for maintaince that turn, you lucky bastard...).
This chapter explains the concepts and all technologies.
Technologies are divided into soc:s and tech:s. A soc costs nothing to develop, but your leaders can not do anything else the same turn it is developed. This means that you only can develop one soc per turn and that your mages or priest can not perform any ritual or your warrior leaders can not improve the training of new warriors the same turn, which means that all new armies will have only 1 ERF.
To develop a tech, you just have to pay some money. You can develop as many as you can afford.
Some technologies are just discovered by accident and can not be developed.
In the beginning you can develop the ones mentioned in 4.3 Standard orders. Later on new technologies possible to develop will be mentioned in your turn report.
armour bows castles catapults churches crime death_training diburn duck_lore dwarf_lore elf_lore even_more_military_toys firewalkers fishing_boats fishing_nets floating_houses food_industry forest_lore frigates game_laws grassland_lore healing horseriding human_lore iron irrigation jewellery knights land_lore magic_village metallurgy military_toys mining mining_tools mission mithril moral more_military_toys mountain_lore orc_lore pest protect_inventions protection province_plunder roads sea_lore secret_service ships silviculture sky_worms steel stone_building teleport terraces town_plunder towns trade trade_ships training trolls worm_building worm_lore worms
Descriptions of the technologies.
Armour costs 20 gold to develop and can be developed when iron is possessed.
Bows cost 20 to develop and can always be developed.
Castles cost 20 to develop and can always be developed.
Catapults cost 50 to develop and can be developed shortly after more_military_toys is
Churches are invented with 1 percent chance for every village if mission is possessed.
Crime is invented with a 3.3 percent * (every plunder + armies
villages and towns removed) risk. This risk is doubled for orc
kingdoms and zero for elf kingdoms.
Death_training is invented with 2.5 percent * every army placed
during the turn. Non-normal armies counts as two armies. Only warrior
kingdoms can invent death_training.
Diburn can be developed by mage kingdoms for 160 gold. It can not
be given away to another kingdom.
Duck_lore can be developed by your leaders after a demand from the
ducks in your kingdom. This demand occurs with 1/6000 chance per
province they populate.
Dwarf_lore can be developed by your leaders after a demand from the
dwarves in your kingdom. This demand occurs with 1/6000 chance per
province they populate.
Elf_lore can be developed by your leaders after a demand from the
elves in your kingdom. This demand occurs with 1/6000 chance per
province they populate.
Even_more_military_toys cost 160 gold to develop and requires more_military_toys. There is
however only a 0.25 * every army placed during the turn (Non-normal
armies counts as two armies) percent chance that this development will
Firewalkers cost 20 gold to develop and requires military_toys. There is however
only a 2.5 * every army placed during the turn (Non-normal armies
counts as two armies) percent chance that this development will be
Fishing_boats costs 10 gold to be developed and can be developed
shortly after sea_lore and ships are possessed.
Fishing_nets are invented by people in every sea province with a 6
% chance each turn.
Floating_houses are always possessed by ducks. It is always given
to a kingdom that rule a floating village. It can not be developed
Food_industry can be developed shortly after grassland_lore is discovered and
it costs 20 gold to develop.
Forest_lore is invented with 0.17 % chance for every forest
province in the kingdom.
Frigates can be developed for 60 gold shortly after even_more_military_toys,
ships and catapults are possessed.
Game_laws can be developed by your leaders (it costs nothing)
shortly after land_lore is
Grassland_lore is invented with 0.17 % chance for every grassland
province in the kingdom.
Healing can be developed by priest kingdoms' leaders shortly after
the discovery. The chance to discover the technology is 0.2 % per
plague province and 0.6 % per sick army.
Horseriding is invented with 1 % chance for every grassland
province in the kingdom. It is also invented if there is a stable in
Human_lore can be developed by your leaders after a demand from the
humans in your kingdom. This demand occurs with 1/6000 chance per
province they populate.
Iron can be discovered when mountain_lore is possessed with
0.2 % per mountain province owned by the kingdom.
Irrigation costs 20 to develop and can always be developed.
Jewellery cost 20 gold to develop and can be developed shortly
after metallurgy, trade and towns are possessed.
Knights cost 60 gold to develop and can be developed shortly after
horseriding, churches and mithril are possessed.
Land_lore is invented with 0.17 % chance for every land province in
Magic_village can always be developed by mage kingdoms'
Metallurgy can be developed when iron
is possessed and it costs 200 gold.
Military_toys cost 30 gold to develop. There is however only a 1 *
every army placed during the turn (Non-normal armies counts as two
armies) percent chance that this development will be possible.
Mining can be developed for 20 gold when iron is possessed.
Mining_tools can be developed for 30 gold when mining and metallurgy are possessed
Mission can always be developed by priest kingdoms' leaders.
Mithril can be developed for 40 gold shortly after steel, armour and metallurgy is possessed
Moral can always be developed by warrior kingdoms' leaders.
More_military_toys cost 60 gold to develop and requires military_toys. There is however
only a 0.5 * every army placed during the turn (Non-normal armies
counts as two armies) percent chance that this development will be
Mountain_lore is invented with 0.17 % chance for every mountain
province in the kingdom.
Orc_lore can be developed by your leaders after a demand from the
orcs in your kingdom. This demand occurs with 1/6000 chance per
province they populate.
Pest can always be developed by priest kingdoms' leaders.
Protect_inventions can always be developed by any kingdom´s
Protection can always be developed by any kingdoms' leaders at no
Province_plunder is invented by orc kingdoms that have less than -4 gold.
Roads are given to kingdoms that has roads in their land. This
often happens when the first town is built.
Sea_lore is invented with 0.17 % chance for every sea province in
Secret_service is discovered with (0.125 * number of rebellions) %
chance. After discovery it has to be developed by your leaders.
Ships cost 20 to develop and can always be developed.
Silviculture can be developed when forest_lore is possessed and it
costs 10 gold.
Sky_worms are possessed by elven kingdoms and elf_lore makes other kingdoms discover
Steel can be developed when iron is
possessed and it costs 20 gold to develop.
Stone_building can be developed for 20 gold shortly after (mining, castles and steel) or (roads, towns and churches) are possessed.
Teleport can always be developed by mage kingdoms' leaders and
costs 10 gold and the use of your leaders to develop.
Terraces can be developed for 15 gold shortly after irrigation and mountain_lore are possessed.
Town_plunder is invented with 25 % chance every time an army
plunders outside a town. Orc and warrior kingdoms have 50 % chance and
orc warrior kingdoms have 100 % chance.
Towns are invented with 50 % for every village built. Magically
built villages gives 10 % chance, and most building and development
projects give a good chance.
Trade is invented by ducks in a province or a town with 0.2 %
Trade_ships cost 10 gold to develop and can be developed shortly
after (trade or floating_houses) and ships are possessed.
Training is invented with 2.5 percent * every army placed during
the turn and only when military_toys are possessed.
Non-normal armies are counted as two armies.
Trolls can be developed by your leaders when they have been
discovered. They can only be discovered when military_toys are possessed and
only with 0.5 % chance for each orc populated province in the kingdom
that is not grassland or water.
Worm_building costs 20 gold to develop and can be developed shortly
after worm_lore is possessed.
Worm_lore is invented with 6 % chance for every sky_castle built
with worms the kingdom owns.
Worms can be developed for 10 gold when sky_worms are possessed.
9.0 About the map and the terrains
The map is built up with hexagonal provinces. They form
a rectangular map with edges that can not be crossed.
Armies of different races also fight better in their favourite terrain (See 14.2 War tables).
The races also have various skills in using some technologies. Dwarves make better swords and armours, elves becomes better archers, humans ride better in grasslands, elves better in forest and orcs have less troubles with wargs.
The ducks belongs to an angry, annoying and very greedy species.
Their greatest goal in life seems to be to trade every piece of junk
they stumble on for another piece of junk.
This often makes ducks rich and arrogant, even if
they are terrible craftsmen and have a lack of patience.
They treat all races alike and always thinks in terms of
profit. They quickly forget treasons, especially if they are
paid to do it.
The duck armies have small and timorous soldiers which are easy to club down. But they float like cork and dive like seals and are therefore very deadly opponents at sea.
Plague may strike a duck kingdom hard, but they do not receive the same plagues as other humanoids.
Duck towns produce the double amount of gold for each unit of tradegoods (2/6 gold per unit).
Ducks almost never rebel because it is not good for their business.
Dwarves are tough, patient and stubborn. They can hardly
be seen as a friendly and extrovert race and most dwarves
are very greedy. You can however always trust a dwarf. They
always keep their promises and never forget a wrong.
They treat most of the other races alike except for
orcs which they see as untrustworthy.
The dwarven soldiers are hard skinned and have a 85 % chance to survive a burn in mountains and 25 % in other cases. Ordinary dwarven population is not that hard, but they still have a 50 % chance to survive in mountains.
Dwarven kingdoms have an efficient administration thanks to their honesty and they pay 3 gold less for administration. Towns populated by dwarves have greater ore production.
Dwarves rebel very often in an orc kingdom, but very seldom in their own kingdom and seldom in other cases.
The elves are unique with their long lives, immunity to illness
and often harmonic society. Many elves have skills in magic
and therefore all elven armies get a 50% chance of stopping a burn in
the province they occupy. If there are many elven armies each of
them gets a 50 % chance to stop the burn. If there live elves in a
province they also have a 25 % chance of stopping the fire.
Elven mages fail more seldom with their rituals.
Thanks to the discipline and lack of corruption elven kingdoms have 5 gold less administration costs.
Towns populated by elves produce 33 % plus 1 more spec, but elves do not feel comfortable in towns and the towns give 33 % less gold than other races' towns.
Elf kingdoms ruled by warriors have armies that start with 3 ERF instead of 2. The elven priests fail more seldom with their rituals.
Elves never rebel in their own kingdom and very often in an orc kingdom.
The humans are something like a median race. But they have the biggest
bodies among the races and are therefore great warriors in open
All human populated towns gets extra gold for the most uncommon raw material thanks to the fact that they are great generalists.
Humans do not rebel often or seldom but they rebel a little bit more
in non-human kingdoms.
Orcs are mean, brutal and vicious. Orc armies are both very
cheap and strong.
Plagues often torment orcs, but they have a great resistance towards them.
Orc kingdoms receive 4 gold if they plunder (instead of 3) and orc armies cost 1 gold less than other kingdoms' armies in enemy land.
Orc towns have a town_guard with at least ERF 5. It is also possible to feed an orc town with junk food from forests and land provinces that other races do not eat.
Orcs always rebel in an elven kingdom, pretty often in their own kingdom and often in other cases.
Kingdoms ruled by orcs can much easier colonize unpopulated provinces (Orcs are maybe not great producers, but they do know how to make orcs very well.).
Regardless of what type of leaders you have, they can develop some sort of technologies (called "soces") sometimes. But they can not use their special skills at the same time.
11.0 Structures and armies
It is important to understand the difference between Structures and armies,
this is explained here.
If two kingdoms have declared each other friends the diplomatic status between them is ally. If one of them has declared enemy, the status is war. Otherwise the status is neutral.
The status can change from anything to anything in one turn. Therefore it may be wise to avoid to ally with kingdoms you do not trust.
Armies that are in allied land cost as much as armies in your own land, but if they are attacked they receive no defence bonus.
Provinces can only be given to allies.
13.0 Pestilence and other cosy things
Plagues often torment the mortal races. Sometimes pestilence
will be your worst enemy. And that is not enough,
many other disasters will bring havoc to your kingdom.
A plague is described by two numbers. The first is the
mortality of the plague and the second is how contagious it is.
Very deadly plagues only wipe out the population in the
province they appear in, but very contagious and not so deadly
plagues may be a disaster.
To stop plagues you can use burn or plunder or just wait it out. Plagues are seldom spread between different races and never spread between ducks and other races.
Except for that, plagues are spread between provinces, between provinces and armies and between provinces and towns. If a province population is killed, all villages in the province also disappear. If a town is wiped out, its town_guard also vanishs.
Provinces with plague do not pay any taxes and sick armies fight only with 1/8 of their normal strength.
The races have different tolerance against plagues, see 10.0 The races and type of leaders.
14.0 Tables and formulas
In this chapter you can find all sorts of formulas and tables.
All tables regarding economy are presented here.
Cost of administration
inc. adm. inc. adm. inc. adm. inc. adm. inc. adm. 0 - 0 30 - 14 60 - 32 90 - 53 120 - 76 1 - 0 31 - 14 61 - 33 91 - 54 121 - 76 2 - 0 32 - 15 62 - 34 92 - 55 122 - 77 3 - 0 33 - 16 63 - 34 93 - 55 123 - 78 4 - 0 34 - 17 64 - 35 94 - 56 124 - 79 5 - 0 35 - 17 65 - 35 95 - 57 125 - 79 6 - 1 36 - 18 66 - 36 96 - 58 126 - 80 7 - 1 37 - 18 67 - 37 97 - 58 127 - 81 8 - 2 38 - 19 68 - 38 98 - 59 128 - 82 9 - 2 39 - 19 69 - 38 99 - 60 129 - 82 10 - 3 40 - 20 70 - 39 100 - 61 130 - 83 11 - 3 41 - 20 71 - 39 101 - 61 131 - 84 12 - 4 42 - 21 72 - 40 102 - 62 132 - 85 13 - 4 43 - 22 73 - 41 103 - 63 133 - 85 14 - 5 44 - 23 74 - 42 104 - 64 134 - 86 15 - 5 45 - 23 75 - 42 105 - 64 135 - 87 16 - 6 46 - 24 76 - 43 106 - 65 136 - 88 17 - 6 47 - 24 77 - 44 107 - 66 137 - 88 18 - 7 48 - 25 78 - 45 108 - 67 138 - 89 19 - 7 49 - 25 79 - 45 109 - 67 139 - 90 20 - 8 50 - 26 80 - 46 110 - 68 140 - 91 21 - 8 51 - 26 81 - 46 111 - 69 141 - 91 22 - 9 52 - 27 82 - 47 112 - 70 142 - 92 23 - 10 53 - 28 83 - 48 113 - 70 143 - 93 24 - 11 54 - 29 84 - 49 114 - 71 144 - 94 25 - 11 55 - 29 85 - 49 115 - 72 145 - 94 26 - 12 56 - 30 86 - 50 116 - 73 146 - 95 27 - 12 57 - 30 87 - 51 117 - 73 147 - 96 28 - 13 58 - 31 88 - 52 118 - 74 148 - 97 29 - 13 59 - 31 89 - 52 119 - 75 149 - 97 30 - 14 60 - 32 90 - 53 120 - 76 150 - 98 31 - 14 61 - 33 91 - 54 121 - 76 151 - 99 32 - 15 62 - 34 92 - 55 122 - 77 152 - 100 33 - 16 63 - 34 93 - 55 123 - 78 153 - 100 34 - 17 64 - 35 94 - 56 124 - 79 154 - 101 35 - 17 65 - 35 95 - 57 125 - 79 155 - 102 36 - 18 66 - 36 96 - 58 126 - 80 156 - 103 37 - 18 67 - 37 97 - 58 127 - 81 157 - 103 38 - 19 68 - 38 98 - 59 128 - 82 158 - 104 39 - 19 69 - 38 99 - 60 129 - 82 159 - 105Insert your income from provinces and mines minus costs for warg_farms and stables as inc. Then you see how much your administration will cost. Elven and dwarven kingdoms pay 5 and 3 gold less than the table shows respectively.
Race: How much is stolen from the Crown: Elf Nothing. Duck Random(income from provinces/4) Dwarf 75 % chance for: Random(income from provinces/4)/2 25 % chance for: Nothing Human Random(income from provinces/4)/2 Orc Random(income from provinces/4) (Random is a function that returns a value between 0 and its argument - 1)
terrain: Chance to find a mine forest 0.183333 grassland 0.366667 land 0.600000 mountain 0.843750
Mine type: Chance* Income: Ore production: poor_mine 20 % 1 1 small_mine 40 % 2 2 great_mine 30 % 4 3 huge_mine 10 % 8 5 *) change: Chance that the mine will be of that type. Note: This income will make the administration costs higher.
A duck, dwarven or orcish town then gives the following income:
Where A is the most common raw material, B the second most common and so on. T is the number of villages, roads, warg_farms and stables near the town (This is reported as "tradegoods" in the report. Tradegoods is not a raw material!).
For human towns:
And for elven towns: (A+B*2+C*4+D*8+T)/9 gold
A town keeps raw material and tradegoods in a warehouse. It stores the amount of raw material that it produced last turn. This makes it possible to use the export-order.
If the town has more of a raw material or tradegoods in the warehouse than it produces, it will use half of it to produce gold.
Terrain: Income: Raw-material: f forest 2 1 timber +2 with elves +1 food if elves in province +1 food if orcs in town g grassland 2 1 food +2 with humans +1 food if humans in province l land 2 1 spec, +1 food if orcs in town m mountain 0 1 ore +2 with dwarves +1 ore if dwarves in province w water 0 Nothing +2 with ducks +1 food with ducks +2 with fishing_nets +1 food with fishing_nets
What: Chance: Colonisation 50 %, 83.5 % for orc kingdoms Kingdom race move in 20 % Dwarves move into mountains 14 % Ducks move into water 25 % Elves move into forest 4 % Humans move into grassland 7 % Orcs move into any province 4 %Nothing else happens the same turn as the province is colonised, but the other migrations can happen one time each in the order they are listed in the table.
Cost to maintain armies
Type of army: Where: Orc Kingdom: Cost: mounted army ally land Yes 4 mounted army other land Yes 4 other army ally land Yes 2 other army other land Yes 3 mounted army ally land No 4 mounted army other land No 5 other army ally land No 2 other army other land No 4
This is the cost to maintain an army. Read 5.0 Sequence of actions to see when
this is done.
14.2 War tables
Here all tables and formulas concerning battle and war are gathered.
Province Your kingdom race: race: Ducks Dwarves Elves Humans Orcs Ducks 0 0 0 0 0 Dwarves 0.85 0.25 0.85 0.85 50 Elves 5 1.5 0 1.5 50 Humans 1.25 1.25 1.25 0.85 1.25 Orcs 25 25 50 25 5These are the risks in percent that the province will rebel, but villages, armies and secret service can stop the rebellion. A church in the province eliminates the risk of rebellions.
Race Forest Grassland Land Mountain Water Duck 1 0 0 1 1 Dwarf 1 0 0 2 0 Elf 2 0 0 1 0 Human 1 0 0 1 0 Orc 1 0 0 1 0
This bonus is added to the the army's ERF if it does not move when it is attacked. But the army must be in a province controlled by its kingdom.
Race-bonus in different terrains
Race Forest Grassland Land Mountain Water Duck 0 0 0 0 2 Dwarf 0 0 0 1 0 Elf 1 0 0 0 0 Human 0 1 0 0 0 Orc 0 0 1 0 0This bonus is always added to an army's ERF. If the army encounter armies during movement it receives bonus according to the province terrain from where if moved.
Dwarves only have half strength at sea and orcs only 2/3 strength. Ducks always have 2/3 strength.
Warg_armies' strength relative to normal armies
Army Type: Forest Grassland Land Mountain Water Warg_army 2 4 4 2 1This number is multiplied with the army strength after the defence and race bonuses are added.
The soldier's race: Forest Grassland Land Mountain Water Duck 2 2 2 1 1 Dwarf 2 3 3 3 1 Elf 3 4 3 2 1 Human 2 6 3 2 1 Orc 2 4 3 2 1This number is multiplied with the army strength after the defence and race bonuses are added.
The soldier's race: Forest Grassland Land Mountain Water Duck 8 11 9 7 6 Dwarf 8 12 9 10 6 Elf 10 12 10 9 6 Human 8 16 10 8 6 Orc 8 12 10 9 6This number is multiplied with the army strength after the defence and race bonuses are added.
Army Type Relative Strength archers 0.5 catapults 0.5 Dragon He-He! mithril_warriors 5 Ship 4 (At sea) Ship 1 (On land) Frigate 16 (At sea) Frigate 6 (On land) Sky_castle 6 Stone_castle 6 town_guard 1 trolls 24 (No bonus from "iron")This number is multiplied with the army strength after the defence and race bonuses are added.
Type Relative Strength Race=Duck 2/3 iron & (!steel) & (race!=dwarf) 3/2 iron & (!steel) & (race=dwarf) 2 iron & steel & (race!=dwarf) 2 iron & steel & (race=dwarf) 5/2 armour & (!steel) 2 armour & steel 5/2 Sick army 1/8 Army killed by arrows 1/624This number is multiplied with the army strength after the defence and race bonuses are added. "!" means that the technology is not possessed. "!=" means not equal to. Example: A dwarven kingdom with steel, armour and iron gets the bonus:
With the technology bows: strength=1/4 Without bows: strength=1/924 Duck army: * 2/3 With the technology iron: * 5/4 Army Type Relative Strength archers 4 catapults 4 Firewalkers 1/2 Frigates 3 (only with bows) Ships 3 (only with bows) Trolls 1/60 Turtle 1/10 Other 1This number is multiplied with the army strength after the defence and race bonuses are added. The table Other modifications above does not apply for missile strength.
Type Relative Strength Race=Duck: * 1 The technology armour and steel: * 5/2 The technology armour without steel: * 2 Army with plague: * 1/2 firewalkers 2 mithril_warriors 10 Frigates 5 (Both on land and at sea) Ship 4 (Both on land and at sea) Sky_castle 6 Stone_castle 6 trolls 6 Other 1
The risks that troll armies do something stupid
There is a 25 % chance that a troll army will make up its own
orders. There is an equal chance for every direction including
Rebel trolls will however always move in some direction every turn.
If any of your troll armies has nothing to plunder one turn there is a 12.5 % chance that they become rebel trolls (And they are no nice guys...).
14.3 Tables of disasters
Here are all tables and formulas concerning cosy stuff...
Race in province: Chance of new plague each turn Duck 0.2 % Dwarf 0.08 % Elf 0 % Human 0.25 % Orc 0.8 % Race in town: Chance of new plague each turn Duck 0.12 % Dwarf 0.08 % Elf 0 % Human 0.35 % Orc 0.83 %
Contagious number: Name: % risk for this type: 1 non contagious 20 2 very little contagious 20 3 little contagious 15 4 contagious 9 5 very contagious 8 6 very very contagious 5 7 almost epidemic 5 8 epidemic 5 9 very epidemic 5 12 truly epidemic 5 20 doom bringer epidemic 3
Mortality number: Name: % risk for this type: 1 cold 20 2 influenza 20 3 severe influenza 15 4 benign plague 9 5 plague 8 6 severe plague 5 7 mostly deadly 5 8 deadly 5 9 very deadly 5 12 truly deadly 5 20 doom maker 3
Race: Resistance Duck 4 Dwarf 10 Elf Immune Human 4 Orc 8The risk that a population, army or town dies is (pest mortality)/(pest mortality + Resistance).
If the plague is coming from a different race the Resistance is three times higher. Between Ducks and other races it is 400 times higher.
Then the plague is spread in the same way from armies to the province they are in, from towns to their provinces, from provinces to armies and from provinces to towns in the same way.
Pestilence is never spread into an unpopulated province.
If elves move into the province or if the province becomes unpopulated the pestilence always disappears, but only after the plague has had a chance to spread itselves.
The order army_to_village can end (and start!) a plague. Plunder, foo_populate (foo=race) and burn also removes the plague from a province. If another race immigrates into a province the plague disappears too.
Structure: Risk to be destroyed each turn: irrigation 0.25 % roads 0.5 % poor_mine 1.7 % small_mine 0.8 % great_mine 0.4 % huge_mine 0.2 % village 0.4 % town 0.5 % (0.38 % with "stone_building")
Elves: Other races: Risk to hit a nearby province: 7.5 % 15 % Risk to hit a random province: 1.25 % 2.5 % Chance to hit the chosen province: 91.25 % 82.5 %
The chance to gather mages for a burn ritual
Number of provinces: Burn: Diburn: 0 0 % 0 % 1 5 % 3 % 2 10 % 6 % 3 15 % 9 % 4 20 % 12 % 5 25 % 15 % 6 30 % 18 % 7 35 % 21 % 8 40 % 24 % 9 45 % 27 % 10 50 % 30 % 11 54 % 32 % 12 58 % 34 % 13 61 % 36 % 14 64 % 38 % 15 66 % 40 % 16 68 % 42 % 17 70 % 44 % 18 72 % 46 % 19 74 % 48 % 20 75 % 50 % 21 76 % 52 % 22 77 % 54 % 23 78 % 56 % 24 79 % 58 % 25 80 % 60 % 26 81 % 62 % 27 82 % 64 % 28 83 % 66 % 29 84 % 68 % 30 85 % 70 % ... 40 90 % 80 % ... 50 94 % 85 % ... 60 and above 97 % 87 %The diburn-chance is for the ability to perform both burnings. Either there will be two or no burnings.
Risk for a priest kingdom to fail to heal an army back to life
If your priest are not given any order, they will try to heal the best
army that has died on your land. To understand more read 5.0 Sequence of actions.
Elves: Other races: Risk to fail 7.75% 17.5 %
Risk for a kingdom to fail to protect a province
Elves: Other races: Risk to fail 7.75% 17.5 %
14.5 Miscellaneous tables
Chance to steal a technology
Technology chance to be stolen armour 1/30 bows 1/26 churches 1/3 death_training 1/20 diburn 1/60 horseriding 1/6 magic_village 1/50 metallurgy 1/60 mithril 1/60 pest 1/150 ships 1/40 steel 1/15 training 1/20 trolls 1/40 worm_lore 1/40 worms 1/35 Other 1/10This is the chance to get a technology that you do not possess from a kingdom when you occupy one of its provinces. If the other kingdom possesses the technology "protect_inventions" this chance is divided by 3. If there is no one living in the occupied province no technology is stolen. And if the race in the province is different from the occupying army the chance is divided by 2.
Then there are lists of most income, most provinces and most technologies. The values used here are not the real ones (except for your own kingdom).
Instead (4D25 - 52) % is added to each value. (That is four 25-sided dice minus 54). This value is spreaded to all kingdoms and then another (4D25 - 52) % is added. So the biggest kingdom in the rumours may be only one forth of what the rumour say. But often they are about +-10 % wrong only.
Then there is a list of all alliances. An alliance does not mean that every kingdom in the alliance is allied with all the others. Some of the members may even be at war with eachother. But they are all tied together with alliances somehow.
Example: If England and France are allied, and France and Russia are allied, then England, France and Russia are the same alliance regardless of what England and Russia think of eachother.
The kingdom with the greatest income is called the alliance leaders. NOTE: The alliance leader is always the kingdom with the greatest income and there are no random value added when this is selected. Therefore you can get better information here, than in the Greatest-Income-table.
Then the different alliances are sorted after income. (4D25 - 52) % to this income as in the other tables. The kingdoms that are not alliance leaders are only sorted by their kingdom number.
15.0 Tactics and strategy
Here are some tips regarding how to become a successful Dunk player.
Or at least some tips to avoid being an idiot.
Here are some examples of when war is a very bad idea:
And some examples of when war is a good idea.
But make sure to end the war quickly. Otherwise you will end up far behind other kingdoms. The evil orc-kingdom may have occupied five of your land-provinces, but if you just defend yourself, they will not continue into the forest or mountain.
Try these explanations in your ears:
Sending technologies to a kingdom that surely will die is often a good idea. This will keep the war's winners busy a little longer. Sometimes even gold may be a good idea. Why not send 20 gold to the poor orc-kingdom and thus creating things that will cost over 60 gold for your enemy-in-the-future to eliminate?
Read the description of the technology and set your own price!
Here are some examples of things that many players have problems
Grah, the great orc, who rules a rich warrior orc kingdom send in these orders to firstname.lastname@example.org
campaign 17 begin orders Grah's_Kingdom >We also have 8 gold to buy armies (max 3 armies) and stuff for. > ">" means comment. >Yea! Great! place 22 e place 43 e place 62 e place 41 w >Maybe use your warrior leaders to develop a soc or something? >No way! My armies must start with ERF 2! end orders runkargurka ^^^^^^^^^^^ This is the password!Karth, the orc-mage, send in these orders:
campaign 17 begin orders Karth's_Kingdom >We also have 5 gold to buy armies (max 2 armies) and stuff for. >5 gold? Damn water and mountains! >Lets save all gold to be able to build 5 armies next turn. >Maybe use your mages to burn two provinces with diburn? develop_magic_village end orders marmeladSaroghth, the orc-priest, send in these orders:
campaign 17 begin orders Saroghth's_Kingdom >We also have 7 gold to buy armies (max 3 armies) and stuff for. >Lets show our priests much land for their mission next turn: place 148 e >I have plans for the following turns for this army: place 167 sw w nw place 127 nw >Maybe use your priests to mission or develop a soc? >mission is a must for priests! mission end orders peakabow
17.0 Dunk etiquette and winning
This chapter explains how you are expected to play Dunk. If you do not
follow these advices you will be kicked out.
The kingdom who has the biggest net income plus cost for its army
is considered winner. That is:
(Gold from towns) + (income from mines and provinces minus structures) - (administration cost)
This means that you do not win thanks to a lot of gold or many provinces. However, there are a few secundary winning possibilities and they are greatest income per province, most provinces, most technologies and greatest towns.
This is a change-log for these rules. Newest things at top:
2001-05-07 LOG: New rules for campaigns with number 20 and above. Orc plunder now gives the same as other races plunder. Town guards can no longer plunder. Older campaigns are as before.
2001-02-25 LOG: The technology sky_worms can now be discovered by other kingdoms than elven kingdoms if they possess elf_lore. Version 0.33
2000-12-16 LOG: The order move is better described and the move orders wait and unclimb are added.
2000-11-9 LOG: The technology fishing_nets now gives 2 extra income from water provinces. It has always been like this, but the rules have been wrong for a while...
2000-10-14 LOG: More rumours are added to the reports and this is explained in 14.6 About the rumours.
2000-10-06 LOG: Armies now desert if you do not have any gold. 7.4 Expenditure for armies and 5.0 Sequence of actions are updated.
Some minor language bugs and address-bugs are corrected.
2000-08-30 Dwarves no longer get the technologi iron at start. This was never mentioned in the rules.
2000-04-10 The technology mission now only make it possible to incorpurate 4 provinces. Burn is not always possible, especially for small kingdoms. Give_province occur later in the turn.
2000-04-01 Armies can move at higg speed in allied land and this is written in 5.0 Sequence of actions.
2000-03-21 The chapter Dunk etiquette is added.
2000-03-19 Army_to_village is no longer possible in enemy or allied land.
1999-11-04 The technology teleport is added.
1999-10-01 A few more things about unpopulated provinces and pestilence in 14.3 Tables of disasters. And burn is said to remove pestilence too.
1999-10-01 Cost for crime added in chapter 14.1.
1999-09-25 Every turn and next turn added.
1999-09-01 The techs frigates and knights added.
Some typos fixed.
1999-08-15 The risks that troll armies do something stupid added in 14.2.
Remove army, village and town added in 4.3 Standard orders.
Some other small adjustments.
1999-07-19 A lot of small changes and the chapter 10.8 About the type of leaders added.
1999-05-26 The order develop_protection added.
The modifications for armies killed by arrows added in 14.0.
1999-05-26 The description about income from towns in 14.0 updated.
Plunder all added.
1999-05-17 14.2 War tables updated.
1999-03-08 "All missions occur before any provinces are given." Added in 5.0 Sequence of actions.
1999-02-02 Lowered defence-bonuses for all races in forests. And lowered ducks and elven terrain-bonuses.
1998-12-15 Removed everything that has to do with caravans and added the new description of trade.
1998-12-02 Updated the tables for the new lowered values for catastrophes, rebellions and plagues.
1998-12-02 Added some examples and tactical tips.
1998-11-06 The technology protection is added and a table for it in 14.4 Tables of magic and priest rituals.
1998-10-20 write_tech now accepts any technology.
1998-10-20 The risk to fail healing for priests is now described in chapter 14.4.
1998-10-20 The description of how to get all technologies is added in 8.0 Technologies. Links between the technologies are added.
1998-10-19 The description of how to use \ to continue lines is added in Chapter 3.2.
1998-10-02 The order supply is added in the description of the technology towns.
1998-09-30 The table about stealing techs is added in 14.5.
1998-09-30 The order give_tech now accepts "all" as a technology.
1998-09-30 The technology food_industry now gives max(production, 10+(production-10)*2) food.
1998-09-29 The order worldpeace added.
1998-09-18 This change-log is moved to this chapter.
1998-09-16 ass, eas ... in 6.4 added.
1998-09-14 The tech food_industry added.
1998-09-14 3.4 about gif added.
1998-08-31 3.3 How to read your kingdom report added.
Some new tables added in chapter 14.
"begin letter"-explanation removed, because it should not be used by any other than Dunkmaster.
Avoid $$$$$$$$$$$$ in letters to Dunk.
Totally rewritten rules and translated into bad English.