RULEBOOK CONTENTS
SECTION 1 - INTRODUCTION
section 2 - Starting to play Serim Ral
section 3 - General Information
section 4 - Miscellaneous Orders
section 5 - Castles
section 7 - Thief / Rogue Abilities
section 8 - Rangers / Hunters
section 9 - Magic
section 10 - Combat
section 11 - Repeat Orders
section 12 - Religions
section 13 - Advanced Classes
Appendices
SECTION 11 - REPEAT ORDERS
11.1 - REPEAT ORDERS
11.2 - CANCELLING REPEAT ORDERS
11.3 - DEFERRING REPEAT ORDERS



SECTION 11.1 - REPEAT ORDERS

It is possible to order your leaders and castles to remember and repeat orders which are the same from turn to turn. This is accomplished by simply placing the word REPEAT after the leader or castle name and before the command. The order will then be carried out for all following turns until cancelled.

For example, Skuzbag the Goblin Lord wishes his castle Elfbash to manufacture weapons and armour each week, Fortify it's walls and hire merchants to deliver food to his Citadel of Dwarfdoom. As he can't see his plans changing for a while he decides to issue them as REPEAT orders. He would do it thus:-

ELFBASH REPEAT MAKE 500 WEAPONS AND 500 ARMOUR
ELFBASH REPEAT FORTIFY 8000 STONE
ELFBASH REPEAT DELIVER DWARFDOOM 5000 FOOD

These orders would then be carried out as normal for the turn he issued them and then repeated on all subsequent turns until CANCELled or DEFFERred. Orders which will not be remembered are FIND, BUILD, ATTACK.

PLEASE NOTE: There are several things to keep in mind when using REPEAT orders.

1) Repeat Orders are carried out in the normal Order Of Events (see Appendix II - Order Of Events), however, normal orders of the same type have priority and are carried out first. e.g. CASTs will be first, followed by REPEAT CASTs, followed by MOVEs, followed by REPEAT MOVEs etc etc.

2) Repeat orders are treated as 'normal' orders on the turn that they are first issued. They become repeat orders on the following turn.

3) You are allowed as many Repeat Orders as you are Normal Orders. Any Repeat Orders over your limit will be Auto-Cancelled. This happens after the CANCEL order, allowing you to choose which Repeats get cancelled.


SECTION 11.2 - CANCELLING REPEAT ORDERS (20)

All your dominion's remembered orders will be listed at the bottom of your turnsheet and each will be preceded by a number i.e.-

Total Orders to be repeated next turn are:-

1 THRUKBAZ CAST SELF IXELTIRGLORAN X 5

2 MORTHAK PATROL

3 DWARFDOOM CREATE TEMPLE STONE X 2

4 ELFBASH MAKE 500 WEAPON 500 ARMOUR

5 ELFBASH SLAUGHTER 100 LIVESTOCK

6 ELFBASH DELIVER DWARFDOOM 5000 FOOD

To cancel any of these simply get any leader to issue a CANCEL order. The syntax being-

{Leader or Castle} CANCEL {Ord Num},{Ord Num},{Ord Num} [etc.. up to 8] e.g. - SKUZBAG CANCEL 1,3,7,5

You can cancel any number of remembered orders a turn, but only 8 maximum to each cancel order please.


SECTION 11.3 - DEFERRING REPEAT ORDERS (10)

You may wish to simply miss out some remembered orders for 1 turn only, and have them carried out as normal on subsequent turns. The DEFER order has been implemented for just this situation. The syntax is-

{Main Leader} DEFER {Ord Num},{Ord Num},{Ord Num} [etc.. up to 8] e.g.- SKUZBAG DEFER 2,4,5,6

As with the CANCEL command please only place up to 8 on each order.

Script:16ms

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The Rule Book
Introduction
Starting to play
Choosing your race
The gods
Naming your leaders and castles
Choosing your character classes
Aliases and titles
Sending us your start-up sheet
General Information
Time and Weather
Serim Ral geography
Experience and health
Feeding your troops
Encumbrance
Alignment
Winning the game
Miscellaneous Orders
Placing bounties
Contacting other empiress
Destroying items
Disbanding troops
Finding new leaders
Following
Foraging for food
Leaving your items
Movement
Patrolling your lands
Profiling monsters
Renaming leaders and castles
Slaughtering for food
Recruiting and taking items
Finding & taking artefacts
transfers
visiting taverns
special locations
realm names
Castles
Castle production
Castle related orders
Building new castles
Citadels
Creating extensions
Delivering
Demolishing castles
fortifications
manufacturing
purchasing
surveying the land
Thief / Rogue abilities
hiding
sabotage
smuggling
spying on the enemy
stealing
visiting taverns
Rangers / Hunters
foraging
hunting
mapping the terrain
mustering troops
Magic
casting spells
unearthing new spells
brewing potions
drinking potions
scrying
Combat
training your troops
attack and retreat
capturing enemies
defending
pillaging
dealing with prisoners
armour, weapons & bows
sieging enemy castles
friends & foes
Repeat Orders
remembered orders
cancelling remembered orders
deferring remembered orders
Religions
changing your religion
listing fellow worshippers
sacrificing to your god
head priests
head priest abilities
section 13 - advanced classes
changing class
Appendices
Command summary
Order of events
Order sheets and costs
Helpful handy hints
Gm policies
Example order sheet
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