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Game Overview
Evernight is a
turn-based, multi-player, Internet game with fantasy world overtones. You
can Sign-up for your first game for free. During your first week you must join
the tutorial game, which lasts for 5 turns to let you understand the importance of movement,
after one week you will be given the option of joining
an MFEG(My First Evernight Game) game with other beginning players.
You always have the option to register
for $5.95 per month (or discounts for multi-month sign-up) and join up to 8 games at once. Regardless of if you
will become a member or not, you can finish out your MFEG (you just can't join any new ones).
Competition happens in rooms that hold 15-150 people. In most of the rooms, turns happen once
a day M-F. Some normal exceptions are:
- Blitz games that tick every 10-20 minutes
- Magnificent Seven games which tick every day
- Fast and the Furious games which tick twice a day
- Timepieces of Chron which tick three times a week (M-W-F)
What all of this means is that players can check in and make their moves at any time, and then at a set
time all these moves are processed(the "tick"). Most rooms run for 30-45 turns, which
means that it takes between six and nine weeks to play a game, assuming you survive
that long. Evernight is currently compatible with both Windows and Macintosh
platforms and Netscape and Internet Explorer. All you need to play is an Internet connection, a
browser, and an account. To sign up for an account, visit Evernight
The Setup
New games open as soon as the ones before them start,
that is if one kind of game (say Newbie Game 3) fills up, a new one (Newbie
game 4) is created and is ready for people to join. Some games have a waiting
list (kind of like a petition) before they are open to be joined, the people
on the waiting list have one day to join once the game opens before it becomes
open to everyone. Most games are restricted to a certain experience group,
others are open to all, of course there are also those that are only open
to those specifically invited! Templated games available are both single and team format.
In a new room, every player starts with one region
and one fortress. The game is land-based: you can only move from
one region into adjacent regions, and you receive resources every turn proportional
to the amount of land you hold. If you lose all your regions, you are
dead, the more land you hold the more powerful you are (but not always).
Because of these dynamics, the game has been described as "Risk with spells",
though it is more complex than that. For each region you hold, you get
one point in the room rankings. Players also get half the points of
their followers (other players "followers" who have sworn allegiance
to them and been accepted). Since there is a finite amount of land in
every room, players can only advance by conquering other players and taking
their land. Player on player combat is the heart of the game, though
there are other important facets.
In a standard game, the winner is the person with the
most points when the game in that room ends. The top players split a
purse of experience points (Both how many victors there are, and purse size
set at the creation of the room based on size, type, and experience level).
The winning players can distribute these points between themselves and their
followers at the end of the game, so coalitions, and consequently diplomacy,
are an important aspect of the game. Players can also earn points by
surviving (holding at least one region at the end of the game) and having
the same religion as the person who ends the game (does not apply in some
game types). Experience points determine a player's position in the
overall rankings and also determine which title they hold. Experience
points are also used to limit access to certain rooms so that new players
have a chance to play against new players and veterans against veterans.
Resources
There are two basic types of resources; the same is
true of structures and units. The most basic resource is Treasure; every
turn, you receive Treasure proportional to the amount and type of land you
own after all battles for that turn have been processed 7T for each plains,
4T for each dunes, 3T for each swamp, 2T for each forest, and 1T for each
mountains or water. Treasure is used to build fortresses/temples and
to purchase lessers. The second resource type is Fury. Fury is
gained when your lessers kill other lessers or do damage to forms (1F for
each lesser killed and 1F for each point of damage done to a form It can also
be gained by sacrificing your lessers via a certain spell)). Fury is
used to cast spells, to conjure forms, and to fuel forms at temples.
Structures
Structures cost 50T to order, take two turns to complete,
and can only be built on plains, forests, or dunes. Completed fortresses
can be used to summon lessers and give your lessers an advantage of one upgrade
in type in all battles fought in that region. Temples can be used to
conjure, summon, and absorb forms; temples can only summon or absorb one form
per turn; you cannot summon and absorb forms at the same temple in the same
turn.
Units
Lessers are the most basic military unit. Lessers
cost 1T, have 1 hit point (HP), get one attack each round in battle, and can
only be summoned at fortresses. Lessers cannot travel into mountains
or water without the aid of spells, and ending the turn in a dunes regions
will destroy on average 10% of the lessers present. There are six types
of lessers. The type of lessers you control is determined by the number
of different types of Black Betweens you own.
Forms are larger units that have varying numbers of
HPs and special abilities. There are six types of forms, one for each
religion. Forms can only be conjured (created) at a temple of the appropriate
religion, though they can be summoned (brought into play) and absorbed (taken
out of play) at any temple. Forms, unlike lessers, have to be fueled
when they are summoned; without fuel, they will lose HPs until they die or
are absorbed. Forms use 1 fuel each turn. Also unlike lessers,
you can have unsummoned forms in stock, either by conjuring them (and not
summoning) or by absorbing forms already in play back into your "stock"
(to be summoned later). Forms, unlike lessers, do not generate Fury
when they kill lessers or damage other forms; rather, they gain experience,
which is converted into HP at the end of the battle.
The following tables describe the
unit statistics for each lesser and form type:
LESSERS
Type
OF ----DF
| Crusaders |
30 |
30 |
| Amra |
42 |
42 |
| Rip Lizard |
52 |
52 |
| Hatchling |
60 |
60 |
| Mud Wretch |
67 |
67 |
| Glow |
73 |
73 |
FORMS
Type
OF DF AT HP
Size Cost FC MF EPH Religion
| Amber Dragon |
95 |
91 |
60 |
180 |
150 |
175 |
4 |
9 |
9 |
Zan |
| Black Dragon |
100 |
94 |
65 |
200 |
250 |
250 |
5 |
9 |
10 |
Mindbender |
| Colossa |
40 |
99 |
25 |
300 |
500 |
275 |
5 |
12 |
8 |
Chron |
| Iron Hulk |
45 |
98 |
30 |
250 |
300 |
200 |
4 |
12 |
6 |
Crank |
| Magma Demon |
86 |
88 |
45 |
75 |
75 |
75 |
2 |
15 |
3 |
Incinerak |
| Wooden |
80 |
92 |
40 |
100 |
100 |
100 |
2 |
15 |
4 |
Bork |
Key: OF=Offense (percentage
chance of scoring a hit); DF=Defense (percentage chance of not taking damage from
a hit); AT=number of attacks; HP=Hit Points; Size is a value used for targeting
in battles (if you have a Wooden and 100 lessers on your side in a battle, the
form will take approximately half the hits); Cost is in Fury; FC=Fuel Cost (in
Fury); MF=Maximum Fuel; EPH=the number of Experience points needed to gain
1 HP.
Black Betweens
The Black Between is a special spell that transforms
a region into a kind of null-space where nothing can survive. There
are six types of Black Betweens, one for each land type. When one player
holds all six types of Black Between, the game ends. Black Betweens
generate no T. They are also the only method of upgrading all your lessers
on the map (regardless of location) to the next level. (note that fortresses,
certain spells, and the Magma Demon can affect a single army with an temporary
upgrade).
Spells
The number of spells is too vast to list here. For a description
of spells, use the Tome of K'Ar Tuf and Help files for the game you are in.
Or refer to the Scrolls of Wisdom section for articles people may have written
on specific spells.
Developers
Evernight is being developed by VR1, Inc. VR1
develops massively multi-player games for play over the Internet and licenses
them to content providers as well as providing content for a variety of gaming
platforms. VR1 is a multinational corporation with offices in the United
States, Canada, Japan, and Russia. For more information about VR1 and
the projects they are working on, visit their website: www.vr1.com.
Please be aware that I do not work for VR1 in any capacity
(except in certain dreams) and that any faults, errors, or misrepresentations
are entirely of my own making and that I do not in any way speak for or represent
VR1.
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