Game Overview

 

       Evernight is a turn-based, multi-player, Internet game with fantasy world overtones.  You can Sign-up for your first 30 days for free. During your first week you can join a newbie game, after one week you will be given 1xp and the option of joining the (1xp minimum) Free for All games with more expirienced players, (there is also talk of a 3rd game after 3 weeks that you will be able to join, but this is not official yet).. After your first 30 days you will have the option to register for $4.95 per month and join up to 8 games at once.  Regardless of if you will become a member or not, you can finish out your games even after your 30 days are up (you just can't join any new ones after your 30th day). Competition happens in rooms that hold 15-150 people. In most of the rooms, turns happen once a day M-F (though blitz games and two-a-days have been run in the past), meaning that players can check in and make their moves at any time, and then at a set time all these moves are processed.  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 (though the Java scripts tend to be a little buggy for Macs) 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 the Evernight site.
 

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!

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 fotresses, certan 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, and their costs and effects are currently being tinkered with.  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.  Evernight is being hosted by the great folks at Real Networks, I suggest you go visit them and try out some of their great games as well. 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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