Basic rules:
Each player starts with 3 cities, and may perform 1 order each turn. Orders should be sent to me through:
ICQ: 87239215 (Preffered)
PM
MSN Messanger: a_grau @ hotmail.com
(When orders has been sent, please post a “sent” msg in the thread, to make sure I have received the order).
If you don’t send any orders for a turn, you wont be auto-set to do something (I wont deflect for you, I wont stockpile for you, I wont do anything for you... ), and since I post a msg from time to time in the forum about who’s still missing to send orders, people can see who’s open to receive nukes, so be sure to send them
If you don’t send your orders for 2+ turns in a row, you’ll lose 1 city per turn. Unless you can come up with a good reason BEFORE you’re missing your orders (i.e. if you’re going on vacation tell us BEFORE you leave, not when you get home)
Don't wait til last minute to send. If I haven't recieved the order when time's up, even though you have posted a "sent" msg post, I'll ignore it. And some days I might post the results early (if I know I'll be busy at the "normal" time) (Max a couple hours early)
You may post orders one turn in advance, like if you know you wont be online for the next 48 hours or so. More than one turn in advance wont be accepted
Each turn takes about 24 hours (Ending at 9 pm GMT each day) (Though there might be some changes, so don’t count on it being ready every day at this time... maybe it’ll be earlier, maybe later). If I have received all orders before time runs out, the turn has ended and I’ll post the results early
Orders:
Perform Propaganda:
This takes one city away from an opponent and adds it to yours. You cannot perform propaganda on a country that has directly or indirectly (i.e deflecting nukes) been involved in a nuclear exchange with yours, or a country with the same government.
Launch Nukes:
The player can launch two nukes*. The nukes can be launched at different players or they can be launched to the same player
Stockpile Nukes:
Instead of launching 2 nukes you can "ready" them for next turn and fire FOUR nukes next turn. This doesn't stack, so you can't waith 5 turns before launching an apocalyse of 10 nukes.
Deflect nukes:
When deflecting nukes to a certain player, each second nuke* will be sent to another player (Which has to be included in the orders). The nukes which get deflected is: 1, 3, 5… while 2, 4, 6… will hit
Hide in bunker:
Each player has one bunker*. When used, ALL nukes gets destroyed (Not deflected). When used, the bunker is unavailable.
Train a new spy:
Just like it sounds. (Each nation starts with one spy)
Build City:
You get one extra city
Sabotage (Spy**):
When using sabotage on another player, the other players orders will be cancelled. This kills the spy used
Observe (Spy**):
When using a spy to observe a player, the other player gets information about the other player’s orders. The spy only dies if the other player is being nuked the same turn.
* Depending on Government
** Spy missions doesn’t count as orders for the round, but can be used together with another Order. Each spy can only be used once per turn (the more spies you have, the more spy-missions you can perform per round)
Governments:
You choose your gov. at the beginning of the game. To change you need a revolution, which takes a whole turn in which you can do nothing else. Governments are OPEN to the general community to see.
Democracy
Advantages : Progaganda is twice as effective - they lose 2 cities you gain 2 cities. You are immune to propaganda.
Disadvantages : You have to openly post all your orders (very open to spies) and you cannot nuke someone unless they nuked you first (deflections count as nuking from the person who deflected)
Communism
Advantages : You are immune to spies, and your spies are twice as effective (i.e. information on two opponents, or sabotage 2 opponents) You also have 2 spies at the start of the game.
Disadvantages : You cannot build new cities or preform propaganda.
Isolationalist
Advantages : You start with one extra city. You can use the "hide in bunker" three times. Your deflectors stop one extra nuke (i.e. they stop 1,2,4,6... while 3,5,7 will hit)
Disadvantages : You can launch only one nuke per turn. You cannot build new cites and you cannot use spies.
Millitarist Dicatorship
Advantages : You can launch 3 nukes per turn.
Disadvantages : You cannot perform propaganda, you cannot deflect and you cannot hide in your bunker.
Are there any rules you think is too strong/weak, or got a better idea, etc, feel free to post... The reason why I posted this before the other game has ended is because this should also be a "rule shaping" thread in case there's something that needs to be changed...
Mod: ADG
People in game:
Each player starts with 3 cities, and may perform 1 order each turn. Orders should be sent to me through:
ICQ: 87239215 (Preffered)
PM
MSN Messanger: a_grau @ hotmail.com
(When orders has been sent, please post a “sent” msg in the thread, to make sure I have received the order).
If you don’t send any orders for a turn, you wont be auto-set to do something (I wont deflect for you, I wont stockpile for you, I wont do anything for you... ), and since I post a msg from time to time in the forum about who’s still missing to send orders, people can see who’s open to receive nukes, so be sure to send them
If you don’t send your orders for 2+ turns in a row, you’ll lose 1 city per turn. Unless you can come up with a good reason BEFORE you’re missing your orders (i.e. if you’re going on vacation tell us BEFORE you leave, not when you get home)
Don't wait til last minute to send. If I haven't recieved the order when time's up, even though you have posted a "sent" msg post, I'll ignore it. And some days I might post the results early (if I know I'll be busy at the "normal" time) (Max a couple hours early)
You may post orders one turn in advance, like if you know you wont be online for the next 48 hours or so. More than one turn in advance wont be accepted
Each turn takes about 24 hours (Ending at 9 pm GMT each day) (Though there might be some changes, so don’t count on it being ready every day at this time... maybe it’ll be earlier, maybe later). If I have received all orders before time runs out, the turn has ended and I’ll post the results early
Orders:
Perform Propaganda:
This takes one city away from an opponent and adds it to yours. You cannot perform propaganda on a country that has directly or indirectly (i.e deflecting nukes) been involved in a nuclear exchange with yours, or a country with the same government.
Launch Nukes:
The player can launch two nukes*. The nukes can be launched at different players or they can be launched to the same player
Stockpile Nukes:
Instead of launching 2 nukes you can "ready" them for next turn and fire FOUR nukes next turn. This doesn't stack, so you can't waith 5 turns before launching an apocalyse of 10 nukes.
Deflect nukes:
When deflecting nukes to a certain player, each second nuke* will be sent to another player (Which has to be included in the orders). The nukes which get deflected is: 1, 3, 5… while 2, 4, 6… will hit
Hide in bunker:
Each player has one bunker*. When used, ALL nukes gets destroyed (Not deflected). When used, the bunker is unavailable.
Train a new spy:
Just like it sounds. (Each nation starts with one spy)
Build City:
You get one extra city
Sabotage (Spy**):
When using sabotage on another player, the other players orders will be cancelled. This kills the spy used
Observe (Spy**):
When using a spy to observe a player, the other player gets information about the other player’s orders. The spy only dies if the other player is being nuked the same turn.
* Depending on Government
** Spy missions doesn’t count as orders for the round, but can be used together with another Order. Each spy can only be used once per turn (the more spies you have, the more spy-missions you can perform per round)
Governments:
You choose your gov. at the beginning of the game. To change you need a revolution, which takes a whole turn in which you can do nothing else. Governments are OPEN to the general community to see.
Democracy
Advantages : Progaganda is twice as effective - they lose 2 cities you gain 2 cities. You are immune to propaganda.
Disadvantages : You have to openly post all your orders (very open to spies) and you cannot nuke someone unless they nuked you first (deflections count as nuking from the person who deflected)
Communism
Advantages : You are immune to spies, and your spies are twice as effective (i.e. information on two opponents, or sabotage 2 opponents) You also have 2 spies at the start of the game.
Disadvantages : You cannot build new cities or preform propaganda.
Isolationalist
Advantages : You start with one extra city. You can use the "hide in bunker" three times. Your deflectors stop one extra nuke (i.e. they stop 1,2,4,6... while 3,5,7 will hit)
Disadvantages : You can launch only one nuke per turn. You cannot build new cites and you cannot use spies.
Millitarist Dicatorship
Advantages : You can launch 3 nukes per turn.
Disadvantages : You cannot perform propaganda, you cannot deflect and you cannot hide in your bunker.
Are there any rules you think is too strong/weak, or got a better idea, etc, feel free to post... The reason why I posted this before the other game has ended is because this should also be a "rule shaping" thread in case there's something that needs to be changed...
Mod: ADG
People in game:
Code:
Player name: Government: Cities: Pave Asmodean Isolationalist DrSpike Skanky Burns Azazel Isolationalist Jerusalem, Tel Aviv, Haifa, Beer Sheva Sandman Democracy Liberty, Equality, Fraternity Jamski millitary dictatorship Lenigrad, Stalingrad, Moscow GeneralTacticus Pave Communism Heinola, Pavesia City, Helsinki Spaced Cowboy Democracy Dallas, Fort Worth, Denton
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